TEXT: 1
  
  2
  Introduction
  Author
  J. Evans Payne
  Monster & Character Art
  Karen Martin, Jack Kaiser
  Cover Scene Art
  Jack Kaiser
  Iconography 
  J. Payne
  Design & Concept
  Jason Payne
  Developer
  Jason E. Payne
  Producer
  Jason Evans Payne
  Editor
  J. E. Payne
  Layout and Graphic 
  Design
  Jason E. P.
  Cover Art and Logos
  Enyap Nosaj
  Cartography
  J. Evans Payne
  Typesetting
  J. Snave Enyap
  Proofreading
  Beattin A. Dedhaurs
  Indexing
  Adobe InDesign
  Special Thanks: 
  Kickstarter Backers
  Thank you for believing in me, when 
  all I had to prove myself was an idea, a 
  blurb, a handful of maps, and a dream.  
  The product you hold in your hands—or 
  store on your hard drive—is a direct 
  result of your faith, and support.  I 
  can’t thank you enough.
  Hardened Completionists
  • Richard Loh
  • Jeremy Siemon
  • Paul S.
  • Richard “Eskimo” Jones
  • J Levine
  • Please do not add my name to the 
  credits
  • Jeremy Suiter, a.k.a. Barek Firebeard
  • Jeff “Sage” Trisoliere
  • Martin St-Laurent
  • Benjamin Bernard
  • Oliver Volland
  • Dr. Donald A. Turner
  • Nicholas Harvey
  • Thalji
  • Amadan
  • Bulldozers
  • Redfuji6
  • Jamie Van Lengen
  • Roger Haxton
  • H. Howell
  • Cally Harper
  • Steve “Sammeal” Reinhart
  • Charles Marshall
  • Rhel ná DecVandé
  • Stormraider
  Hardened Historians
  • Kary “Realm Master K” Williams
  • Luca Basset
  • Stephen P.D, Kelley
  • Stefan Friedl
  • Tobias Widlund
  • Justin Whitman
  • ZoZoBop
  • Richard Isaak
  • Paul Lukianchuk
  • Charles “Lukkychukky” Ulveling
  • Fettzer
  • Earl B. Bingham
  • Archania’s Workshop, LLC
  • J. David Porter
  • Kandy Dolan
  • Eggyz
  • V. Pesola
  Mayor
  • Bernie “Murkatos” McCormick
  Universal Historians
  • G. “Fluido” Fasano
  • Danny Wilson
  • Imban
  • Gregory McWhirter
  • David Stephenson
  • Delnurfin Feadiel
  Hardened Historians
  • Andrew Lotton
  • Robert Wiesehuegel
  • A Wong
  • J W Carroll
  • Scott Crandall
  • Anon
  • Martin Blake
  Historians
  • Lester Ward
  • Bartholomew Jackson
  • Andrew Weill
  • Robert McNeal
  • Étienne De Sloover
  • ANton H.
  • AinvarG
  • Ben Fowler
  • Sam Hillaire
  • MarsSenex
  • Aaron J. Schrader
  • Michael Schwan
  • Chris Sulat
  • Sam Rosenthal
  • Kevin J O’Brien
  • Nathan Blaylock
  • Stefan “Melwyn” Kruse
  • J. Michael Lanaghan
  • Jon R. Terry
  • Boberto
  • Brien “CriticalFailure” Borchardt
  • Cory Aughenbaugh
  • MICHAEL J BENENSKY
  Citizens
  • Oliver von Spreckelsen
  • Crispin Moakler
  • Jonathan Smith
  • Marc Margelli
  • Paul Fowler
  • Doug Berigan
  • Jordi Rabionet Hernandez
  • Simon Hunt
  • philippe Roby
  • Uwe Nagel
  • David vun Kannon
  • Joshua F. Knowles
  • Ryan Lynn
  • Joe Medica
  • Loren Siebold
  • Ed Kowalczewski
  • Anthony Allan
  • Bill Weir
  Colophon
  
  3
  Introduction
  Andrew Kei
  • Dwayne Hauser
  • Eagleam - Michael Plamondon
  • Eric - Eric Covill
  • Eric - Eric Bernier
  • Erica Jin - Erica Rapson
  • Eric Gilson
  • fontslinger - Michael Janney
  • Francis Gannon
  • Frank Gillilan
  • Frits Kuijlman
  • FUNgineer - Jonathan Shipman
  • Gaby Brillon
  • Glenn - Glenn Parker
  • Glenn Like
  • Graves - Zachary Grayer
  • Greg Traeger
  • Iain MacDougall
  • Isaac - Isaac Brewster
  • Jack Brown
  • Jacob Heuving
  • James - James Mould
  • Jarrett Martin
  • Jean-Nagual Taillefer
  • Jeffrey Osthoff
  • Jeremy Burger
  • Jhewett - Jason Hewett
  • Jim Dortch
  • J. Morris - Jacky Morris
  • Joel - Joel Grote
  • Joel McKinnon
  • John - John O’Connor
  • John Bowlin
  • John Gajdos
  • Jonathan Dean
  • Jon Giam - Jon M Giam
  • Jordan - Jordan Meader
  • Jordi Rabionet Hernandez
  • Jose Humberto Castorena Hernandez
  • J. Stewart - Joshua Stewart
  • Justin Martis
  • Kellgoth - Josh Gammell
  • Kenny Beecher
  • Kent Taylor
  • Kyle Ripley
  • LA - Leonard Glenroy Lie
  • Lee Perry
  • Lee Smith
  • Lynn Reed
  • Luke Winter
  • Lucas Horton
  • Love Smedfors
  • Martin Heim
  • Matthew J Weidman
  • Maatthew Speight
  • Michael Ackerman
  • Michael E- Michael Ehmer
  • Michael Waters
  • Michael Wood
  • Mike Douglas
  • Mike Wisnefsky
  • Mollath - Joseph Mollath
  • Morrison - Morrison Chandler 
  Liberman
  • Nathan - Nathan Hoy
  • Nathan - Nathan Best
  • Nathan Gross
  • Neil - Neil Coles
  • Nicholas Harvey
  • Nicholas Howie
  • Nick Esposito
  • Nick Fin - Nick Finocchiaro
  • nightwarden - Sean Babinsack
  • P Aguilera - Patricio Aguilera
  • Patrick Healey
  • Paul - Paul Mader Schramm
  • Paul Dawkins
  • Paul Scadden
  • pebtam - Kenneth Chu
  • Per Hansen the Prickly Pear
  • Phillip Nowicki
  • Phil Stepp
  • Quinn Parrott
  • Raf Bressel - Raphael Bressel
  • Rebecca Liu
  • Redfuji6 - Scott Kehl
  • Reto M. Kiefer
  • Rick Lindhorst
  • Robert Mullins
  • Robert O’Rourke
  • Robert Papp
  • Robert Seater
  • Rob James
  • Rolando - Rolando Fernandez
  • Ron Richmond
  • Ruben Flores
  • ryan - Ryan Zimmerman
  • Ryan - Ryan McCrary
  • Ryan Brauer
  • Ryan Scott - Ryan David Scott
  • Ryan von Rosenberg
  • Sage Hammons
  • seraphim_72 - Charles Town
  • Shamus - Shamus Nicholson
  • Shane Devine
  • Soluna - Michael S Walker
  • steffanie piche
  • Steffen Sorensen
  • Stephen - Stephen Peters
  • Steven Lord
  • Surtyr - Mike Bohlin
  • Tevio - Michael Schwerin
  • Christian Klein
  • Ender
  • Kothoga
  • Adam Jacobsen
  • Terry Adams
  • J.Goodwins
  • Kohuda
  • Andreas Monitzer
  • Jasper Akhkharu
  • Ashran Firebrand
  Passersby
  • J. Philip Ezrickson
  • Elton Robb
  Beastmasters
  • Aaron Askam
  • Aaron Dubreuil
  • Adam Guy Hygema
  • Adrian Playle
  • Alan Kain
  • Alex Beckham
  • Alex Norris
  • Andrew Strobl
  • Anthony Holloway
  • Barry Webster
  • Benjamin Billings
  • Benjamin Widmer
  • Billy - Dr William J Kennedy
  • Bishop6/18 - Michael LeVeque
  • Brandon Lundy
  • Brian Kaplinski
  • Brian Perlis
  • Brian Wilcox
  • Caleb Coppola
  • Calvin Dalais
  • CaptainNorway - Jim O’Sullivan
  • Casey Allen
  • Chris Carley
  • Chris Thelland
  • Christopher - Christopher Blum
  • Christopher Stoll
  • Connor - Connor O’Connell
  • Cori J. Handsaker
  • Cryolite - Mark Smit
  • Damion Meany
  • Dana Boychuk
  • Daniel Melssen
  • Daniel Smoak
  • Darklord - Mariusz Ciolkowski
  • David - David Chayet
  • David Lee Meese
  • davrion - David DeRocha
  • Denise MacPherson
  • Derek David Bruton
  • Donevan Gillespie
  • Douglas - Douglas Dickson
  • DragonsOfEverlastingDarkness - 
  
  4
  Introduction
  • Thomas - Thomas Weber
  • thompgc - Guy Thompson
  • Thorrmak - William Gillaspie
  • Tida - Reid Nishimura
  • Tim Baker
  • Timlorde - Timothy Millett
  • Timothy Jordan - Tim Jordan
  • Timothy N Turba
  • Thomas B. C. - Thomas Burgos
  • Topher Bostick - Christopher Bostick
  • Torben Bundgaard-Knudsen
  • Travis Gudmunsen
  • Valentin Casonguay-Harvey
  • Viktor Davis
  • Vince Mulhollon
  • Vincent B Oettle
  • Wade Cottell
  • William Payne
  • Zachary Rademan
  • Zach Miller - Acumen Solutions
  • Zhaffar - Zakaria Haffar
  • Juergen barters
  • Brian A Johnson
  • Alan Peden
  • prwarrior04 - Benton Minges
  • Mark A - Mark M Asteris
  • Eric Sward - eric f sward
  • Daniel harris
  • Conclavidor - Kenneth Kurtz
  • Randy Smith
  • Sarah Marie Harrell
  • Josh Brubaker-Salcedo - Joshua 
  Brubaker
  • Iluvatar - Bastian Djuretic
  • Rostow - Christopher Hill
  • David Marion
  • David Franklin Queen
  Zoo Patrons
  • Aaron Harper
  • Aaron Smith
  • Blarghedy - Timothy McPherson
  • Callum Goulden
  • Daekai - Jared Wuest
  • Dane Patterson
  • David Egan
  • Debra Lieven
  • Erik Saltwell
  • Evan Myers
  • Francine Robert
  • Fred Ramsey
  • Jonathan Cork
  • kayla - kayla van stijn
  • Kenneth Bliss
  • Lars Christian Detlefsen
  • littleladyvader - Jessica Arnold-
  Harris
  • Loic Durand
  • Miguel - Miguel F Santiago Irizarry
  • Patrick Reynolds
  • Realm  Master K - Kary Realm Master 
  K Williams
  • Rudy Thauberger
  • Sam Eaton
  • Scott James
  • Scott Seeber
  • Steve Fortier
  • William Walters
  • xWorkerBeex - Martin Schroeder
  • Rainer Buschenhofen
  • Brian Chafin
  • Cory Gill - Cory D Gill
  • Jim Dortch
  • WarnarI - Jonathan Marshall 
  Woodland
  • Richard H. Lindhorst
  Zookeepers
  • Aaron Smith
  • Blarghedy - Timothy McPherson
  • Debra Lieven
  • Miguel - Miguel F Santiago Irizarry
  • Realm  Master K - Kary Realm Master 
  K Williams
  • Sam Eaton
  • Rainer Buschenhofen
  • Brian Chafin
  • Cory Gill - Cory D Gill
  • Jim Dortch
  • WarnarI - Jonathan Marshall 
  Woodland
  • Richard H. Lindhorst
  Xenophiles
  • Big_Fork - Austin Forkey
  • Karamu Phoenix - Callum Barnard
  • Thomas ziffer - Thomas O. Ziffer Jr
  Crunchmasters
  • Clint Doyle
  • Zeon - Dolan Ross Scherfel
  • Aaron Sheffield
  • Joel Mattson
  • Stephane Gelgoot
  • Wesley Brian Patke
  Infinium Game Studio is:
  Infinium Game Studio is:
  CEO
  J. Evans Payne
  Creative Director
  J. Evans Payne
  Lead Editor
  J. Evans Payne
  VP Marketing & Sales
  J. Evans Payne
  CFO
  J. Evans Payne
  Artistic Director
  J. Evans Payne
  Legal Stuff
  Legal Stuff
  Aquilae: Bestiary of the Realm © 2019 J. Evans Payne.  
  Reproduction without the written permission of the author 
  is expressly forbidden.  Dark Obelisk, Berinncorte, Mondaria, 
  and Aquilae are trademarks of Infinium Game Studio, all 
  rights reserved. 
  All characters, names, places, items, art and text herein are copyrighted by J. 
  Evans Payne.  The mention of or reference toany company or product in these 
  pages is not a challenge to the trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse 
  this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://
  paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Some artwork courtesy Publisher’s Choice Quality Stock Art (c) Rick 
  Hershey / Fat Goblin Games.
  
  5
  Introduction
  Aquilae: Bestiary of the Realm is dedicated to my long-suffering wife, who, for countless dozens—in truth, well over a 
  hundred—evenings, endured my relentless clicking to bring the crunch herein to life.
  Dedication
  Dedication
  Foreward
  This project was born of two urgent desires, formed in the 
  early days of D&D.
  Back during the BECMI boxed-set era, I was in middle school, 
  and I discovered tabletop roleplaying games.  And I was in 
  love.  Deeply, irrevocably in love.  
  But my new love had two problems.  Teen romance, amirite?
  Firstly, she was picky.  Her published adventures stated 
  in bold font, right on their covers, that only PCs of certain 
  levels need apply.  I several times ignored her warning, and 
  ventured forth, only to discover the sensibility of her dictum, 
  for this way lies the path of either boredom or certain 
  destruction.  Though I saw the wisdom of her claims, still I 
  longed for an adventure more accessible to all: my PC got to 
  be 10th level, but her reward is to be closed off from newly-
  released adventures that gated her off in favor of “PCs of 4th 
  to 6th level”?  Similarly, just because my PC has gained in 
  power, she shouldn’t be intimidated by monsters of a certain 
  description any longer?  
  It seemed that somehow, it should be possible to fashion 
  adventure content that scales more dynamically.
  My new love’s second fault was actually one of my favorite 
  things about her: the Monstrous Compendium.  
  For those under a certain age reading this, a bit of context, 
  here.  In those days of limited entertainment options, the 
  Trapper Keeper was king.  It was the coolest, most essential 
  school supply.  Yeah, sure, it was really just a glorified three-
  ring binder.  But it was a binder you could make into pretty 
  much whatever combination of tools you felt you needed 
  (spoiler: you didn’t need any of it, not really).
  So when the AD&D Monstrous Compendium was released, it 
  felt in many ways like the ultimate culmination of geekery: 
  an RPG sourcebook that masqueraded as the coolest school 
  tool.  It made any DM feel like they were in a legitimate 
  profession, a job, a place of importance, and it added 
  authority to the gaming table.  
  Plus it was just damned cool.
  There was just one problem.  
  Monsters were presented alphabetically.  That was great; 
  made for some pretty easy reference and searching.  But 
  pages were printed back-to-back.  So, a single sheet might 
  contain information about two different monsters.  
  That was all well and good until you purchased your second 
  MC pack (remember Spelljammer?): what, then, to do, to 
  keep things alphabetized?  It was a frustrating hassle. 
  Now, you might well point out that it simply doesn’t matter 
  that much, to have every monster alphabetized.  And even 
  my middle-school self, in the moment, still realized the 
  futility and pointlessness of this irk.  It didn’t matter.  Not 
  really.  
  But it irked me still.
  Fast forward a few decades, and I just decided to do it my 
  own damn self.
  We’ve seen much of this come to pass, of course.  Video 
  games like the Elder Scrolls games implement scaling 
  monsters, so that an orc is a threat no matter how potent 
  your character becomes.  Playing brutally challenging games 
  such as the Dark Souls line, you have to always be careful of 
  even the very earliest beasties, lest your impatience lead to 
  your doom, regardless of how potent you have grown.
  Similarly, online resources like the Pathfinder SRD collect 
  monsters across a wide range of sources and present them 
  alphabetically.
  When I set out to create Dark Obelisk 1: Berinncorte, I knew 
  that I wanted it to be accessible, playable in earnest, by PCs 
  of any level.  
  That simple, middle-school naivete has now driven 
  thousands of pages of dynamic adventure content.
  And now, though this is but one volume of six, it has yielded 
  a true fulfillment of my middle-school-self’s desires.
  Here’s hoping it brings your gaming group joy.
  J. Evans Payne
  Malvern, Pennsylvania
  July 2019
  
  6
  Introduction
  Table of Contents
  Colophon 
  2
  Foreward 
  5
  Table of Contents 
  6
  About Infinium Game Studio 
  8
  FlexTale 
  9
  Introduction 
  11
  The Campaign World 
  19
  FlexAI 
  21
  Hawk 
  42
  Hawk (Celestial) 
  43
  Hawk (Fiendish) 
  44
  Hedgehog 
  45
  Hell Hound 
  46
  Hell Hound (Nessian) 
  48
  Hellcat 
  50
  Hellwasp Swarm 
  52
  Herd Animal (Antelope) 
  54
  Herd Animal (Camel) 
  55
  Herd Animal (Aurochs) 
  56
  Herd Animal (Bison) 
  58
  Herd Animal (Elk) 
  60
  Herd Animal (Giraffe) 
  61
  Herd Animal (Ram) 
  62
  Herd Animal (Stag) 
  63
  Herd Animal (Storval Aurochs) 
  64
  Hippocampus 
  66
  Hippocampus (Divine) 
  68
  Hippocampus (Giant) 
  70
  Hippocampus (Polar) 
  72
  Hippogriff 
  74
  Hippopotamus 
  75
  Hippopotamus (Behemoth) 
  76
  Hippopotamus (Pygmy) 
  77
  Hive Larva Swarm 
  78
  Hive Queen 
  80
  Hive Warrior 
  82
  Hobgoblin 
  84
  Hodag 
  86
  Hollow Serpent 
  88
  Homunculus 
  90
  Horse 
  92
  Horse (Pony) 
  93
  Hound of Tindalos 
  94
  House Spirit (Domovoi) 
  96
  House Spirit (Dvorovoi) 
  98
  House Spriit (Ovinnik) 
  100
  Howler 
  102
  Huecuva 
  104
  Huldra 
  106
  Humbaba 
  108
  Hungerer 
  110
  Hungry Flesh 
  112
  Hungry Fog 
  114
  Hyakume 
  116
  Hydra 
  118
  Hydra (Cryohydra) 
  120
  Hydra (Pyrohydra) 
  122
  Hyena 
  124
  Hyena (Dire) 
  125
  Hypnalis 
  126
  Iguana (Marine) 
  128
  Ijiraq 
  130
  Iku-Turso 
  132
  Immortal Ichor 
  134
  Imp 
  136
  Incutilis 
  138
  Inevitable (Arbiter) 
  140
  Inevitable (Kolyarut) 
  142
  Inevitable (Lhaksharut) 
  144
  Inevitable (Marut) 
  146
  Inevitable (Zelekhut) 
  148
  Invisible Stalker 
  150
  Ioun Wyrd 
  151
  Irminsul 
  152
  Iron Cobra 
  154
  Iron Cobra (Adamantine) 
  156
  Iron Cobra (Cold Iron) 
  158
  Iron Cobra (Darkwood) 
  160
  Iron Cobra (Mithral) 
  162
  Isitoq 
  164
  Isopod (Giant) 
  166
  Jabberwock 
  168
  Jackalwere 
  170
  Jack o’ Lantern 
  172
  Jellyfish (Crimson) 
  174
  Jellyfish (Death’s Head) 
  176
  Jellyfish (Giant) 
  178
  Jellyfish (Sapphire) 
  180
  Jellyfish (Vampire) 
  182
  Jellyfish (Whaler) 
  184
  Jellyfish Swarm 
  186
  Jerboa 
  187
  Jinmenju 
  188
  Jocta (Air) 
  190
  Jocta (Earth) 
  191
  Jocta (Fire) 
  192
  Jocta (Water) 
  193
  Jorogumo 
  194
  Jubjub Bird 
  196
  Juggernaut ( Fire, Sun) 
  198
  Julunggali 
  200
  Jyoti 
  202
  Kakapo 
  204
  Kauken-Taka 
  206
  Kamadan 
  208
  Kami (Jinushigami) 
  210
  Kami (Jinushigami, Elder Glacier) 
  212
  Kami (Jinushigami, Elder Great Reef) 
  214
  Kami (Jinushigami, Elder Mountain) 
  216
  Kami (Jinushigami, Elder Volcano) 
  218
  Kami (Kodama) 
  220
  Kami (Shikigami) 
  222
  Kami (Toshigami) 
  224
  Kami (Zuishin) 
  226
  Kappa 
  228
  Kapre 
  230
  Kaprosuchus 
  232
  Karkinoi 
  234
  Karumzek 
  236
  Kasatha 
  238
  Kech 
  240
  Kelpie 
  242
  Kelpie’s Wrath (Herald of the Pirate Queen) 
  244
  Khaei 
  246
  Kirin 
  248
  Koala 
  250
  Kobold 
  251
  Kongamato 
  252
  Korir-Kokembe 
  254
  Korred 
  256
  Kraken 
  258
  Krenshar 
  260
  Kyton 
  262
  Kyton (Augur) 
  264
  Kyton (Eremite Overlord) 
  266
  Kyton (Eremite) 
  268
  Kyton (Interlocutor) 
  270
  Kyton (Lapidarius) 
  272
  Kyton (Ostiarius) 
  274
  Kyton (Sacristan) 
  276
  Kyton (Termagent) 
  278
  Lamia 
  280
  Lamia Matriarch 
  282
  Lammasu 
  284
  Lampad 
  286
  Lamprey 
  288
  Lawgiver 
  290
  
  7
  Introduction
  Leaf Ray (Fall) 
  292
  Leaf Ray (Spring/Summer) 
  294
  Leaf Ray (Winter) 
  296
  Leanan Sidhe 
  298
  Leech (Giant) 
  300
  Leech Swarm 
  302
  Lemming 
  304
  Leng Spider 
  306
  Leprechaun 
  308
  Leshy (Fungus) 
  310
  Leshy (Gourd) 
  312
  Leshy (Leaf) 
  314
  Leshy (Seaweed) 
  316
  Leucrotta 
  318
  Leucrotta (Crocotta) 
  320
  Lich 
  322
  Liminal Sprite 
  324
  Linnorm (Cairn) 
  326
  Linnorm (Crag) 
  328
  Linnorm (Fjord) 
  330
  Linnorm (Ice) 
  332
  Linnorm (Taiga) 
  334
  Linnorm (Tarn) 
  336
  Linnorm (Tor) 
  338
  Lion 
  340
  Lion (Dire) 
  342
  Living Topiary 
  344
  Living Wall 
  346
  Lizard 
  348
  Lizard (Celestial) 
  349
  Lizard (Fiendish) 
  350
  Lizard (Giant Chameleon) 
  351
  Lizard (Giant Frilled) 
  352
  Lizard (Giant Gecko) 
  353
  Lizard (Horned) 
  354
  Lizard (Monitor) 
  356
  Lizardfolk 
  358
  Llama 
  360
  Locathah 
  361
  Locust (Apocalypse) 
  362
  Locust (Giant) 
  364
  Locust (Sawleg) 
  366
  Locust Swarm 
  368
  Lorelei 
  370
  Lorthact (Devil, Infernal Duke) 
  372
  Lukwata 
  374
  Lunarma 
  376
  Lurker Above 
  378
  Lurker in Light 
  380
  Lycanthrope (Werebear, Common) 
  382
  Lycanthrope (Werebear, Human Form) 
  384
  Lycanthrope (Werebear, Hybrid Form) 
  386
  Lycanthrope (Wereboar, Human Form) 
  388
  Lycanthrope (Wereboar, Hybrid Form) 
  390
  Lycanthrope (Wererat, Human Form) 
  392
  Lycanthrope (Wererat, Hybrid Form) 
  394
  Lycanthrope (Weretiger, Common) 
  396
  Lycanthrope (Weretiger, Human Form) 
  398
  Lycanthrope (Weretiger, Hybrid Form) 
  400
  Lycanthrope (Werewolf, Human Form) 
  402
  Lycanthrope (Werewolf, Hybrid Form) 
  404
  Maenad 
  406
  Machine Soldier 
  408
  Maftet 
  410
  Maggot (Giant) 
  412
  Magma Ooze 
  414
  Magma Ooze (Brimstone Ooze) 
  416
  Magma Ooze (Crystalline Ooze) 
  418
  Magma Ooze (Poisonous Ooze) 
  420
  Magmin 
  422
  Manananggal 
  424
  Mandragora 
  426
  Manitou 
  428
  Manticore 
  430
  Mantis (Deadly) 
  432
  Mantis Shrimp (Giant) 
  434
  Marsupial (Kangaroo) 
  435
  Mantis (Giant) 
  436
  Marsupial (Thylacine) 
  438
  Marsupial Devil 
  439
  Marsupial Lion 
  440
  Medusa 
  442
  Meerkat 
  444
  Megafauna (Archelon) 
  446
  Megafauna (Arisnoitherium) 
  448
  Megafauna (Baluchitherium) 
  450
  Megafauna (Basilosaurus) 
  452
  Megafauna (Glyptodon) 
  454
  Megafauna (Megalania) 
  456
  Megafauna (Megaloceros) 
  458
  Megafauna (Megatherium) 
  460
  Megaprimatus 
  461
  Memitim 
  462
  Menotherian (Herald of Passion) 
  464
  Mephit (Air) 
  466
  Mephit (Dust) 
  468
  Mephit (Earth) 
  470
  Mephit (Fire) 
  472
  Mephit (Ice) 
  474
  Mephit (Magma) 
  476
  Mephit (Ooze) 
  478
  Mephit (Salt) 
  480
  Mephit (Steam) 
  482
  Mephit (Water) 
  484
  Mercane 
  486
  Merfolk 
  488
  Merrow (Freshwater) 
  490
  Merrow (Saltwater) 
  491
  Mi-Go 
  492
  Mihstu 
  494
  Mimic 
  496
  Mind Eater 
  498
  Mindslaver Mold 
  500
  Minotaur 
  502
  Mite 
  504
  Moa 
  506
  Mobogo 
  508
  Mockingfey 
  510
  Mohrg 
  512
  Mole 
  514
  Mole (Giant) 
  515
  Mongoose 
  516
  Mongoose (Celestial) 
  518
  Mongoose (Fiendish) 
  520
  Mongrelman 
  522
  Monkey 
  524
  Monkey (Celestial) 
  525
  Monkey (Fiendish) 
  526
  Moon-Beast 
  528
  Moonflower 
  530
  Moose 
  532
  Morlock 
  534
  Mosquito (Giant) 
  536
  Mosquito Swarm 
  538
  Mother’s Maw 
  540
  Moth 
  542
  Open Gaming License (OGL) 
  543
  
  8
  Introduction
  About Infinium Game Studio
  Founded in 2015, Infinium Game Studio (IGS) came about 
  as the result of a simple mission: Make shared storytelling 
  games easier and more fun for both players and referees 
  alike.  
  Our vision is that Infinium Game Studio empowers referees, 
  players, and the industry entire with innovative gaming 
  tools; high-quality, deeply-designed products; and creative 
  takes on established paradigms.
  Values and Key Differences
  Plays Well With Everyone
  IGS products are engineered to be usable by both novice 
  and veteran gaming groups.  As a result, they must contain 
  everything a novice GM might need to react quickly to his/
  her play group.
  Comprehensive and Immersive
  Each IGS product should “feel real” and come with 
  everything the referee might require to make the setting, 
  context, environment, or other content come alive.
  Everything You Need
  The ideal adventure should contain practically everything 
  you need to run the game, except the core rulebook.  Even 
  the most skilled GM wastes time looking things up in 
  multiple books.  It’s so exceedingly rare that an adventure 
  contain all of the crunch and fluff necessary to run it.
  Maps: Where Are We, Again?
  A picture is worth a thousand words... and also, a thousand 
  seconds of prep time. Visually appealing, easy-to-use, 
  and extensive Maps are an essential part of any shared-
  storytelling experience.
  Pervasive Maps
  Don’t put a building on a map if I can’t go inside it.
  Prepared for Anything
  In a gaming session, a good referee must be prepared for 
  the PCs to explore any aspect of the content.  All too often, 
  an otherwise outstanding adventure will fail to provide 
  for a major percentage of its content.  If there are twenty 
  buildings in a town, but maps for only two of them-well, 
  it’s fairly apparent where the Big Bad is going to be holed 
  up!  Not every map will be riddled with secret passages, 
  custom random encounters, and combat, but there should 
  be something of interest in every building.  Otherwise, it 
  shouldn’t be there!  
  Thoroughness: But What If...?
  It’s possible to have a 16-page adventure that’s wonderful 
  and exciting.  It’s also possible to have a 255-page 
  sourcebook be boring and repetitive.  Striking the right 
  balance between over-padding and under-describing is 
  challenging, but an important part of what we do at IGS.  
  Flexible
  Each product should be usable on its own, completely out 
  of context; as a start to a completely new campaign; as part 
  of the “intended” Adventure Path or associated suite of IGS 
  products; or to insert into an existing ongoing campaign.
  Reusable
  No IGS product is “one and done” by design.
  FlexTale and Comprehensive Design enable this flexibility 
  and reusability.
  Production Quality
  Our goal is to produce world-class products with high 
  production values.
  
  9
  Introduction
  FlexTale
  FlexTale™ is an attempt to make roleplaying game adventure 
  content dynamic and interesting.  A module created using 
  FlexTale is different each time it is run.  Treasure, monsters, 
  plot activities, NPC backstories and character arcs, and 
  various actions and plot elements can all occur differently.  
  Differences can occur 
  using the roll of dice, 
  or the GM can simply 
  choose the content 
  that s/he prefers or 
  feels would be most engaging to the play group.
  There are two ways that FlexTale can help make an 
  adventure dynamic: Dynamic Content and Dynamic Plots.
  Dynamic Content
  “Dynamic content” is a FlexTable term that refers to 
  anything in an adventure that can be modified.  Whether one 
  NPC is in love with another, or who murdered the vagrant 
  in the alley behind the town pub—FlexTale dynamic content 
  makes it possible to have several explanations or paths 
  through a story.
  Dynamic Content is made possible by something called a 
  FlexTable™.
  FlexTables
  Most roleplaying game resources have tables—lots and lots 
  of tables, in many cases!  Typically, these tables are two-
  column, or perhaps three-column: you have one column that 
  lists the dice roll result, and you reference that row as the 
  outcome of the randomization.  This is all well and good, 
  but it limits the scenario to that one set of probabilities and 
  outcomes, without accounting for things that happen in the 
  game that you might want to impact those outcomes.
  A Traditional RPG Lookup Table
  “: Traditional Lookup Table” is a typical “what’s in the 
  treasure chest” table that requires rolling a 
   d100.  You 
  roll a d100, and then you look up which row your roll falls 
  into, and then you get your single result.  Interesting, to be 
  sure, and it definitely provides for some variability… but the 
  extent of that variability is constant.
  Table 1: Traditional Lookup Table
  D%
  Result
  Description
  01-30
  Nothing
  The treasure chest is empty.
  31-40
  Minor Reward
  1d20 gp and a silver locket 
  worth 5 pp.
  41-80
  Average Reward
  3d12 gp, a gold-hilted dagger 
  worth 10 pp, and two potions 
  of cure light wounds.
  D%
  Result
  Description
  81-
  100
  Major Reward
  2d20 pp, a potion of cure 
  moderate wounds, and a 
  scroll of fireball (CL 12).
  The FlexTable Difference
  A FlexTable is used to do the same thing a normal RPG 
  lookup table does.  What makes FlexTables different is that 
  they have multiple columns to represent dice rolls.  Each 
  of the columns represents a different situation or set of 
  conditions under which that column is used to reference the 
  result.  
  This seemingly simple change is used to make all of the 
  following possible:
  • Differences in probabilities for the individual outcomes.
  • “Scalable” monsters and rewards that more appropriately 
  match the level and power of the PCs.
  • Proportional rewards, measured against the strength of a 
  relationship or other conditions.
  • Circumstantial content, restricted to certain conditions 
  or prerequisites.
  “: Sample Treasure Chest Contents” is the same table we 
  saw earlier, modified to be a FlexTable.
  Contexts
  In the above example, there are now four columns used to 
  indicate the range of the dice roll result.  These columns are 
  referred to as Contexts.  
   Before you roll on a FlexTable like this one, you will have to 
  figure out which Context you should refer to.  In the above 
  table, the leftmost column is Context “A” (D%A), the next 
  one is “B”, and so on.  Each Context also indicates the dice 
  to be rolled—in this example, you roll the same dice (d%) in 
  each Context, but in some FlexTables, different dice may be 
  used.
  This straightforward example demonstrates the following 
  differences in converting a standard table into a FlexTable:
  Different Probabilities: Context C is the most favorable, 
  since it provides a much bigger range of rolls under which 
  you would receive the “Major Reward”.  Context B is the next 
  best, since it, too, expands the range that Context A has.
  Circumstantial Results: In Context D, not only are the 
  favorable outcomes less likely, but there is a fifth result row 
  that is only possible under this Context: “Cursed Reward”.  
  Determining Context: When you are called upon to roll on 
  this FlexTable, the adventure will use some description to 
  make it clear which Context to use.  In the above example, 
  perhaps the Context is determined by how favorable the 
  party’s relationship is with a local wizard… but if the party 
  has fought or slain that wizard, then Context D is used to 
  What is FlexTale?
  What is FlexTale?
  
  10
  Introduction
  represent the soured atmosphere.
  Typically, just prior to a FlexTable, adventure content 
  will summarize which Context should be used.  The GM is 
  encouraged to use his/her common sense and judgement in 
  overriding this guidance as she/he sees fit based on the party 
  and how the game is going.  For example, a GM could choose 
  to reference a specific Context even though the prerequisites 
  aren’t met.  She could also choose to simply ignore the table 
  entirely, and force a specific result without even rolling.  
  Experienced GMs should use this power wisely to improve 
  gameplay if necessary; unless you have a specific reason for 
  overruling the recommended use of a FlexTable, you should 
  try to use it as it was intended to be used.
  Here’s an example for the above table, assuming the example 
  of the contents of the treasure chest scaling to the nature of 
  the relationship the party has with the local wizard:
  • 
    Use Context A: 
  If the party’s relationship to the wizard is Unfriendly or 
  Indifferent.
  • 
    Use Context B: 
  If the party’s relationship to the wizard is Friendly.
  • 
    Use Context C: 
  If the party’s relationship to the wizard is Helpful.
  • 
    Use Context D: 
  If the party’s relationship to the wizard is Hostile, or if 
  the party has ever attacked the wizard (or slain her).
  This is an impressive-sounding title, but the goal is quite 
  simple to describe: Let the story be different.  
  FlexTable 1: Sample Treasure Chest Contents
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  01-30
  01-20
  01-10
  01-30
  Nothing
  The treasure chest is empty.
  31-40
  21-50
  21-30
  31-40
  Minor Reward
  1d20 gp and a silver locket worth 5 pp.
  41-80
  51-60
  31-50
  41-45
  Average Reward
  3d12 gp, a gold-hilted dagger worth 10 pp, and two potions 
  of cure light wounds.
  81-100
  61-100
  51-100
  46-50
  Major Reward
  2d20 pp, a potion of cure moderate wounds, and a scroll of 
  fireball (CL 12).
  n/a
  n/a
  n/a
  51-100
  Cursed Reward
  6d6 cp, a rusted dagger (useless in combat), and whomever 
  opens it is struck with a bestow curse spell (CL 8).
  
  11
  Introduction
  Introduction
  What Is This Book?
  What Is This Book?
  This book is intended to be any or all of the following.  These 
  are listed in no particular order.  
  • An authoritative listing of monsters for use in any 
  campaign setting, for adventuring parties of any size, and 
  any level.
  • A means of using any existing monster with adventures of 
  any level and difficulty.
  • A compendium of newly-created monsters, born of 
  inspiration from existing beasties you may already know 
  and love.
  • A single-source reference and repository, listing every 
  single possible monster in easy-to-reference alphabetical 
  order.
  In short, how you use this book is really dependent upon you 
  and your needs as a GM.
  Strengths
  This book is immensely valuable for GMs who want to 
  introduce a truly formidable amount of creatures into their 
  campaign, and to do so in a flexible manner.
  Prep Time: Aquilae: Bestiary of the Realm is a peerless 
  resource for GMs who want to minimize preparation time, 
  or who want to through new, unexpected combinations of 
  monsters at their players.
  Crunch: There is no other work that assembles, generates, 
  and makes available this level of pure crunch, of instantly-
  usable gaming statistics in an accessible format.  
  Single Point of Reference: Each monster entry is designed 
  to be self-contained, as much as possible: in nearly all cases, 
  you should be able to use the creature’s entry on its own, 
  without referencing any other publications or materials.
  Flexibility: If you’ve always been frustrated by the 
  restrictions of a given adventure being appropriate only “for 
  levels 4-6”, then this bestiary is for you!
  Rigor: Each and every one of the statblocks in this 
  tome was constructed using published game mechanics, 
  templates, rules, and resources.  Most have been playtested 
  in actual gaming groups, or simulated in extensive combat 
  scenarios across a range of PC compositions, levels, and 
  sizes.  Although every single monster is not going to pose 
  the identical challenge to every party—see “Weaknesses”, 
  below—every creature is constructed as best as possible to 
  represent that monster at that level of difficulty.
  Intelligence: The next section of this book introduces 
  FlexAI.  This is a revolutionarily complex, yet accessible, 
  means of simulating dynamic, contextually-appropriate 
  monster behavior in combat encounters.  Each and every 
  monster includes full FlexAI rules, including its combat 
  Role and variation, so you know how it is likely to behave in 
  combat.  This mechanic and approach takes the place of the 
  somewhat more pedestrian “Combat Behavior” description 
  that most bestiaries include alongside statblocks.  This 
  concept is explored in full, with hundreds of additional 
  resources and references, in the FlexAI Guidebook, usable on 
  its own, or as a valuable companion tome to this bestiary.
  Novelty: Of the 6,400 complete statblocks in this bestiary, 
  4,800 of them are entirely new, forged using existing game 
  mechanics, guidelines, templates, resources, and rules.  A 
  full 75% of the creatures described herein were created 
  solely for the purposes of letting GMs use monsters for 
  party levels above, or below, the levels “intended” originally 
  when the monsters were published to begin with.  In this 
  sense, this work is not only an assemblage of monsters in a 
  single repository, but also the single largest source of new 
  creatures ever conceived.
  Thoroughness: Every monster.  Ever.  Assembled in a single 
  place.  
  Integration with FlexTale: All Infinium Game Studio 
  adventures and other products use the FlexTale approach 
  to adventure content.  This innovative approach attempts 
  to make all adventure content accessible and appropriate to 
  all PC parties, of all levels.  Aquilae: Bestiary of the Realm 
  enables FlexTale support for every monster, ever published.
  Making Existing Adventures Dynamic: If you have 
  published adventures that do not use the FlexTale approach, 
  you can use this bestiary to adapt them to parties of any 
  level.
  Construction: Each and every monster has been “built” or 
  “constructed”, rather than simply fabricated.  The meaning 
  here is a little obtuse, so in more detail: each monster 
  has been incarnated from its starting statblock, and then 
  modified up and down as appropriate to generate the 
  resulting quartet of statblocks you find herein.  Hit dice have 
  been modified, feats granted, and other tricks to produce 
  contextually-appropriate scales of challenge.  Statblocks 
  have not simply been “fiddled with”, but rather templates 
  and other tools have been applied to generate the results you 
  see.  It would have been easier—SO MUCH easier!—to simply 
  fabricate statblocks and boosts, but this approach results in 
  much richer and more true-to-the-rules mechanics.
  When to Use This Book
  In short, turn to this book as a gaming tool when:
  • You want to run an adventuring session quickly, with zero 
  preparation.
  • You want to run an Infinium Game Studio adventure, or 
  another published adventure that leverages the FlexTale 
  approach to dynamic, scaled adventure content.
  • You want to introduce a monster that is not commonly 
  associated with the level that the PCs in your gaming 
  group currently are.
  • You want to surprise seasoned players with monsters 
  that they may dismiss as far beyond, or far beneath, their 
  capabilities.
  • You want the ease of having a single, authoritative 
  compendium of every single monster, ever, in a single 
  bookshelf of volumes.
  
  12
  Introduction
  • You want to introduce random, but contextually 
  appropriate, artificial intellligence-driven behavior to 
  monsters in your adventures.
  What This Book is NOT
  What This Book is NOT
  This book is intended to be a plethera, and not necessarily 
  a panacea.  It sets out to create the most flexible, most 
  complete, and most ambitious set of monsters ever 
  assembled in a bestiary, and in that regard, it excels without 
  peer.
  Many bestiaries of entirely new, custom monsters include 
  rich artwork, lavish backstories, and other features.  That is 
  not the goal of this book, and it does not set out to achieve 
  this in any way.  Other adventures, books, and products from 
  Infinium Game Studios include this approach and level of 
  detail; for the monsters included in Aquilae: Bestiary of the 
  Realm, this approach would not be appropriate.
  Artwork: It is neither logistically, nor financially, feasible to 
  include artwork for each and every monster.  In most cases, 
  the monsters in question are either well-known to veteran 
  players, or existing artwork is easily available for reference 
  in other sources.
  Conciseness: By nature, definition, and intent, this bestiary 
  is not perfectly efficient.  There is repetition.  There is 
  repetition.*  Some special abilities and apply to more than 
  one mosnter, so their descriptions may appear multiple times 
  throughout the text.  This is by design, and for two reasons: 
  first, to ensure that each entry is self-contained as much as 
  is feasible.  And second, because even though the majority of 
  a creature’s special ability description may be shared with 
  that of another monster’s, it may vary slightly.
  * Bad jokes about game mechanics are hard to come by.
  Variable Difficulty: It is a lofty goal, to have every monster 
  appropriately presentable to PCs of any quantity and level.  
  Although this bestiary accomplishes everything it sets out 
  to do in this regard, it is simply impossible to effect this 
  perfectly.  
  All monsters are not meant to be an equal challenge to every 
  level, but to represent a roughly equivalent challenge at any 
  level.  Badgers, no matter what you do to their statblocks, 
  will always be little more than a nuisance.  Similarly, 
  a Tarrasque should always represent a potential party-
  annihilating setpiece foe.  Trying to make all monsters 
  be all things to all parties would be A) impossible, and B) 
  inappropriate.
  “Squishiness”: This word is a common shorthand, and 
  refers to how PCs of higher levels can easily defeat monsters 
  and other threats of lower levels.  Some of the monsters 
  herein are indeed “squishy”, in that although they may say 
  they are “Elite” level, PCs of higher levels may not view that 
  creature as a legitimate threat to their capabilities.  This is 
  frankly unavoidable, as to a certain extent, some monsters 
  are simply tougher than others.  Making a Chicken into a 
  threat appropriate to face Level 20 PCs would mean it is 
  unrecognizable as a Chicken.  Instead, interpret an “Elite” 
  Chicken as one that should be presented to higher-level 
  characters.  They will still be able to slay it just as easily, 
  if not much more easily, than they could the Low-caliber 
  Chicken’s statblock when they were lower level.
  “Impossibles”: Some monsters are completely, entirely, 
  inappropriate for lower-level adventurers, even if they’re 
  listed as “Low” difficulty level.  Level 2 PCs cannot hit a 
  monster with an insanely high Armor Class, no way around 
  it.  In these scenarios—most often with monsters with 
  Combat Roles of Elite or Solo—the monster is, and should 
  be, considered beyond the capabilities of characters of those 
  lower levels. 
  Instead, consider deploying the lower-Difficulty iterations 
  of such monsters as easier-to-defeat threats for higher-
  level PCs, or as “plot blockers” for low-level PCs.  Facing 
  a Tarrasque at Level 4, even in the context of the FlexTale 
  approach to things, should signal certain defeat to any party.
  Weaknesses: When NOT to Use 
  This Book
  Although Aquilae: Bestiary of the Realm was designed to 
  be the most complete, extensive, ambitious, and flexible 
  bestiary ever created, there are still cases where it’s perhaps 
  not the best solution. 
  When faced with the following scenarios, you may wish to 
  consider other alternatives.
  • Story: There is no adventure here.  Or, rather, there is 
  fodder to help fuel thosuands, endless, adventure... but 
  no true plot to speak of.  You knew that when you saw the 
  word “Bestiary” on the title, though.
  • Adventure Hooks: Some smaller bestiaries include 
  suggestions of how a given monster might be best 
  incorporated into your adventuring.  That was not the 
  intent in this tome.  There is no room for this, and besides, 
  in many cases, such tools are already available.
  • Background, Context, and “Flavor/Fluff”: This is a work 
  of crunch—of pure game mechanics, rules, and guidelines.  
  It is not a story, and does not provide a great deal of flavor 
  text for the monsters.  Most are well-known; descriptions 
  or “soft content” for others are already available 
  elsewhere.
  • Exacting Level-Scaled Context: This book strives to make 
  every creature available for use with any adventuring 
  party.  That’s not mechanically, or sanely, possible to 
  achieve to perfection.  In a gaming group that is ruthlessly 
  Rules as Written (RAW), with no flexibilty for fudging 
  dice, rounding up or down, or otherwise bending the 
  rules to ensure a good time versus compliance with 
  mathematics, then this bestiary is probably not the best 
  tool... and neither is the FlexTale approach to things in 
  general.
  • Perfect Challenge Rating Adherence: If you are using the 
  rules for creating encounters that use Challenge Rating as 
  an explicit mathematical guideline, then you may wish to 
  apply additional review and rigor to your process when 
  using Aquilae: Bestiary of the Realm (see How to Use 
  This Book, below).
  How to Use This Book
  How to Use This Book
  There is no wrong way to use Aquilae: Bestiary of the 
  Realm.  But it may help to consider a number of different 
  ways of using it... some of which may not have occured to 
  
  13
  Introduction
  you!
  With FTEG
  The FlexTale Encounter Generator (FTEG) is at the heart 
  of Infinium Game Studio’s approach to dynamic adventure 
  content.
  Used with this Bestiary, the FTEG contains encounter 
  FlexTables that allow GMs to generate contextually-
  appropriate combat encounters for PCs of any level, all with 
  a simple roll of the dice.
  With IGS Adventures
  All Infinium Game Studios adventures and products use 
  the FlexTale approach to dynamic adventure content.  As a 
  result, these adventures leverage monsters in this bestiary, 
  with no additional work needed.
  With Other Published Adventure 
  Content
  You can take any non-FlexTale adventure and adapt it to 
  be more appropriate to PCs of any level, rather than the 
  restriction of most published products being “levels X to Y”.  
  Simply take the monsters included in such adventures, and 
  use the version of that monster that’s most appropriate for 
  your PCs’ level.
  With Homebrew Content
  For those who like to roll their own, this bestiary makes 
  creating combat encounters super easy: any monster can 
  appear as a threat to any PCs, so let your imagination run 
  wild!  Alternately, you can save yourself even more time by 
  using Aquilae: Bestiary of the Realm in concert with the 
  FlexTale Encounter Generator.
  Rarity
  The FlexTale Encounter Generator goes into elaborate 
  and fully-scaled detail for every monster, in every terrain 
  context.
  As a result, the Bestiary itself merely lists a quick shorthand 
  as to rarity, using the simple nomenclature of “Common”, 
  “Uncommon”, and “Rare”.
  Occurences
  Each monster lists whether it is encountered on its own, or 
  in a group.  This is useful for monsters that might otherwise 
  seem “squishy”; simply include more than just the one to up 
  the threat level.
  Challenge Rating
  The short version here is that CRs are not slavishly stringent 
  in Aquilae: Bestiary of the Realm.  It would be nearly 
  impossible to create CR-compliant listings for each monster.
  Instead, CRs listed herein reflect the Hit Dice of the creatures 
  and statblocks invovled.  In many cases, this means that the 
  CR listed is likely higher than you might expect, particularly 
  for “squishy” monsters who were “evolved” from lower-CR 
  origins.
  In these scenarios, recall that the FlexTale approach, and 
  the intent behind this Bestiary, is to present appropriate 
  challenges for parties of varying levels, not perfect threats 
  for exact levels.
  Common Creature Features
  Some Special Abilities and Feats are so pervasive, it 
  was neither possible nor feasible to include a complete 
  description each time the feature came up in monster 
  descriptions.
  Below please find a consolidated listing of these abilities.  
  Where applicable, these appear in the monster’s stat block, 
  commonly under the Special Abilities or Feats sections; the 
  complete description is simply not included in the latter text 
  of those monsters.
  Darkvision (Ex) Range 60 ft.; Darkvision is the 
  extraordinary ability to see with no light source at all, out 
  to a range specified for the creature. Darkvision is black 
  and white only (colors cannot be discerned). It does not 
  allow characters to see anything that they could not see 
  otherwise-invisible objects are still invisible, and illusions 
  are still visible as what they seem to be. Likewise, darkvision 
  subjects a creature to gaze attacks normally. The presence of 
  light does not spoil darkvision.
  Improved Natural Attack (X) Attacks made by one 
  natural weapon leaves vicious wounds. Choose one of the 
  creature’s natural attack forms. The damage for this natural 
  attack increases by one step on the following list, as if the 
  creature’s size had increased by one category. Damage dice 
  increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 
  6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of 
  damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 
  12d8. 
  Dodge Your training and reflexes allow you to react swiftly 
  to avoid an opponent’s attack. You gain a +1 dodge bonus to 
  your AC. A condition that makes you lose your Dex bonus to 
  AC also makes you lose the benefits of this feat.
  Improved Natural Armor This creature’s hide is tougher 
  than most. The creature’s natural armor bonus increases by 
  +1. Special: A creature can gain this feat multiple times. Each 
  time the creature takes the feat, its natural armor bonus 
  increases by another point. 
  Weapon Proficiencies You understand how to use your 
  martial weapons in combat. You make attack rolls with all 
  your martial weapons normally (without the non-proficient 
  penalty). 
  Giant Creature Template: This template was used to 
  enhance the abilities and statistics of this creature.  Typically 
  this means Size increase by one category; AC increase 
  natural armor by +3; Attacks increase dice rolled by 1 step; 
  Ability Scores +4 size bonus to Str and Con, -2 Dex.
  Creature Type Traits (Ex) Creatures of many Types have 
  common rules that apply to them, such as whether they eat, 
  
  14
  Introduction
  drink, require rest, breathe, and so on.
  Outsider: Unlike most living creatures, an outsider does not 
  have a dual nature-its soul and body form one unit. When 
  an outsider is slain, no soul is set loose. Spells that restore 
  souls to their bodies, such as raise dead, reincarnate, and 
  resurrection, don’t work on an outsider. It takes a different 
  magical effect, such as limited wish, wish, miracle, or true 
  resurrection to restore it to life. Outsiders breathe, but do 
  not need to eat or sleep (although they can do so if they 
  wish).
  Immunities: Creatures with an Immunity to a type of 
  damage or effect never suffer damage or the impact of those 
  effects.
  Resistances: Creatures with a Resistance to a type of 
  damage suffer only 50% of the damage inflicted from that 
  source.  If a number is listed next to the Resistance, the 
  creature may ignore that much damage each time damage 
  from that type of source inflicts damage on that creature.
  Vulnerabilities: Creatures with a vulnerability suffer 
  twice as much damage from that source each time they 
  suffer damage from that source.  Other, non-damage-based 
  vulnerabilities (e.g., light blindness) are described in full 
  text.
  Ability Focus (X) One of this creature’s special attacks is 
  particularly difficult to resist. Choose one of the creature’s 
  special attacks. Add +2 to the DC for all saving throws 
  against the special attack on which the creature focuses. 
  Special: A creature can gain this feat multiple times. Its 
  effects do not stack. Each time the creature takes the feat, it 
  applies to a different special attack. 
  Blindsense (Ex) Range 60 ft.; Other creatures have 
  blindsense, a lesser ability that lets the creature notice 
  things it cannot see, but without the precision of blindsight. 
  The creature with blindsense usually does not need to make 
  Spot or Listen checks to notice and locate creatures within 
  range of its blindsense ability, provided that it has line of 
  effect to that creature. Any opponent the creature cannot 
  see has total concealment (50% miss chance) against the 
  creature with blindsense, and the blindsensing creature 
  still has the normal miss chance when attacking foes that 
  have concealment. Visibility still affects the movement of a 
  creature with blindsense. A creature with blindsense is still 
  denied its Dexterity bonus to Armor Class against attacks 
  from creatures it cannot see.
  Iron Will You are more resistant to mental effects. You get a 
  +2 bonus on all Will saving throws. 
  Lightning Reflexes You have faster reflexes than normal. 
  You get a +2 bonus on all Reflex saving throws. 
  Great Fortitude You are resistant to poisons, diseases, and 
  other deadly maladies. You get a +2 bonus on all Fortitude 
  saving throws.
  Weapon Focus (X) You are especially good at using your 
  chosen weapon. You gain a +1 bonus on all attack rolls you 
  make using the selected weapon.
  Can’t Be Tripped (Ex) A creature with this ability cannot be 
  tripped.
  Grab (Ex) If you hit with the indicated attack (usually a claw 
  or bite attack), you deal normal damage and can attempt to 
  start a grapple as a free action without provoking an attack 
  of opportunity. You have the option to conduct the grapple 
  normally, or simply use the part of your body you used in the 
  grab to hold the opponent. If you choose to do the latter, you 
  take a -20 penalty on your CMB check to make and maintain 
  the grapple, but do not gain the grappled condition itself. 
  A successful hold does not deal any extra damage unless 
  you also have the constrict special attack. If you do not 
  constrict, each successful grapple check you make during 
  successive rounds automatically deals the damage indicated 
  for the attack that established the hold. Otherwise, you 
  deal constriction damage as well. You receive a +4 bonus 
  on combat maneuver checks made to start and maintain a 
  grapple. Unless otherwise noted, grab can only be used on 
  creatures of a size equal to or smaller than you.
  Low-Light Vision (Ex) You can see x2 as far as humans in 
  low illumination. Characters with low-light vision have eyes 
  that are so sensitive to light that they can see twice as far 
  as normal in dim light. Low-Light Vision is color vision. A 
  spellcaster with low-light vision can read a scroll as long as 
  even the tiniest candle flame is next to her as a source of 
  light. Characters with low-light vision can see outdoors on a 
  moonlit night as well as they can during the day.
  Notes & Conventions
  Notes & Conventions
  As is typical in a roleplaying game adventure or module, 
  some text herein is meant to be read or shown to players 
  verbatim… but the majority of the content is meant to be for 
  the Game Master’s (GM) eyes only.  Below please find some 
  visual conventions that make this differentiation clear.
  Player Descriptive Text
    These sections are meant to be read aloud to players as-
    These sections are meant to be read aloud to players as-
  is.  You are of course free to introduce your own changes 
  is.  You are of course free to introduce your own changes 
  as you see fit as a Game Master.  Player Descriptive Text 
  as you see fit as a Game Master.  Player Descriptive Text 
  blocks are meant to serve as informative tidbits that have 
  blocks are meant to serve as informative tidbits that have 
  been preconstructed to reflect the exact nature of the 
  been preconstructed to reflect the exact nature of the 
  situation being encountered by the party.
  situation being encountered by the party.
  GM-Only Notes
    Granted, nearly everything not highlighted in Player 
  Descriptive Text is not meant to be read aloud to 
  the players.  However, some content is much more 
  “sensitive” than others.   
   
  GM-Only Notes such as this typically give away plot 
  points, major background, or other information that the 
  players may not normally have access to—either right 
  now, or in some cases, ever.  Make sure to conceal these 
  sections from players unless there is a specific reason to 
  tell them!
  Designer’s Soapbox
    In some cases, the game designer will want to express 
  a specific opinion about some aspect of the adventure.  
  Typically, this takes the form of a discussion on 
  interpreting rules, or a recommendation as to how best 
  to play or run a particular piece of the adventure.  In 
  
  15
  Introduction
  all cases, veteran GMs should feel comfortable ignoring 
  these “soapbox” diatribes… but veteran and new GMs 
  alike may find something of interest in the coalesced 
  experience of three decades of roleplaying experience!
  Quests
  A quest can be large, tiny, or in between.  Some can be very 
  quickly accomplished; others span days, weeks, or even 
  years, across multiple cities and even planes of existence!
  In this book, all quests, big or small, have a similar 
  presentation and key elements, as shown by the green block 
  below.
    Quest: Rats in the Cellar 
  (example)
    Summary: Kill rats in a fantasy tavern.  Fun and 
  creative.
    Rewards: Rat corpses.  Plus 10 gp from the bartender.
    Locations: Bar.
    Key NPCs: Bartender.
    Kickoff: When any PC speaks with the bartender.
    Description:
  The bartender asks the party to slay 
    2d6 Giant Rats that 
  have infested his basement.  
  In so doing, they will benefit from his goodwill, and a reward 
  of 10 gp.
  Obstacles
  Doors, locks, and other obstacles that don’t necessarily 
  incorporate a trap.  You’ll find these prefaced by little brown 
  symbols like this one:
   Locked Secret Door 
  (example)
    5” thick; Hardness 5; hp 30; 
  Perception DC 16; Break DC 15; Disable Device DC 18
    5” thick; Hardness 5; hp 30; 
  Perception DC 18; Break DC 17; Disable Device DC 20
    5” thick; Hardness 5; hp 30; 
  Perception DC 20; Break DC 19; Disable Device DC 22
    5” thick; Hardness 5; hp 30; 
  Perception DC 22; Break DC 21; Disable Device DC 24
  Skill Checks
  Whether it’s a single, simple check, or a series of checks 
  in escalating difficulty, skill checks may be an opportunity 
  to either avoid disaster or discover what might otherwise 
  remain hidden and ignored.  Such chances are indicated via 
  yellow symbols as follows:
  Some PCs may have insight into the Blacksmith’s wealth; 
  make a 
    DC 12 Knowledge (Profession) check.
  Skill Challenges
  Skill checks are typically a single roll, often made in secret 
  by the GM.  A skill challenge is usually a bit more involved 
  than a simple check—or there’s simply more at stake.  Either 
  way, a challenge is a more formal, and explicit, exercise, 
  intentionally engaged in by the players.
  You’ll find a skill challenge in a yellow box such as this:
    Falling Timbers (example)
  First Check: DC 18 Perception (16 if aflame) to notice the 
  falling building; success cancels subsequent checks.
  Second Check: DC 15 Acrobatics to avoid the debris; failure 
  inflicts 
    2d6 points of crushing damage plus a possible 
    1d8 points of fire damage; success cancels subsequent 
  checks.
  Third Check: DC 12 Strength to dislodge one’s self from the 
  debris; failure inflicts 
    1d4 points of crushing damage 
  plus a possible 
    1d8 points of fire damage; success quits 
  the challenge.
  Rewards
  Treasure, swords, gems, keys, filthy lucre—this is the stuff 
  your players are really gunning for, right?  Well, that, plus 
  a good time with friends.  And maybe, if you’re lucky, a 
  good, engaging session of shared storytelling that you’ll all 
  remember for a long time.  
  At any rate, rewards are shown with blue boxes like this 
  one.  Some containers have common treasure, which applies 
  equally to all difficulty bands; these are shown with the 
  badges for all four bands like this: 
  .
  Other treasure is “scaled”; that is, the PCs receive different 
  treasure depending on what difficulty band they are playing 
  at.  Select the band that’s appropriate for the level of the 
  PCs; that is the treasure they receive.  They do not receive all 
  of the treasure listed across all four bands!
    Secret Closet Chest
    Brushgather geneology book (a small book; 
  value 6 gp)
    19 gp; opal pendant on gold chain (value 31 gp)
    8 pp; 42 gp; opal pendant on gold chain (value 72 gp)
    19 pp; 37 gp; opal pendant on gold chain (value 180 
  gp)
    52 pp; 84 gp; opal pendant on gold chain (value 428 
  gp)
  Traps
  Hey, blame the rogue—who in all likelihood is suffering 
  
  16
  Introduction
  the brunt of the trap s/he either failed to detect, and/or to 
  disarm.  Whether it becomes a bragging right, a bargaining 
  chip, or an epitaph, traps of all manner are shown in a 
  purple box like this one.
  Note that the statistics for the impact of most traps scale to 
  the four difficulty bands; select the one that is appropriate 
  for the PCs in your game.
   Acid Arrow Chest Trap
  Type Magic; Trigger Touch; Reset none
    Perception DC 18; Disable Device DC 20
  Effect spell effect (acid arrow; Atk +1 ranged touch (1d4 
  acid damage for 2 rounds)
    Perception DC 20; Disable Device DC 22
  Effect spell effect (acid arrow; Atk +3 ranged touch (2d4 
  acid damage for 2 rounds)
    Perception DC 22; Disable Device DC 24
  Effect spell effect (acid arrow; Atk +5 ranged touch (2d4 
  acid damage for 3 rounds)
    Perception DC 24; Disable Device DC 22
  Effect spell effect (acid arrow; Atk +7 ranged touch (2d4 
  acid damage for 4 rounds)
  Items
  Be they simple items, magical items, rods, staves, potions, 
  books, or something wondrous, items share a common block 
  of information like the following… note that this format is 
  used for all manner of non-weapon, non-armor equipment 
  and usable items, both magical and mundane:
    Adventurer’s Chronicle 
  (example)
  Value 50 gp; Weight 1 lb.; Materials paper; Nature non-
  magical; Aura none; Slot usable; CL n/a
  This book is chock full of useful information. When used as a 
  reference (an action that typically takes 
    1d4 full rounds 
  of searching the text), an adventurer’s chronicle grants a +2 
  competency bonus on a specific Knowledge check for which 
  the book is designed.
  Construction Requirements means to assemble a physical 
  book; the author must have at least 10 ranks in the skill for 
  which you are designing the book; Cost 30 gp
  NPCs and Monsters
  Crunch time!  
  Due to the scale of this adventure, this Adventure Book 
  contains statistics only for NPCs (both Common and 
  Dramatis Personae) and new monsters.  
  Common monsters, such as Umber Hulks and Giant Spiders, 
  do not have statistics within this tome.  Most of the common 
  monsters referenced in this book have freely-available stats, 
  either for free online, or as part of the core books of the 
  game system you are playing.
  Variable Challenge
  Variable Challenge
  One of the things that has frustrated many GMs is that 
  adventures are almost universally designed in this manner: 
  for a specific level of challenge, or at most, a very narrow 
  range of PC levels (e.g., “4th to 6th level”).  
  One might argue that this Variable Challenge concept is at 
  the very heart of Aquilae: Bestiary of the Realm and why it 
  exists in the first place.
  There are many advantages to this approach, not least of 
  which being the guarantee that all challenges (monsters, 
  traps, and NPCs) are calibrated very specifically to that 
  narrow zone of difficulty.
  The drawback, of course, is the narrowness of that range.  
  GMs wishing to run a module designed for 10th-level PCs, for 
  example, are either flat out of luck, or have to do some fairly 
  intensive work to scale the content up or down to better 
  align with the PCs she is playing with.
  The degree to which a particular GM, or even gaming group, 
  enjoys perusing and tweaking game statistics—“crunch”, 
  in common parlance—varies, of course.  Some GMs love 
  crunch, and spend a majority of their prep time creating and 
  refining their challenges to ensure the crunch is accurate and 
  appropriately challenging.  On the other end of the spectrum 
  are “by the seat of their pants” GMs, who ignore crunch 
  almost entirely, rarely referring to stat blocks lest it distract 
  from the focus of storytelling.  
  This adventure, and in a broader sense, 
  Infinium Game Studio, does not want to judge as to which 
  approach is “better” or “worse”.  What matters is that you 
  have fun and enjoy yourselves!
  However, we do want to make it as easy as possible to play 
  this adventure no matter what level your PCs happen to be.
  Experience Points and Reward 
  Nuggets
  There are many ways of calculating, dispersing, and 
  accounting for experience points (XP) in a Pathfinder gaming 
  group.  What follows is a method that I have used over the 
  decades, and it’s been a lot of fun.  Although it may not be 
  for every gaming group—your mileage may vary—it’s an 
  interesting spin on traditional methods, and the approach 
  may work for you.  
  Whether this approach works for you or not, however, it’s 
  worth reading through, because all of the Quests in this 
  adventure denote XP awards using this method.
  I Want Candy
  In the author’s early days as a GM, I tossed out candies as 
  rewards to the players when their characters did a good job.  
  Candy could be distributed for defeating a kobold, picking 
  a lock, dodging an attack, convincing the castle guard to 
  look the other way, or any of the ordinary actions whose 
  consequence typically involve experience points.
  However, I also gave out candy for good roleplaying, 
  
  17
  Introduction
  convincing dialogue, outstanding (or horrid) emulation of 
  accents, meta-jokes about the circumstances of the game that 
  were truly hilarious, suggesting things to me as the GM or 
  other players that took the story in a new direction, or—and I 
  have to be honest, here—helping me as a GM.  
  My general rule was, if I forgot a rule, and you pointed it 
  out in a way that didn’t make you seem like a jerk, then 
  you got rewarded.  This could be something as innocuous 
  as reminding me that your elf ranger’s longbow was firing 
  +1 arrows, or as significant as reminding me that a certain 
  piece of equipment granted a reroll to a critically-failed 
  outcome.
  Generally speaking, candy rewards were given out in my 
  games for anything—literally, anything—that made the 
  gaming experience more fun.  Doorbell rings, and the pizza’s 
  here, and your character is tied up in the cyclops’ cave, so 
  you know you won’t be doing anything for a few minutes, 
  and so you go and grab the grub, and tip the delivery guy—
  that’s worth a candy.  Tell a funny joke—that’s worth a candy.  
  Save the life of your comrade, only to drug him unconscious 
  and use him as a prop, in the manner of Weekend at 
  Bernie’s—okay, that’s a little ghoulish, but it’s in charcter, 
  and amazing, so, yeah, that’s three candies right there.
  Candy as XP
  Candy is awesome, though for one of my gaming group, 
  who was a diabetic, it was a controlled and mindful 
  awesomeness.  But even the most free-wheeling player wants 
  their character to level up.  I get it.
  At the end of each gaming session, my players would “turn 
  in” their candy wrappers.  Each wrapper represented 
  something gone right, a good deed done—and therefore 
  it was converted to XP.  Generally speaking, no matter 
  what the PCs’ levels, no matter what the adventure, 10 
  candy wrappers meant you advanced to the next level.  If 
  you fell short—let’s say, you only got 6—then it meant you 
  were closer for next gaming session (i.e., 4 needed in this 
  example).  
  As years went on, it became a bit less practical and/or 
  healthy to urge my friends to consume at least ten pieces of 
  candy every time we got together, and so the approach was 
  tweaked.  Instead of candy wrappers, gold stars, or spare 
  dice in a particular color, or Warhammer 40,000 figurines.  
  The point was, you got a token, a “nugget” of reward, which 
  was later converted into XP.
  Rules lawyers hate this method, and I respect that.  But even 
  the most hardened min/maxer eventually recognizes that 
  this approach, despite its drawbacks, keeps play flowing 
  quite quickly, and keeps everyone focused on what I believe 
  should be the goal of any roleplaying game session.
  Namely: to have fun!
  Reward Stars: The Formalized Approach
  Whether or not you appreciated the above anecdote, or the 
  approach it describes, it’s required reading, because now 
  we’ll get to how it applies to Dark Obelisk: Berinncorte.
  As with everything else in this book, the GM is encouraged 
  to completely ignore or change this approach if you feel it 
  would make it work better for your gaming group.
  The following represent opportunities to gain an experience 
  point reward in this adventure:
  • Defeating monsters and NPCs.
  • Avoiding traps, picking locks, or otherwise overcoming 
  obstacles.
  • Succeeding in skill challenges or checks.
  • Fulfilling other objects in pursuit of a Quest.
  Monsters and NPCs in this adventure list the XP reward the 
  PCs should obtain for defeating them in combat.  They also 
  list the number of “Reward Stars” players should receive for 
  success.  This is denoted like this: 
    +2.
  Think of a Reward Star as a sugar-free and abstracted 
  version of a piece of candy from the earlier anecdote: players 
  receive one or more most times that they achieve something 
  in the game.
  Locks, traps, and skill checks are typically “quadded”; each 
  level of CR lists a suggested XP reward, but also a number of 
  Reward Stars.
  Quests only list Reward Stars.  This is because Quests 
  should be fun, interesting, and above all, useful to the PCs, 
  but shouldn’t be game-breakingly powerful or ignorably 
  impotent.  A simple delivery quest, for example: what should 
  that be worth?  500 XP?  For a level one character, that can 
  be almost halfway to levelling up; for a level 19 character, 
  that makes for a completely worthless diversion.  Using 
  Reward Stars solves this problem, by automatically scaling 
  the reward to be significant regardless of character level.
  If you follow the approach I’ve used, then at the end of each 
  gaming session (or in between sessions, or at the start of 
  the next session, whatever works best for your schedule), 
  convert the Reward Stars to traditional Experience Points.
  The GM is heavily encouraged to augment the rewards 
  documented with additional rewards, for perhaps-less-
  tangible contributions: good jokes, helpful behavior, playing 
  fair and nice, being a good sport, paying for or even just 
  ordering dinner, that sort of thing.
  Such “intangible rewards” should be general in nature: a 
  good, timely joke should be rewarded with a chunk of XP 
  that’s meaningful and helpful to the PC in question, whether 
  they’re level 1 or level 19.
  Stay In Character… Or Else
  In rare cases, or with certain gaming groups, the GM should 
  reserve the right to remove or revoke the Reward Stars a 
  particular player, or the group entire, has earned.
  Such penalties should not be applied in a discouraging 
  manner, or against players who are genuinely trying, but 
  whose luck is simply poor, or for whom things just aren’t 
  working out.  Indeed, successful roleplaying in the face of 
  dire circumstances should be rewarded more!
  Reward Stars should only be revoked if the player 
  is detracting from play, distracting others, making 
  inappropriate jokes not appreciated by the rest of the group, 
  not paying their fair share… or just generally being a jerk.
  Converting Reward Stars to XP
  Each Reward Star represents different XP depending on 
  what your current level is.
  If you’ve assigned Reward Stars to a particular PC, use the 
  character’s current level on the table below to convert to an 
  
  18
  Introduction
  XP reward.
  On some occasions, you may instead have granted Reward 
  Stars to the party as a whole.  In this scenario, calculate the 
  Average Party Level (APL) as you normally would, and use 
  that on the table below to convert the reward to standard XP.
  If a PC has more than the minimum sufficient Reward Stars 
  to advance in level, they may continue to advance!  In such a 
  scenario, count Stars using the PC’s current level, until they 
  level up.  Any remaining stars are converted to XP using the 
  character’s new level.  In exceptionally rare circumstances—
  or with exceptionally indulgent GMs!—this may involve a PC 
  levelling up multiple times between sessions, though such 
  power-levelling is generally discouraged.
  Finally, in addition to different methods of determining 
  rewards, gaming groups tend to have different theories as to 
  how rapidly characters should level up.  Slow, average, and 
  fast tracks are shown here, which scale to the corresponding 
  Character Advancement experience point totals in the 
  Pathfinder Core Rulebook.
  For purposes of Reward Stars, the following standard has 
  been used:
  • Slow advancement requires 15 Reward Stars to advance.
  • Advancement with the Average progression demands 10 
  Reward Stars per level.
  • Only 5 Reward Stars are needed to advance following the 
  Fast track.
  Table 2: Converting Reward Stars to XP
  Level, CR, or APL
  Slow
  Avg
  Fast
  1
  200
  200
  260
  2
  300
  300
  400
  3
  433
  400
  540
  4
  600
  600
  800
  5
  800
  800
  1,000
  6
  1,200
  1,200
  1,600
  7
  1,600
  1,600
  2,200
  8
  2,533
  2,400
  3,200
  9
  3,000
  3,000
  4,200
  10
  5,000
  5,000
  6,800
  11
  6,333
  6,500
  8,000
  12
  9,667
  9,500
  13,000
  13
  12,667
  13,000
  17,000
  14
  19,333
  19,000
  26,000
  15
  26,333
  25,500
  35,000
  16
  36,667
  41,000
  50,000
  17
  53,333
  50,000
  70,000
  18
  76,667
  75,000
  100,000
  19
  100,000
  105,000
  140,000
  20
  n/a
  n/a
  n/a
  “Quadded” Stat Blocks
  Toward the goal of having an adventure that can be run 
  with PCs of various levels, all NPCs and monsters in this 
  adventure have four separate sets of statistics.  
    These represent iterations of the creature in four 
  distinct scales of challenge.  These scales are referred to, 
  in ascending difficulty, as Low, Moderate, Advanced, and 
  Elite.
    Low-level statistics are the default, and are intended 
  for parties of 1st to 4th level PCs.  Typically, the Low CR for a 
  creature will be in the range of fractional, up to 4.  You may 
  see this referred to as “1L”.
    Moderate statistics present a bit more challenge, and are 
  meant for 5th to 8th level PCs.  CRs can be in the range from 
  4-10.  You may see this referred to as “2M”.
    Advanced creatures give even more of a fight, 
  representing CRs in the range of 10-15, and are meant for 
  adventurers of the same levels.  You may see this referred to 
  as “3A”.
    Elite monsters and NPCs are the most evolved, and 
  present formidable difficulty in the 12-20 CR range.  These 
  stat blocks are designed for PCs above 15th level.  You may 
  see this referred to as “4E”.
  To avoid confusion, elsewhere in the text outside of the 
  creature’s quadded stat block definition, the statistics 
  referred to are the Low, or default, block.  For example, the 
  condensed, “vital stats” block that is shown in red where the 
  NPC or monster is introduced in the adventure uses the Low 
  values.
  Quadded Challenge Blocks
  Skill challenges and checks, traps, poisons, and obstacles 
  sometimes have quadded stat blocks as well.  
  Although nearly all NPCs and monsters have quadded stat 
  blocks, not all other game elements do.  This is intentional.  
  It represents the reality that although monsters and people 
  might be of advanced difficulty, the city of Berinncorte 
  exists in a typical, average fantasy realm—DC 50 Mythic-
  caliber locks simply doesn’t exist, let alone on every door in 
  town!
  Below is an example of a door that has a quadded challenge 
  block.  The icons represent the scale of increasing difficulty; 
  from top to bottom, they are Low, Moderate, Advanced, and 
  Elite.
    Locked Secret Wooden Door
    5” thick; Hardness 5; hp 60; Perception DC 16; Break 
  DC 20; Disable Device DC 18
    5” thick; Hardness 5; hp 60; Perception DC 20; Break 
  DC 24; Disable Device DC 22
    5” thick; Hardness 5; hp 60; Perception DC 22; Break 
  DC 26; Disable Device DC 24
    5” thick; Hardness 5; hp 60; Perception DC 24; Break 
  DC 28; Disable Device DC 26
  
  19
  Introduction
  The Campaign World
  Overview
  Overview
  Aquilae, the campaign setting in which these beasts are 
  located, will be elaborated and described in detail in other 
  books by Infinium Game Studio.  This is partly due to 
  limitations of length: a focused narrative on the campaign 
  world would itself take longer than the bestiary!  Scope is a 
  factor, as well—too much about the broader game world may 
  distract from the immediacy of the “day-to-day” plot of this 
  particular adventure.
  However, the biggest reason for an abbreviated depiction 
  of the game world is that there is much, much more to this 
  realm than meets the eye… and the events of this adventure, 
  while seemingly isolated and bizarre, play a large role in the 
  revelation of these attributes.
  In truth, the events of this adventure are so self-contained, 
  and limited to the mining town and the mines underneath 
  it, that for the purposes of playing it out, the larger context 
  hardly matters. 
  While this is primarily limited to things that directly affect 
  the narrative and activities in the adventure, there are 
  some aspects of Aquilae that you may want to bear in mind 
  as you guide the PCs through events—so you don’t have to 
  “backtrack” in subsequent components of this 
    Adventure 
  Path, or in usage of other adventure books or products in the 
  Realm of Aquilae.
  What You Need to Know
  What You Need to Know
  Here’s an executive summary of important aspects of the 
  realm that may affect how you portray the game world in the 
  context of this adventure:
  • Gods are real, and many.  (See Religion, below.)
  • Nearly every sentient being pays 
    tribute to one 
  or more gods.  (See Tribute, below).  Typically this 
  is through tithing to the appropriate church, or 
  government.  
  • 
    Tribute can be done in the form of monetary wealth, 
  artwork or valuables, or a devotion of magical power.  No 
  matter what the form, nearly all tribute actually does end 
  up being transported to the gods themselves!
  • About six months ago, the Dark Obelisk was discovered 
  on Level 9 of the Mondarian Mines, and it caused evil 
  and chaos to burst forth, upending everything in the 
  Mines and the City of Mondaria, and causing a massive 
  amount of death and suffering.   
   
  Little of the reality of these events is known in the 
  Enclave: all commerce and travel from Mondaria to the 
  Enclave has stopped.  Although the Council has sent 
  emissaries and adventurers to Mondaria to investigate, 
  none has returned with any information.
  High Ability, Low Tech
  High Ability, Low Tech
  Leafing through the Dramatis Personae section, you may 
  notice that the Ability Scores of most key NPCs are not what 
  might be considered “average”.  This is by design.
  There are many schools of thought as to the differences, if 
  any, between a player-character and a non-player-character, 
  or a commoner.  Are the PCs superhero-caliber individuals, 
  each imbued with something special that drives their 
  capabilities above and beyond that of normal people?  Or 
  instead, are the PCs just people, pretty much the same as 
  everyone around them—they just happened down a different 
  path than others, but one that others weren’t prevented from 
  taking by some innate quality or limitation.
  It’s possible to have a great deal of fun with either 
  philosophy, or anywhere in between.  
  If your gaming group rebels against this sort of approach, 
  you as a GM are of course welcome to “handicap” any or 
  all NPCs so that they are more in line with your players’ 
  expectations of what is considered “normal”.
  Religion
  Religion
  Gods play a major role in Aquilae.  The pantheon is varied 
  and vast—dozens, perhaps hundreds, of supremely powerful 
  beings.  It is exceptionally uncommon to find someone who 
  is not a devotee of at least one higher power—and there 
  are many who are advocates of multiple gods.  The general 
  mindset of most sentient beings in Aquilae is an open 
  acknowledgment, an agreement that all gods exist.  Devotion 
  to one or more gods in particular merely means that you 
  favor their perspective on things… and, with any luck and 
  enough tribute (see below), those gods return the favor by 
  aiding you from time to time when it is needed most.
  One might think of Roman and Greek mythology as a good 
  comparison here: there are many gods, and while they are all 
  immortal and wield immense power, they all share certain 
  “human” weaknesses, such as a proclivity for playing tricks 
  and engaging with mortal affairs.  Some gods are more 
  powerful than others, and the “society” of gods is a rich 
  and storied plot unto itself which most mere mortals rarely 
  glimpse.
  Tribute
  If you pray, you pay!  Everyone, in every religion, gives 
  money and resources to their god.  In almost all cases, this 
  is done through the church, though in remote situations, 
  tithing in this manner can be quite difficult.  Even isolated 
  hermits typically worship at least one god.
  Many devotees do not live near a temple of worship for their 
  deity.  The pantheon is flexible, however: any worshipper, of 
  any god, can visit any church, and donate their tribute there.  
  Part of each church’s responsibility is to make sure all tribute 
  eventually gets sent to its appropriate god.
  To be clear: in Aquilae, churches are kind of a form of tax 
  center.  And all tribute does in fact end up being shipped off 
  
  20
  Introduction
  to the gods themselves.
  The mechanics of tribute, of how it gets processed and where 
  it goes, how it actually gets to the objects of worship, and the 
  nature of the gods themselves will all be discussed in greater 
  detail in subsequent campaign books.
  
  21
  FlexContent
  FlexAI
  What is FlexAI?
  What is FlexAI?
  FlexAI is an attempt to model and simulate monster and NPC 
  behavior in a combat encounter.  It scales in complexity from 
  very simple to as complex as you as a GM would like it to be.  
  It can be used in any tabletop roleplaying game with zero 
  preparation time. 
  The system takes only a few minutes to learn, is easy and 
  quick to use, and can enhance any tabletop roleplaying 
  combat experience.
  Summary vs. Full Version
  The full FlexAI guidbook contains nearly 300 FlexTables 
  which guide contextual monster behavior for hundreds of 
  different combinations and scenarios.
  This summary description contains some basic elements of 
  the concepts of FlexAI, and only a single FlexTable per Role.  
  How to Use FlexAI
  How to Use FlexAI
  Sanity Checks & Rerolls
  Generally speaking, if something “feels wrong”, reroll it.  
  More specifically, if the Outcome determined by FlexAI do 
  not apply (e.g., creature lacks a ranged attack altogether) or 
  are inappropriate to the circumstances (e.g., maneuver when 
  the creature is surrounded by melee opponents), reroll the 
  result to determine a more appropriate Outcome.
  Three Tiers of Complexity
  Not everyone needs, or is interested in, complex AI combat 
  mechanics.  Sometimes, you just want to quickly roll on a 
  single table, and determine an outcome.
  Conversely, some gaming groups like the thrill of the 
  unknown, and like to add even more 
  To support this array of interests, FlexAI provides three 
  levels of complexity: Simple, Full, and Advanced.
    You can pick and choose which of these three approaches 
  you wish to employ.  You can even switch the method 
  used at any time—even round-to-round within the scope 
  of the same combat and monsters!
  Behavior Common Concepts
  All three levels of complexity share two elements: Outcomes, 
  and Targeting.  
  Simply put, these are what you need to determine the 
  behavior of a creature in combat.  
  Targeting dictates who the creature attacks; Outcomes 
  dictate how it goes about it.
  Together, Outcome and Targeting are referred to as a 
  creature’s behavior.
  Combat Outcomes
  All three levels of FlexAI difficulty involve Combat Outcomes 
  as the main output of using the tool.  
  This represents the behavior of a creature in the combat 
  situation.
  Note that not every Combat Outcome necessarily applies to 
  every creature.  For example, not every creature has both a 
  primary and a secondary attack.  The GM is encouraged to 
  sanity check outcomes (see above).
  If the Outcome determined does not require a target, ignore 
  the Targeting aspect of the behavior determined.
  Table 3: Combat Oucomes
  Outcome
  Description
    
  Attack 
  Main
  Creature attacks its target using its 
  standard attack.  For most creatures, 
  this will be melee; for others, it will be 
  ranged.
    
  Attack 
  Secondary
  If the creature’s main attack is Melee, 
  the creature attacks using a Ranged 
  attack, and vice versa.
    
  Maneuver
  Creature moves about, either to get 
  closer to its preferred target (see 
  Targeting), to evade the enemies 
  currently surrounding it, or to take 
  advantage of battlefield characteristics.
    
  Use / 
  Defend
  Creature uses an item, such as a wand 
  or staff or potion.  
  If it does not carry one, creature takes 
  a defensive stance.
    
  Ability
  Creature uses a special ability against 
  its current target.  
  If it lacks any special abilities, or none 
  of its abilities apply, reroll this result.
    
  Flee
  Creature tries to flee the combat 
  encounter entirely.
  This creature flees in a direction most 
  away from its current Target.
  Combat Targeting
  In many circumstances, you can simply use the Outcome to 
  dictate the current round’s worth of behavior for a given 
  
  22
  FlexContent
  creature.  During most combat, a creature’s current target 
  does not change round-to-round.
  However, there is value in dynamically changing targeting 
  using FlexAI rules.  
  First, it can make things very interesting and keep PCs off 
  their guard if a monster changes its target from round to 
  round.  Intelligent monsters might do so even if it serves to 
  their temporary disadvantage (e.g., if it triggers attacks of 
  opportunity or a less favorable battlefield positioning).
  Second, creatures who are not typically invovled in melee 
  as their primary combat approach might indeed change 
  their target round-to-round, particularly if their attacks or 
  abilities inflict status changes (e.g., debuffs) or spell effects.
  The table to the left summarizes the Combat Targeting 
  results that FlexAI defines.
  Table 4: Combat Targeting Summary
  Outcome
  Description
    
  Frontline
  The frontmost adversaries.  This can 
  be, but is not always, the same as the 
  Closest enemy.  
  For the purposes of determining 
  “front” and “back”, consider the 
  starting positions of each side in the 
  battle; the frontmost creatures of 
  either side are those who began the 
  combat encounter closest to their 
  enemies.
    
  Rearguard
  As Frontline, but the rear-most 
  enemies.  
  This may be, but is not always, the 
  same as the Farthest enemy.
    
  Closest
  The opponent which is currently 
  physically closest to this creature.
  In most melee circumstances, this 
  represents the creature’s current 
  target.
    
  Farthest
  The opponent which is currently 
  physically farthest away from this 
  creature.
  This result applies irrespective of 
  whether the creature can physically 
  reach the Farthest enemy by moving 
  this round.
    
  Strongest
  The enemy who is currently 
  “strongest”, healthiest, or furthest 
  from death.
  Typically this can be represented by 
  the enemy with the most current hit 
  points.
    
  Weakest
  As Strongest, but the enemy closest to 
  death.
    
  Ranged 
  Enemy
  This targets an enemy who uses a 
  ranged attack as their primary attack.  
  In the event of multiple enemies who 
  employ ranged attacks, select one 
  of them (you can pick the closest, 
  randomize your selection, or roll again 
  on whatever table you just used for 
  Targeting to determine the specific 
  Ranged Enemy within those who 
  qualify).
  Note that this does not imply anything 
  about how this creature goes about 
  attacking its enemy: it may well use 
  a melee attack to attack the Ranged 
  Enemy.
  Outcome
  Description
    
  Melee 
  Enemy
  As Ranged Enemy, but select an 
  enemy who uses a melee attack as 
  their primary mode of attack.
  
  23
  FlexContent
  Simple AI Rules
  Simple AI Rules
  Simple AI rules assume the most common circumstances 
  of the creature involved, the combat environment, and the 
  status of the participants.  
  Advantages & When to Use
  Much of the time, the single table that results will provide a 
  rich, dynamic result.  
  The single dice roll, the fact that it’s a d20 as opposed to a 
  d100, and the fact that there is a single table that does not 
  have to be looked up (and indeed, whose contents could even 
  be memorized) all make using the Simple AI approach very 
  easy and quick to integrate.
  Limitations
  It should be noted that the entire purpose of design behind 
  the FlexAI concept is intended to acount for a more nuanced, 
  contextually-appropriate pool of results and related 
  probability.  An elder dragon at full health should simply 
  not behave anything similar to a lurking thief hiding in 
  the shadows; the Simple AI approach cannot take this into 
  account.
  Simple AI Outcome Table
  Use the following table to quickly and easily determine the 
  combat action a creature takes.
  Table 5: Simple AI Outcomes
  D20
  Outcome
  01-12
    Attack Main
  13-14
    Attack Secondary
  15
    Maneuver
  16
    Use / Defend
  17-19
    Ability
  20
    Flee
  Simple AI Targets
  Use the following table to quickly and easily determine the 
  targeting behavior of a creature in combat.
  Table 6: Simple AI Targeting
  D20
  Outcome
  01-05
    Frontline
  06-07
    Rearguard
  08-13
    Closest
  14
    Farthest
  15-16
    Strongest
  18
    Weakest
  19
    Ranged Enemy
  20
    Melee Enemy
  
  24
  FlexContent
  Full AI Rules
  Full AI Rules
  This is the heart of FlexAI and its power to provide 
  contextually-appropriate combat actions.
  Instead of traditional tables, you use FlexTables (see the 
  overview of FlexTale earlier in this document).  And instead 
  of using the same table regardless of what is going on, 
  you intelligently select the appropriate FlexTable based 
  on the nature of the creature involved and the battlefield 
  circumstances.
  In short, the concepts of Outcomes and Targeting still apply; 
  it’s just a matter of how they are determined.
  Advantages & When to Use
  Use the Full AI rules when you want to simulate dynamic 
  and contextually-appropriate creature behavior in combat, 
  but want to adhere to RAW (Rules as Written) logic and 
  standards that govern combat mechanics without further 
  interference.
  Limitations
  It does take a simple extra step to select the appropriate 
  FlexTable.  
  However, creatures that are part of the Aquilae: Bestiary 
  of the Realm collection of monsters already have all of the 
  needed information assigned to them and defined.  Using an 
  ABR monster with FlexAI is as simple as looking up the right 
  page to use in the full FlexAI Guidebook.
  For monsters and NPCs that are not part of this collection, 
  however, the GM must assign FlexTables to the creature.
    The Full Edition of FlexAI contains tools and rules 
  for assigning FlexAI guidelines for your own, new, or 
  existing published monsters or NPCs. 
   
  It also contains a wealth of easy-to-use guidelines for 
  quickly picking FlexTables for a given monster. 
   
  In short: It should take less than a minute for a seasoned 
  GM to take a monster or NPC and “enable” them for 
  FlexAI use!
  Additional Factors: Role & Stance
  To determine which FlexTable is most appropriate for the 
  monster and combat circumstances, Full AI rules require two 
  additional elements: Roles and Stances.
  A creature’s Role represents its typical combat behavior and 
  approach to battle.  
  A creature’s Stance indicates its current combat 
  circumstances.
  Together, these two factors help determine the contextual 
  probabilities that should apply to the creature’s behavior in 
  combat.
  Combat Roles
  A tarrasque does not approach combat the same as a giant 
  sanke.  A cockatrice lies in wait; an orc chieftain is much 
  more likely to charge.  Mimics might even be immobile, so 
  are phyiscally incapable of approaching combat in the same 
  manner as other monsters.
  And so on; you get the idea: each monster is likely to 
  approach battle differently, based on its own strengths, 
  weaknesses, and abilities.  Although it would be possible 
  to create a separate set of FlexTables for each creature, 
  customized exactly to that creature’s characteristics, such an 
  endeavor would be exhausting, consume a mammoth amount 
  of pages... and, ultimately, not add a great deal of value on 
  top of the approach that FlexAI takes.
  Instead of having 8 or more customized FlexTables for each 
  monster, FlexAi recognizes that, ultimately, there are only so 
  many ways that a creature might go about fighting.  An orc 
  lord and a hill giant might well be different in any number 
  of important ways, but the two monsters will probably wade 
  into a fight with much the same gusto.
    Those readers familiar with the 4th Edition of the 
  world’s most popular roleplaying game will recognize 
  some of this terminology and these concepts.  Role was 
  a key element of monster descriptions in materials from 
  that rules system. 
   
  Reasonable people can disagree as to whether 4E 
  represents the best or worst elements of the tabletop 
  roleplaying concept, and indeed, endless debate has 
  raged around this controversial rules set.   
   
  One can even debate as to whether the Combat 
  Role concept was a creative, brilliant shorthand for 
  accelerating GM prep time; or a huge, shackling 
  hindrance to gameplay, immersion, or GM flexibility. 
   
  Regardless of these debatable matters, however, FlexAI’s 
  “echo” of the Role gameplay element is intentional.  For 
  all its controversy, 4E provided a great and accessible 
  terminology starting point for defining creature AI in 
  combat. 
   
  No matter your own personal perspective on 4E—or if 
  you are even familiar with it in the first place!—I can 
  assure you that 4E mechanics and concepts have nothing 
  to do with FlexAI’s mechanics.   
   
  The names and set of Roles is the only concept that is 
  borrowed herein.
  Combat Role Summary
  The following table summarizes the Combat Roles that 
  FlexAI uses, and their typical characteristics.
  
  25
  FlexContent
  Table 7: Combat Roles
  Role
  Description
    
  Brute
  Inflicts high damage, typically via 
  melee attacks.  Has a great deal of hit 
  points, but possibly low defenses.
    
  Soldier
  Focuses on defense, usually in melee, 
  but can also have high ranged defenses.  
  Average health, and a variety of attack 
  strengths.
    
  Artillery
  Ranged attacks are the main focus of 
  Artillery.  Typically have very low hit 
  points and/or defenses, however.
    
  Skirmisher
  Skirmishers may be average in many 
  categories, but excel in mobility, and 
  use this to their tactical advantage in 
  selecting targets where they can do the 
  most damage.
    
  Lurker
  Most Lurkers prefer to surprise or 
  ambush their opponents, or to remove 
  themselves from the possibility of easy 
  attack once battle is joined.  
    
  Controller
  Controllers typically have sets of 
  abilities that allow them to force 
  enemies into disadvantage, either by 
  moving enemies around, or controlling 
  the battlefield itself.
    
  Leader
  Leaders are special creatures with sets 
  of abilities that make them a force to 
  be reckoned with regardless of the 
  circumstances.  Although “leader” 
  typically indicates that the creature is 
  in charge of others, Leader creatures 
  may be encountered on their own.
  Combat Role Variations
  The core set of seven Roles described above covers the 
  majority of monsters and NPCs.  
  However, there are some types of creature that do not fit 
  evenly into those categories.  Some creatures may therefore 
  have Role Variations.
  These may apply to any of the standard Roles.  So, for 
  example, you could have an Elite Lurker, or a Solo 
  Controller.
  Table 8: Combat Role Variations
  Role Variant
  Description
    
  Normal
  Many monsters and most NPCs fall 
  into this category.  Neither particularly 
  powerful nor weaksauce, Normal 
  creatures as just that: normal.
    
  Minion
  Minions are weaker than Normal 
  creatures, and are rarely found in the 
  absence of a ruling, more powerful, 
  presence.  Typically, Minions are 
  encountered in groups.
    
  Elite
  Elite creatures are powerful, flexible, 
  and formidable enemies.  A single Elite 
  creature might rule over dozens of 
  Minions and several Normal creatures 
  in a complex combat encounter.
    
  Solo
  Solo creatures are often special cases: 
  typically discovered on their own, 
  they usually have sufficient power 
  and ability to represent a significant 
  challenge in and of themselves.
    
  Mindless
  Mindless creatures do not typically 
  think or plan their combat reactions, 
  and simply act from a visceral, second-
  to-second standpoint.  Most of the 
  time, this means fighting to the death, 
  but even Mindless creatures can make 
  combat actions that spice things 
  up a bit from the typical “skeleton 
  keeps attacking the first PC they see” 
  approach to things.
  Combat Stances
  A haughty noble fresh from a good night’s sleep and at 
  maximum hit points will behave very differently than 
  that same noble after prolonged combat, suffering from 
  exhaustion and bloody from multiple wounds.
  A creature’s combat Stance is an assessment of its current 
  fighting circumstances.  This context can and will change 
  throughout the fight, and allows FlexAI to differentiate the 
  changing behavior of a creature in response to the situation 
  at hand.
  Combat Stance Summary
  There are probably dozens, if not hundreds, of different 
  scenarios to take into account to truly represent the 
  diversity of combat that is possible in a fantasy roleplaying 
  environment.
  To simplify the possibilities, however, there are 8 
  fundamental Stances that can be used to represent or 
  approximate the full set of combat circumstances for a 
  creature.
  
  26
  FlexContent
  Table 9: Combat Stances
  Role
  Description
    
  Ambushing
  The creature is ambushing its 
  prey: lying in wait, hiding, or 
  using stealth, invisibility, or 
  aspects of the terrain to make 
  their presence unknown until the 
  moment to strike is nigh.  
  This Stance also applies to 
  situations in which the PCs are 
  simply unaware of the creature 
  and are surprised by it.
  A Mimic that has not been 
  detected is in an Ambushing 
  stance.
    
  Unprepared
  The reverse of Ambushing, in a 
  way: the creature is surprised 
  by the PCs, or is aware of them, 
  but not ready to participate in 
  combat.  
  This could be because the creature 
  is not expecting combat to occur, 
  or because it does not have its 
  weapons drawn or at the ready.
  An NPC woken from sleep, or one 
  with whom the PCs have merely 
  been talking up until the moment 
  one draws its sword, typically 
  counts as Unprepared.
    
  Fresh
  In most combats, creatures begin 
  the encounter in this Stance: 
  well-rested, at full hit points, and 
  ready to do battle.
  Creatures in this Stance neither 
  have advantage over their 
  enemies, or are taken by surprise 
  by them; they are at full combat 
  capability.
  If it is unclear which Stance 
  applies to a combat situation, 
  Fresh is typically a good 
  assumption.
  A bear encountered in the wild, 
  which sees the PCs just as they 
  see it, counts as Fresh. 
    
  Bloodied
  Creatures fight differently when 
  they have suffered wounds.  Some 
  fight more aggressively; others 
  become more defensive; many 
  will tend toward fleeing outright 
  if brought low by injury.
  A young dragon reduced to 1/5 
  its maximum hit points counts as 
  Bloodied.
  Role
  Description
    
  Cornered
  Creatures who are Cornered 
  have few options in terms of 
  maneuverability, either as a result 
  of the combat environment, and/
  or the PCs themselves.  
  Cornered creatures cannot easily 
  flee without substantial risk, and 
  for many, this is when the true 
  instinct of “fight or flight” kicks 
  in.  
  Some creatures become truly 
  deadly and imposing when 
  Cornered.
  A street urchin backed into an 
  alley with no escape counts as 
  Cornered.
    
  Overwhelmed
  Overwhelmed creatures are 
  fighting against significant odds, 
  in some combination of capability 
  and/or simple numbers.  
  Many creatures turn desperate or 
  frightened when Overwhelmed; 
  some turn into brutal and vicious 
  combat machines when facing bad 
  odds.
  A single kobold facing six PCs is 
  Overwhelmed.
    
  Relentless
  Relentless creatures fight 
  with little care for odds or the 
  environment in which they do 
  battle.  
  Some Relentless creatures start 
  combat in that Stance, and some 
  may not even change, others 
  can end up in this Stance due to 
  circumstances.
  A raging Barbarian orc chieftain 
  counts as Relentless.
    
  Mindless
  Mindless creatures may still 
  take different kinds of actions in 
  combat round-to-round, but are 
  not driven so much by tactics or 
  intelligence.
  A skeleton warrior counts as 
  Mindless.
  When to Apply Each Stance
  For creatures with a FlexAI profile, the circumstances of 
  when to apply each Stance are described as part of that 
  profile.  For example, some creatures become Bloodied when 
  reduced to half their maximum hit points; others do not 
  suffer this change until reduced to far fewer health.
  
  27
  FlexContent
  FlexAI & FlexTable Listing
  The Full Edition of FlexAI contains a separate FlexTable for 
  each distinct combination of Role and Stance.  
  With 35 Roles and 8 Stances, that makes for a grand total of 
  280 FlexTables, each one designed for a unique combination 
  of a type of creature behavior, and its current circumstances.
  Advanced AI Rules
  Advanced AI Rules
  In addition to the wide range of dynamic combat behavior 
  offered by the Full AI Rules, FlexAI offers Advanced AI 
  rules.  These allow for even more versatility in combat 
  behavior, and reflect a more complex and nuanced creature 
  intelligence.
  Advantages & When to Use
  Advanced AI is pretty much the same system as Full AI, with 
  possible additional boosts and penalties to the creature 
  involved.  It’s a useful tool in providing a more unexpected 
  and interesting combat experience for your PCs.
  Limitations
  Of the three FlexAI rules systems, Advanced AI is the only 
  one that departs tangibly from the RAW (Rules as Written) 
  combat mechanics of the roleplaying system you are using.
  Since Advanced AI provides the possibility of additional 
  bonuses and penalties on combat actions, and does so outside 
  the context of spells, spell-like abilities, racial effects, and so 
  on, there is little in the rules mechanics
    It is strongly suggested that you discuss this option with 
  your players before a combat encounter even starts, so 
  your gaming group can come to a consensus as to how 
  you collectively feel about this approach. 
   
  Many may love it, but if even one player has a rules 
  objection to its use, you may wish to consider sticking 
  with the Full AI rules approach.
  Surges & Lulls
  Advanced AI takes the Full AI rules and extends them 
  through the use of Surges and Lulls.  
  This is intended to represent the wide variance of combat 
  abilities and behavior that every creature exhibits.  Rules 
  purists will point out that the roll of a die (typically a d20) to 
  provide randomness already models this range of behavior.  
  In the wild, however, many factors influence the results 
  of a battle: adrenaline and insight can boost performance, 
  whereas sun glare, sweat, hunger, and even a simple root 
  placed unexpectedly in the ground can trip up even the 
  ablest of combatants.
  The FlexTables provided in FlexAI describe not only the 
  Outcomes involved, but also the possibility of Surges and 
  Lulls for each Outcome.
    Surges and Lulls are a great companion to the concept 
  of Quadded Statblocks and Variable Difficulty (https://
  www.drivethrurpg.com/product/190268/Quadded-
  Statblocks-to-Enable-VariableDifficulty-Adventures-in-
  Pathfinder-RPG).   
   
  The Quadded Stats approach enhances and degrades 
  a “regular” monster or NPC’s statblocks in a manner 
  designed to support use of that crunch in a wide variety 
  of PC levels and challenge. 
   
  The whole point of Quadded Statblocks is that every 
  creature should be usable in any gaming group, no 
  matter what the relative levels or difficulty. 
   
  Surges and Lulls, used with the correct Context in the 
  FlexTables they appear in, are a great way of adding to 
  this concept: boosting less-formidable monsters so they 
  still pose a threat to higher-level PCs, and handicapping 
  top-tier creatures so a lower-powered party isn’t 
  instantly wiped out.
  Combat Surges
  A Surge is a boost to a creature’s combat behavior.  If a Surge 
  is indicated in the FlexTable results rolled, it applies for the 
  combat actions of that creature alone, and for the current 
  combat round only.  
  Surges rolled do not apply to any other creature, friend or 
  foe, this round.  Benefits last until the start of the next round 
  of combat for that creature.
  This means that the benefit may still apply during the 
  enemy’s combat turn.  For example, a Surge for a creature 
  using the Use/Defend Outcome might boost its Armor Class; 
  this benefit lasts throughout the enemy’s next round.
    Surges are fun, useful additions to combat, and a 
  great way of ensuring that battles are dynamic and 
  unexpected, even for seasoned players.   
   
  However, if used without restraint or control, it can also 
  make combat very different from how you, or a third-
  party adventure designer who does not support Variable 
  Difficulty, intends.  It could be, for instance, that the 
  PCs are never supposed to be able to defeat Monster X 
  in Hallway Y, and that the mere presence of that type of 
  monster in that hallway effectively “blocks” the PCs from 
  traveling in that direction.   
   
  Surges and Lulls and Advanced AI may handicap that 
  monster to the point where the party can defeat it after 
  all. 
   
  As a GM, you should be familiar enough with the 
  adventure you’re running to know whether this concern 
  applies to your gaming session.  Plan your use of 
  Advanced AI accordingly!
  Types of Surge
  Combat Surges are specific to the context of the Outcome 
  that is rolled.
  
  28
  FlexContent
  Attack Surges
  The creature receives the listed bonus ot its attack roll.  If it 
  is capable of multiple attacks, the listed bonus applies to ALL 
  attacks it can make this round.
  Note that as Combat Surges remain in effect until the start 
  of the affected creature’s next round, Attack surge benefits 
  apply to attacks made during the enemy’s turn—for example, 
  opportunity attacks, of those apply.
  Damage
  The creature’s attacks inflict additional damage.  
  The listed value is applied to the damage that is calculated, 
  and stacks with all other values for purposes of calculating 
  damage.  That is, if a “+2 Damage” Combat Surge is applied 
  to a creature normally capable of inflicting 2d6+3 damage, 
  the total damage it inflicts is 2d6+5.
  The bonus damage applies to all attacks the creature makes 
  between the result’s application and the start of its next 
  turn.  Therefore, opportunity attacks and other attacks made 
  during the enemy’s turn receive the benefit as well.
  Init
  The creature’s Initiative gains a bonus.  Note that this may 
  not fully help the creature this turn, as most uses of FlexAI 
  will apply at the start of a creature’s turn; gaining Initiative 
  at that point will not benefit the creature for most purposes 
  as its “place in line” of Initiative order has already been 
  determined.
  For the purposes of determining Initiative order next round, 
  however, the Init bonus will be in place.
  Move
  The creature’s standard Movement receives the listed bonus.  
  This stacks with all other bonuses to Movement that might 
  apply, and remains in effect until the start of the creature’s 
  next turn.
  For creatures capable of multiple methods of movement, this 
  bonus applies to its primary mode of mobility.
  If it is unclear as to which type of movement is its “primary”, 
  assume the one capable of the farthest travel.  In the event of 
  a tie, apply the bonus to both types of movement.
  Impact / Impact Dice
  “Impact” is a shorthand for what a usable item does.  A 
  healing potion restores hitpoints; a wand of magic missiles 
  casts a spell effect.  Almost every usable item that produces a 
  valuable effect has an impact—a measurable outcome that in 
  most cases has some innate variability to it.
  In scenarios that produce a Use/Defend Outcome, if the 
  creature has a usable item that results in a variable effect, 
  that effect is referred to as an Impact.  
  “+1 Impact” means that whatever the result is, add +1 to the 
  result.  So a potion of cure light wounds that restores 2d6 hit 
  points would instead restore 2d6+1 hit points when paired 
  with this Combat Surge result.
  +1 Impact Die means that you add one die when measuring 
  the result.  Following the above example, the potion would 
  heal 3d6 hit points.
    Use common sense when applying Combat Surges of 
  all kinds, but particularly when applying Impact and 
  Impact Dice outcomes.   
   
  Remember that these mechanics are meant to represent 
  a net positive benefit for the creature involved, so if a 
  potion or other usable item has a variable results which 
  is a negative value, then make the Surge values negative 
  as well. 
   
  For example, if the creature’s usable item is a staff which 
  reduces the AC of a target opponent by 1d6 points, and it 
  receives a “+2 Impact” Combat Surge, then the enemy’s 
  AC should be reduced by 1d6+2 points.
  DC
  The creature’s abililties are more formidable and dangerous 
  temporarily.
  Any ability, attack, or other effect produced by the creature 
  that has a DC associated with it receives the additional bonus 
  listed until the start of its next turn.  This applies to combat 
  attacks, defensive abilities, auras, and everything about the 
  creature that might involve a DC (including poison/disease 
  and similar effects).
  Range
  The creature’s abilities grow more far-reaching and can 
  affect a broader area.
  Any abilities the creature has that involve a range already 
  receive the listed bonus to their maximum range.
  A creature’s melee abilities or touch-range abilities are 
  unaffected by this bonus—in other words, this Surge does not 
  transform any close-range abilities into ranged abilities!
  AC
  The creature is more difficult to strike in combat and affect.
  The creature receives the listed bonus to its AC until the start 
  of its next turn.  This bonus applies to all forms of AC—flat-
  footed/surprised, touch attack, melee, ranged, and so on.  
  
  29
  FlexContent
  Combat Surge Summary
  Table 10: Combat Surges
  Outcome
  Minor Surge
  Major Surge
    
  Attack 
  Main
    +1 Attack
    +2 Attack
    +3 Attack
    +4 Attack
    +2 Attack
    +4 Attack
    +5 Attack
    +6 Attack
    
  Attack 
  Secondary
    +1 Attack
    +2 Attack
    +3 Attack
    +4 Attack
    +2 Attack
    +4 Attack
    +5 Attack
    +6 Attack
    
  Maneuver
    +1 Init; 
  +5’ Move
    +2 Init; 
  +5’ Move
    +3 Init; 
  +10’ Move
    +4 Init; 
  +5’ Move
    +2 Init; 
  +5’ Move
    +4 Init; 
  +5’ Move
    +5 Init; 
  +10’ Move
    +7 Init; 
  +15’ Move
    
  Use / 
  Defend
    +1 impact / 
  +1 AC
    +2 impact 
  die / +2 AC
    +1 impact 
  die / +3 AC
    +1 impact 
  die / +4 AC
    +1 impact die / 
  +3 AC
    +1 impact die / 
  +4 AC
    +2 impact dice 
  / +5 AC
    +2 impact dice 
  / +6 AC
    
  Ability
    +1 impact / 
  +1 DC / +5’ 
  range
    +2 impact 
  die / +2 DC / 
  +5’ range
    +1 impact 
  die / +3 DC / 
  +10’ range
    +1 impact 
  die / +4 DC/ 
  +10’ range
    +1 impact die 
  / +3 DC / +10’ 
  range
    +1 impact die 
  / +4 DC / +15’ 
  range
    +2 impact dice 
  / +5 DC / +20’ 
  range
    +2 impact dice 
  / +6 DC / +20’ 
  range
    
  Flee
    +1 AC; 
  +5’ Move
    +2 AC; 
  +10’ Move
    +3 AC; 
  +15’ Move
    +4 AC; 
  +20’ Move
    +2 AC; 
  +10’ Move
    +4 AC; 
  +15’ Move
    +5 AC; 
  +20’ Move
    +7 AC; 
  +25’ Move
  Combat Lulls
  Combat Lulls are a temporary handicap, penalty, or other 
  negative impact to a creature’s combat abilities.  Lulls 
  represent the reality that in the shifting chaos of fighting, a 
  creature might get distracted, trip, stumble, miscalculate, or 
  otherwise perform not as well as it might typically, either 
  through its own failure or the circumstances of the battle.
  If a Combar Lull is indicated in the FlexTable results rolled, 
  it applies for the combat actions of that creature alone, and 
  for the current combat round only.  
  Lulls rolled do not apply to any other creature, friend or foe, 
  this round.  Penalties apply until the start of the next round 
  of combat for that creature.
  This means that the negative effect may still apply during 
  the enemy’s combat turn.  For example, a Lull for a creature 
  using the Use/Defend Outcome might degrade its Armor 
  Class; this penalty lasts throughout the enemy’s next round.
  Types of Lull
  Combat Lulls are specific to the context of the Outcome that 
  is rolled.
  
  30
  FlexContent
  Combat Lull Summary
  Table 11: Combat Lulls
  Outcome
  Minor Lull
  Major Lull
    
  Attack 
  Main
    -1 Attack
    -2 Attack
    -3 Attack
    -4 Attack
    -2 Attack
    -4 Attack
    -5 Attack
    -6 Attack
    
  Attack 
  Secondary
    -1 Attack
    -2 Attack
    -3 Attack
    -4 Attack
    -2 Attack
    -4 Attack
    -5 Attack
    -6 Attack
    
  Maneuver
    -1 Init; 
  -5’ Move
    -2 Init; 
  -5’ Move
    -3 Init; 
  -10’ Move
    -4 Init; 
  -5’ Move
    -2 Init; 
  -5’ Move
    -4 Init; 
  -5’ Move
    -5 Init; 
  -10’ Move
    -7 Init; 
  -15’ Move
    
  Use / 
  Defend
    -1 impact / 
  -1 AC
    -2 impact die 
  / -2 AC
    -1 impact die 
  / -3 AC
    -1 impact die 
  / -4 AC
    -1 impact die / 
  -3 AC
    -1 impact die / 
  -4 AC
    -2 impact dice / 
  -5 AC
    -2 impact dice / 
  -6 AC
    
  Ability
    -1 impact / 
  -1 DC / -5’ 
  range
    -2 impact die 
  / -2 DC / -5’ 
  range
    -1 impact die 
  / -3 DC / -10’ 
  range
    -1 impact die 
  / -4 DC/ -10’ 
  range
    -1 impact die 
  / -3 DC / -10’ 
  range
    -1 impact die 
  / -4 DC / -15’ 
  range
    -2 impact dice 
  / -5 DC / -20’ 
  range
    -2 impact dice 
  / -6 DC / -20’ 
  range
    
  Flee
    -1 AC; 
  -5’ Move
    -2 AC; 
  -10’ Move
    -3 AC; 
  -15’ Move
    -4 AC; 
  -20’ Move
    -2 AC; 
  -10’ Move
    -4 AC; 
  -15’ Move
    -5 AC; 
  -20’ Move
    -7 AC; 
  -25’ Move
  
  31
  FlexContent
  AI FlexTables
  AI FlexTables
  Full Edition vs. Bestiary
  Full Edition vs. Bestiary
  The following FlexAI tables include one detailed set of 
  FlexTables for each Role, assuming a Fresh Stance.
  The Full Edition of FlexAI contains a separate FlexTable for 
  each distinct combination of Role and Stance.  
  With 35 Roles and 8 Stances, that makes for a grand total of 
  280 FlexTables, each one designed for a unique combination 
  of a type of creature behavior, and its current circumstances.
  In addition, the Full Edition contains several unique or 
  special-circumstance scenarios beyond the mere combination 
  of Role and Stance.
  In total, the 300+ page Full Edition aims to address an 
  enormous range of possible combat scenarios.
    The Full Edition of FlexAI also contains tools and rules 
  for assigning FlexAI guidelines for your own, new, or 
  existing published monsters or NPCs. 
   
  It also contains a wealth of easy-to-use guidelines for 
  quickly picking FlexTables for a given monster. 
   
  In short: It should take less than a minute for a seasoned 
  GM to take a monster or NPC and “enable” them for 
  FlexAI use!
  
  32
  FlexContent
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Brute / Fresh
  Brute / Fresh
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 2: Brute Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  01-26
  01-16
  01-21
  01-09
    Attack Main
  27-31
  17-18
  22-23
  10-14
    Attack Secondary
  32-36
  19-23
  24-28
  15-22
    Maneuver
  37-39
  24-26
  29-33
  23-27
    Use / Defend
  40-54
  27-31
  34-41
  28-32
    Ability
  -
  -
  -
  33-35
    Flee
  55-66
  32-46
  42-46
  36-43
   
   AM/Minor Surge
  67-71
  47-54
  47-48
  44-46
   
    AS/Minor Surge
  72-73
  55-59
  49-50
  47-51
   
    M/Minor Surge
  74-75
  60-61
  51-52
  52-54
   
   UD/Minor Surge
  76-80
  62-69
  53-55
  55-57
   
    AB/Minor Surge
  -
  70-74
  -
  58
   
    FL/Minor Surge
  81-85
  75-79
  56
  59-61
   
    AM/Major Surge
  86
  80-81
  -
  62
   
    AS/Major Surge
  87
  82-84
  57
  63-65
   
    M/Major Surge
  88
  85-89
  58
  66
   
    UD/Major Surge
  89-90
  90-91
  -
  67
   
    AB/Major Surge
  -
  92-96
  -
  68
   
    FL/Major Surge
  91-92
  97
  59-68
  69-73
   
    AM/Minor Lull
  93
  -
  69-73
  74-76
   
    AS/Minor Lull
  94
  -
  74-78
  77-79
   
    M/Minor Lull
  -
  -
  79-80
  80-82
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  95
  -
  81-85
  83-85
   
    AB/Minor Lull
  -
  98-99
  -
  86-87
   
    FL/Minor Lull
  96-97
  -
  86-90
  88-90
   
    AM/Major Lull
  98
  -
  91-93
  91-92
   
    AS/Major Lull
  99
  -
  94-96
  93-95
   
    M/Major Lull
  -
  -
  97
  96-97
   
    UD/Major Lull
  00
  -
  98-00
  98-99
   
    AB/Major Lull
  -
  00
  -
  00
   
    FL/Major Lull
  FlexTable 3: Brute Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  01-23
  01-06
  01-16
  01-06
    Frontline
  24-28
  07-11
  17-26
  07-21
    Rearguard
  29-60
  12-19
  27-41
  22-26
    Closest
  61-65
  20-22
  42-56
  27-76
    Farthest
  66-80
  23-37
  57-71
  77-91
    Strongest
  81-90
  38-72
  72-74
  92-93
    Weakest
  91-95
  73-97
  75-87
  94-95
    Ranged Enemy
  96-00
  98-00
  88-00
  96-00
    Melee Enemy
  
  33
  FlexContent
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Soldier / Fresh
  Soldier / Fresh
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 4: Soldier Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-41
  1-21
  1-31
  1-21
    Attack Main
  42-61
  22-26
  32-46
  22-26
    Attack Secondary
  62-64
  27-34
  47
  27-29
    Maneuver
  65-66
  35-39
  -
  30-31
    Use / Defend
  67-71
  40-41
  48-62
  32-36
    Ability
  -
  42-51
  -
  37
    Flee
  72-79
  52-59
  63-72
  38-40
   
   AM/Minor Surge
  80
  60
  73-77
  41-42
   
    AS/Minor Surge
  81
  61
  -
  43
   
    M/Minor Surge
  82
  62
  -
  44
   
   UD/Minor Surge
  83
  63
  78-80
  45
   
    AB/Minor Surge
  -
  64-68
  -
  46
   
    FL/Minor Surge
  84-86
  69
  81-85
  47
   
    AM/Major Surge
  87
  70
  86-88
  48
   
    AS/Major Surge
  88
  71
  -
  49
   
    M/Major Surge
  89
  72
  -
  50
   
    UD/Major Surge
  90
  73
  89-90
  51
   
    AB/Major Surge
  -
  74-76
  -
  52
   
    FL/Major Surge
  91
  77
  91
  53-57
   
    AM/Minor Lull
  92
  78
  92
  58-62
   
    AS/Minor Lull
  93
  79
  93
  63-67
   
    M/Minor Lull
  -
  -
  -
  68-75
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  94
  80
  94
  76-80
   
    AB/Minor Lull
  95
  81-90
  95
  81-85
   
    FL/Minor Lull
  96
  91
  96
  86-88
   
    AM/Major Lull
  97
  92
  97
  89-90
   
    AS/Major Lull
  98
  93
  98
  91-93
   
    M/Major Lull
  99
  94
  99
  94-96
   
    UD/Major Lull
  100
  95
  100
  97-98
   
    AB/Major Lull
  -
  96-
  100
  -
  99-
  100
   
    FL/Major Lull
  FlexTable 5: Soldier Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-41
  1-41
  1-21
  1-40
    Frontline
  -
  -
  -
  -
    Rearguard
  42-76
  42-76
  22-51
  -
    Closest
  -
  -
  -
  -
    Farthest
  77-86
  77-86
  52-86
  41-80
    Strongest
  87-88
  87-88
  87-88
  -
    Weakest
  89-90
  89-90
  89-90
  -
    Ranged Enemy
  91-
  100
  91-
  100
  91-
  100
  81-
  100
    Melee Enemy
  
  34
  FlexContent
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Artillery / Fresh
  Artillery / Fresh
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 6: Artillery Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-16
  1-16
  1-21
  1-16
    Attack Main
  17-31
  17-31
  22-41
  17-31
    Attack Secondary
  32-41
  32-39
  42-44
  32-46
    Maneuver
  42
  40-44
  -
  47-56
    Use / Defend
  43-50
  45-46
  45-54
  57-59
    Ability
  51-55
  47-54
  -
  60-64
    Flee
  56-63
  55-59
  55-69
  65-66
   
   AM/Minor Surge
  64-68
  60-61
  70-77
  67
   
    AS/Minor Surge
  69-71
  62-64
  78
  68-70
   
    M/Minor Surge
  72-73
  65-66
  -
  71-72
   
   UD/Minor Surge
  74-78
  67-71
  79-86
  73-75
   
    AB/Minor Surge
  -
  72-74
  -
  76
   
    FL/Minor Surge
  79-83
  75-79
  87-89
  77-78
   
    AM/Major Surge
  84-87
  80-83
  90-91
  79
   
    AS/Major Surge
  88
  84
  92
  80
   
    M/Major Surge
  89
  85
  -
  81
   
    UD/Major Surge
  90
  86
  93-95
  82
   
    AB/Major Surge
  -
  87-88
  96-98
  83
   
    FL/Major Surge
  91-92
  89
  99
  84-88
   
    AM/Minor Lull
  93
  90
  100
  89
   
    AS/Minor Lull
  94
  91
  -
  90
   
    M/Minor Lull
  -
  -
  -
  91
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  95
  92
  -
  92
   
    AB/Minor Lull
  -
  93-95
  -
  93
   
    FL/Minor Lull
  96-97
  96
  -
  94-95
   
    AM/Major Lull
  98
  97
  -
  96
   
    AS/Major Lull
  99
  98
  -
  97
   
    M/Major Lull
  -
  -
  -
  98
   
    UD/Major Lull
  100
  99
  -
  99
   
    AB/Major Lull
  -
  100
  -
  100
   
    FL/Major Lull
  FlexTable 7: Artillery Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-6
  1
  1-6
  1-16
    Frontline
  7-26
  3-22
  7-21
  17-31
    Rearguard
  27-31
  23-24
  22-26
  32-33
    Closest
  32-51
  25-44
  27-36
  34-53
    Farthest
  52-71
  45-54
  37-71
  54-93
    Strongest
  72-83
  55-79
  72-83
  -
    Weakest
  84-98
  80-99
  84-98
  94-98
    Ranged Enemy
  99-
  100
  100
  99-
  100
  99-
  100
    Melee Enemy
  
  35
  FlexContent
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Skirmisher / Fresh
  Skirmisher / Fresh
  • 
    Use Context 
  C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 8: Skirmisher Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-6
  1-6
  1-11
  1-9
    Attack Main
  7-16
  7-11
  12-26
  10-16
    Attack Secondary
  17-36
  12-36
  27-36
  17-27
    Maneuver
  37-38
  37-41
  37
  28-29
    Use / Defend
  39-53
  42-56
  38-54
  30-34
    Ability
  54-55
  57-61
  -
  35-39
    Flee
  56-63
  62-65
  55-64
  40-44
   
   AM/Minor Surge
  64-65
  66
  65-69
  45
   
    AS/Minor Surge
  66-70
  67-71
  70-71
  46-48
   
    M/Minor Surge
  71
  72
  72
  49
   
   UD/Minor Surge
  72-76
  73-74
  73-77
  50
   
    AB/Minor Surge
  -
  75-76
  -
  51
   
    FL/Minor Surge
  77-81
  77-78
  78-84
  -
   
    AM/Major Surge
  82
  79
  85-87
  -
   
    AS/Major Surge
  83-85
  80-81
  88
  -
   
    M/Major Surge
  86
  82
  89
  -
   
    UD/Major Surge
  87
  83
  90-94
  -
   
    AB/Major Surge
  88
  84-86
  -
  -
   
    FL/Major Surge
  89-90
  87-88
  95-96
  52-59
   
    AM/Minor Lull
  91
  89
  97
  60-64
   
    AS/Minor Lull
  -
  -
  -
  65-72
   
    M/Minor Lull
  92
  90
  -
  73-75
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  93
  91
  -
  76-78
   
    AB/Minor Lull
  94
  92-94
  -
  79-81
   
    FL/Minor Lull
  95-96
  95-96
  98
  82-86
   
    AM/Major Lull
  97
  97
  99
  87-89
   
    AS/Major Lull
  -
  -
  -
  90-94
   
    M/Major Lull
  98
  -
  -
  95-96
   
    UD/Major Lull
  99
  98
  100
  97-98
   
    AB/Major Lull
  100
  99-
  100
  -
  99-
  100
   
    FL/Major Lull
  FlexTable 9: Skirmisher Role; Fresh Stance: 
  Targeting
   A
   B
   C
   D
  Outcome
  1-3
  1
  1-3
  1-16
    Frontline
  4-23
  3-24
  4-33
  17-36
    Rearguard
  24-33
  25-32
  34-38
  37-46
    Closest
  34-58
  33-52
  39-43
  47-61
    Farthest
  59-83
  53-67
  44-78
  62-91
    Strongest
  84-98
  68-97
  79-98
  92-93
    Weakest
  99
  98-99
  99
  94-95
    Ranged Enemy
  100
  100
  100
  96-
  100
    Melee Enemy
  
  36
  FlexContent
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Lurker / Fresh
  Lurker / Fresh
  • 
    Use Context 
  C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 10: Lurker Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-9
  1-6
  1-11
  1-6
    Attack Main
  10-13
  7-8
  12-16
  7-9
    Attack Secondary
  14-18
  9-13
  17-19
  10-14
    Maneuver
  19-30
  14-33
  20-24
  15-24
    Use / Defend
  31-50
  34-48
  25-49
  25-36
    Ability
  51-52
  49-53
  -
  37-41
    Flee
  53-55
  54-55
  50-56
  42-43
   
   AM/Minor Surge
  56-57
  56
  57-61
  44
   
    AS/Minor Surge
  58-60
  57-58
  62-64
  45-46
   
    M/Minor Surge
  61-65
  59-66
  65-67
  47-51
   
   UD/Minor Surge
  66-73
  67-69
  68-77
  52-54
   
    AB/Minor Surge
  74
  70-72
  -
  55-59
   
    FL/Minor Surge
  75-76
  73
  78-82
  60
   
    AM/Major Surge
  77
  74
  83-84
  61
   
    AS/Major Surge
  78-79
  75
  85-86
  62
   
    M/Major Surge
  80-82
  76-77
  87-88
  63-65
   
    UD/Major Surge
  83-87
  78-79
  89-96
  66-67
   
    AB/Major Surge
  88
  80-82
  -
  68-72
   
    FL/Major Surge
  89-90
  83-84
  97
  73-74
   
    AM/Minor Lull
  91
  85
  98
  75
   
    AS/Minor Lull
  92
  86
  99
  76
   
    M/Minor Lull
  -
  -
  -
  77-81
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  93
  87
  100
  82
   
    AB/Minor Lull
  94
  88-92
  -
  83-87
   
    FL/Minor Lull
  95-96
  93-94
  -
  88-89
   
    AM/Major Lull
  97
  95
  -
  90
   
    AS/Major Lull
  98
  96
  -
  91
   
    M/Major Lull
  -
  -
  -
  92-94
   
    UD/Major Lull
  99
  97
  -
  95
   
    AB/Major Lull
  100
  98-
  100
  -
  96-
  100
   
    FL/Major Lull
  FlexTable 11: Lurker Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-31
  1-31
  1-41
  1-21
    Frontline
  32-40
  32-42
  42-46
  22-23
    Rearguard
  41-90
  43-82
  47-76
  24-73
    Closest
  91-92
  83-84
  77-78
  74-75
    Farthest
  93-94
  85-86
  79-94
  76-94
    Strongest
  95-96
  87-96
  95-96
  95-96
    Weakest
  97-98
  97-98
  97-98
  97-98
    Ranged Enemy
  99-
  100
  99-
  100
  99-
  100
  99-
  100
    Melee Enemy
  
  37
  FlexContent
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Controller / Fresh
  Controller / Fresh
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 12: Controller Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-9
  1-6
  1-11
  1-6
    Attack Main
  10-17
  7-11
  12-21
  7-11
    Attack Secondary
  18-19
  12-14
  22
  12-16
    Maneuver
  20-21
  15-19
  23
  17-21
    Use / Defend
  22-51
  20-49
  24-49
  22-41
    Ability
  -
  50-52
  -
  42-46
    Flee
  52-56
  53-57
  50-57
  47-48
   
   AM/Minor Surge
  57-61
  58-62
  58-65
  49-50
   
    AS/Minor Surge
  62
  63
  66
  51
   
    M/Minor Surge
  63
  64
  67
  52
   
   UD/Minor Surge
  64-68
  65-74
  68-77
  53-54
   
    AB/Minor Surge
  -
  75-76
  -
  55-56
   
    FL/Minor Surge
  69-71
  77
  78-80
  57-59
   
    AM/Major Surge
  72-74
  78
  81-83
  60-62
   
    AS/Major Surge
  75
  79
  84
  63
   
    M/Major Surge
  76
  80
  85
  64
   
    UD/Major Surge
  77-79
  81-83
  86-90
  65
   
    AB/Major Surge
  -
  84
  -
  66
   
    FL/Major Surge
  80-82
  85
  91
  67-71
   
    AM/Minor Lull
  83-85
  86
  92
  72-76
   
    AS/Minor Lull
  86
  87
  -
  77-81
   
    M/Minor Lull
  87
  88
  -
  82-85
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  88-92
  89-91
  93-95
  86-90
   
    AB/Minor Lull
  -
  92-94
  -
  91-93
   
    FL/Minor Lull
  93-94
  95
  96
  94-95
   
    AM/Major Lull
  95-96
  96
  97
  96
   
    AS/Major Lull
  97
  97
  98
  97
   
    M/Major Lull
  98
  98
  99
  98
   
    UD/Major Lull
  99-
  100
  99
  100
  99
   
    AB/Major Lull
  -
  100
  -
  100
   
    FL/Major Lull
  FlexTable 13: Controller Role; Fresh Stance: 
  Targeting
   A
   B
   C
   D
  Outcome
  1-16
  1-11
  1-11
  1-26
    Frontline
  17-31
  12-21
  12-21
  27-36
    Rearguard
  32-46
  22-31
  22-41
  37-46
    Closest
  47-61
  32-41
  42-51
  47-71
    Farthest
  62-76
  42-51
  52-81
  72-96
    Strongest
  77-91
  52-91
  82-91
  97
    Weakest
  92-95
  92-95
  92-95
  98
    Ranged Enemy
  96-
  100
  96-
  100
  96-
  100
  99-
  100
    Melee Enemy
  
  38
  FlexContent
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Leader / Fresh
  Leader / Fresh
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 14: Leader Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-11
  1-9
  1-11
  1-6
    Attack Main
  12-21
  10-17
  12-21
  7-11
    Attack Secondary
  22-26
  18-22
  22-26
  12-16
    Maneuver
  27-31
  23-30
  27-31
  17-21
    Use / Defend
  32-44
  31-40
  32-44
  22-26
    Ability
  -
  41-43
  -
  27-29
    Flee
  45-57
  44-51
  45-59
  30-34
   
   AM/Minor Surge
  58-62
  52-54
  60-65
  35-37
   
    AS/Minor Surge
  63-64
  55-56
  66-67
  38-39
   
    M/Minor Surge
  65-66
  57-58
  68-69
  40-44
   
   UD/Minor Surge
  67-71
  59-61
  70-74
  45-47
   
    AB/Minor Surge
  -
  62-64
  -
  48-55
   
    FL/Minor Surge
  72-79
  65-69
  75-84
  56-60
   
    AM/Major Surge
  80-82
  70-71
  85-92
  61-62
   
    AS/Major Surge
  83
  72
  93-94
  63
   
    M/Major Surge
  84
  73-75
  95
  64-66
   
    UD/Major Surge
  85-87
  76-78
  96-
  100
  67-69
   
    AB/Major Surge
  -
  79-80
  -
  70-74
   
    FL/Major Surge
  88-90
  81-83
  -
  75-77
   
    AM/Minor Lull
  91
  84
  -
  78
   
    AS/Minor Lull
  92
  85
  -
  79
   
    M/Minor Lull
  93
  86-87
  -
  80-84
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  94
  88
  -
  85
   
    AB/Minor Lull
  -
  89-91
  -
  86-90
   
    FL/Minor Lull
  95-96
  92-93
  -
  91-92
   
    AM/Major Lull
  97
  94
  -
  93
   
    AS/Major Lull
  98
  95
  -
  94
   
    M/Major Lull
  99
  96-97
  -
  95-97
   
    UD/Major Lull
  100
  98
  -
  98
   
    AB/Major Lull
  -
  99-
  100
  -
  99-
  100
   
    FL/Major Lull
  FlexTable 15: Leader Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-16
  1-6
  1-16
  1-21
    Frontline
  17-26
  7-11
  17-21
  22-24
    Rearguard
  27-41
  12-41
  22-46
  25-39
    Closest
  42-46
  42-46
  47-51
  40-64
    Farthest
  47-76
  47-56
  52-86
  65-94
    Strongest
  77-96
  57-96
  87-96
  95-96
    Weakest
  97-98
  97-98
  97-98
  97-98
    Ranged Enemy
  99-
  100
  99-
  100
  99-
  100
  99-
  100
    Melee Enemy
  
  39
  H
  Monster Reference
  Monster Reference
  
  40
  H
  Crunch and Fluff
  Crunch and Fluff
  “Crunch” is a term commonly used to refer to the dozens of 
  statistics that describe a creature from the standpoint of raw 
  game mechanics.  Although there is a great deal of flexibility 
  in these stat blocks being used to convey flavor, demeanor, 
  behavior, and personality, such “softer” yet still important 
  game elements are often referred to as “fluff”.
  Each GM and player has their own relationship to these 
  game elements, and preferences as to their balance in 
  gameplay.  Some groups live by crunch, and largely ignore 
  fluff; adventures tend to be little more than an organized 
  dungeon crawl, and min/maxing your PC’s character 
  options and equipment is commonplace.  Other groups 
  focus solely on storytelling, and use game mechanics only 
  when it’s necessary to introduce a bit of randomness to the 
  proceedings.  
  You can have a great deal of fun at either end of the 
  spectrum, or anywhere in between!  To support the various 
  approaches to describing monsters and characters, this 
  adventure takes the approach of providing a great deal of 
  crunch, and a great deal of fluff.
  Some may consider this overkill, and it’s likely that some 
  gaming groups will ignore a portion of what follows to focus 
  on what matters most to their style of play.  That’s exactly 
  as it is intended to be used: hopefully it has everything you 
  need, so you can use it however you like!
  Quadded Stat Blocks and Default 
  Language
  A creature’s fluff uses language assuming that you are 
  playing the 
   Low level of difficulty version of that 
  creature.  For example, the Low level of an NPC might 
  wield a run-of-the-mill rapier, and the Elite version might 
  instead use a +3 corrosive burst rapier; the descriptions that 
  accompany that NPC would refer merely to her rapier as the 
  default equipment.  Similarly, any illustrations drawn will 
  typically use imagery associated with Low-challenge gear 
  and items.
  Header
  The header is simply the name of the monster.  NPCs have 
  a name, and also parenthetically their position, job title, 
  profession, or how they are best known.  
  It’s worth noting that not every monster and NPC is meant 
  to be defeated in combat… in fact, the GM is encouraged 
  to award XP only for combat that is consistent with the 
  alignment and characters of the PCs, or if they are forced 
  into combat by circumstances beyond their control.  A Lawful 
  Good Paladin, for example, should not reap XP for conducting 
  a baseless murder spree of first-level townsfolk.
  Quadded Stat Blocks
  Note that unless otherwise specified, bonuses and penalties 
  from all sources should be included already in the figures 
  provided.  For example, the Attacks section should reflect 
  ability score modifiers, skill and feat modifiers, special 
  ability / special quality modifiers, and modifiers derived 
  from the enhancement bonuses of the weapon itself.
  The exception to this is effects coming from magical 
  weapons: for example, a corrosive light crossbow might 
  show as dealing 1d8 damage.  This value does not, however, 
  include the corrosive effect, which normally causes the 
  weapon to deal an additional 1d6 points of acid damage 
  when the effect is activated.
  Also of note is the Prepared Spells section.  For NPCs with 
  class levels of a spellcasting class that must prepare spells in 
  advance, this section reflects a suggested pool of spells that 
  have been memorized or that are otherwise ready to cast.  
  The GM is of course encouraged to modify the list as she 
  desires to fit the circumstances of gameplay; for example, 
  if the party starts attacking townsfolk willy-nilly, then 
  spellcasters in town might be more likely to ready defensive 
  and combat spells.
  Finally, the Treasure section in the stat blocks lists the 
  equipment normally carried or used by the creature.  Gold, 
  jewels, and non-combat items that do not have an impact on 
  game mechanics and crunch are not listed here.
  Special Abilities
  All special abilities, auras, special qualities, and other 
  remarkable effects that apply to the creature are described 
  here, in alphabetical order.
  Note that this section lists a complete set of possible special 
  abilities that apply to the creature taken from its 
   Elite 
  stat block.  Individual stat blocks above this section will list 
  out which special abilities / SQs apply to the creature in its 
  various forms of CR.
  With this, and the Feats section afterward, there is 
  considerable duplication—many NPCs have Low-Light 
  Vision, for example.  This is by design, and speaks to a 
  common complaint among GMs: bestiaries and NPC listings 
  are great for getting the vital details, but it’s often hard to 
  remember just exactly what the Power Attack feat means.  
  The intent with the Infinium Game Studios approach to 
  NPC and monster definitions is to make it as easy as possible 
  to play a given creature, without having to refer to multiple 
  other rulebooks.  GMs dancing among tomes, trying to 
  cross-reference dozens of characteristics to figure out what 
  the creature does next is unsatisfying, wasteful of time, and 
  takes everyone in the game out of immersion—“hold on, let 
  me remind myself what an Alchemist’s Explosive Bombs are 
  like” doesn’t exactly keep players on the edge of their seats!
  
  41
  H
  Feats
  All feats taken by the creature in its class level progression 
  are listed here, in alphabetical order.  As with the Special 
  Abilities section, the list here is a superset of everything 
  that applies to the Elite version of the creature; specific feats 
  taken at lower-challenge iterations are listed in the Feats 
  section of the quadded stat block.
  Treasure
  If the creature carries wealth, jewels, or valuables beyond 
  their equipment listed earlier, such booty is described here.  
  Creatures whose only possessions are arms and armor might 
  not have this section at all.
  
  42
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  3
  21
  63
  116
  Speed
  10 ft. Fly 60 ft. (Average)
  Size, Type, 
  Alignment
  Tiny beast, unaligned
  Tiny beast, unaligned
  Tiny beast, unaligned
  Small beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 15 (+2)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  4 (-3)
  DEX 16 (+3)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  8 (-1)
  DEX 18 (+4)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 9 (-1)
  STR 
  13 (+1)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  5
  9
  13
  Standard 
  Actions
  Talons Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 1d2+0 
  (2) slashing damage.
  Talons Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 1d2+0 
  (2) slashing damage.
  Talons Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 1d3 
  (4) slashing damage.
  Talons Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) slashing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary or Pair / Companion
    Treasure
  None
  Hawk
  
  43
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  7
  24
  56
  113
  Speed
  10 ft. Fly 60 ft. (Average)
  Size, Type, 
  Alignment
  Tiny beast, neutral good
  Tiny beast, neutral good
  Tiny beast, neutral good
  Small beast, neutral good
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 15 (+2)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  4 (-3)
  DEX 16 (+3)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  9 (-1)
  DEX 18 (+4)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 9 (-1)
  STR 
  14 (+2)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except evil
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Attack Bonus +1
  Damage Bonus +1
  Attack Bonus +6
  Damage Bonus +6
  Attack Bonus +10
  Damage Bonus +10
  Attack Bonus +14
  Damage Bonus +14
  Smite Evil 1x/day, you may activate this ability as a free action. Add a bonus to attack rolls and damage bonus against evil 
  foes; smite persists until target is dead or the celestial creature rests.
  Standard 
  Actions
  Talons Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 1d2+0 
  (2) slashing damage.
  Talons Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) slashing damage.
  Talons Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 1d3 
  (4) slashing damage.
  Talons Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary or Pair / Companion
    Treasure
  None
  Hawk (Celestial)
  
  44
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  8
  33
  80
  137
  Speed
  10 ft. Fly 60 ft. (Average)
  Size, Type, 
  Alignment
  Tiny beast, neutral evil
  Tiny beast, neutral evil
  Tiny beast, neutral evil
  Small beast, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 15 (+2)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  5 (-3)
  DEX 15 (+2)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 9 (-1)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except good
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Attack Bonus +1
  Damage Bonus +1
  Attack Bonus +6
  Damage Bonus +6
  Attack Bonus +10
  Damage Bonus +10
  Attack Bonus +14
  Damage Bonus +14
  Smite Good 1x/day, you may activate this ability as a free action. Add a bonus to attack rolls and damage bonus against 
  good foes; smite persists until target is dead or the fiendish creature rests.
  Standard 
  Actions
  Talons Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 1d2+0 
  (2) slashing damage.
  Talons Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) slashing damage.
  Talons Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 1d3 
  (4) slashing damage.
  Talons Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary or Pair / Companion
    Treasure
  None
  Hawk (FiendisH)
  
  45
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  4
  15
  34
  95
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Tiny beast, unaligned
  Tiny beast, unaligned
  Tiny beast, unaligned
  Tiny beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 14 (+2)
  CON 4 (-3)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  1 (-5)
  DEX 14 (+2)
  CON 4 (-3)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  5 (-3)
  DEX 17 (+3)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 9 (-1)
  STR 
  10 (+0)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Armor Bonus +1 
  Grapple Damage 1d2
  Armor Bonus +2 
  Grapple Damage 1d3
  Armor Bonus +4 
  Grapple Damage 1d4
  Armor Bonus +6 
  Grapple Damage 2d4
  Spiny Defense As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains an enhancement 
  bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes piercing damage on 
  making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog 
  can leave this state as a move action.
  Standard 
  Actions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Tropical or Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary or Pair
    Treasure
  None
  HedgeHog
  
  46
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  26
  51
  126
  211
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium fiend, lawful evil
  Medium fiend, lawful evil
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 11 (+0)
  CON 13 (+1)
  INT 
  4 (-3)
  WIS 
  8 (-1)
  CHA 4 (-3)
  STR 
  12 (+1)
  DEX 11 (+0)
  CON 13 (+1)
  INT 
  4 (-3)
  WIS 
  8 (-1)
  CHA 4 (-3)
  STR 
  16 (+3)
  DEX 15 (+2)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 8 (-1)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 19 (+4)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Fire
  Vulnerabilities
  Vulnerability to Cold
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Infernal, Cannot Speak
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of 
  resolving resistance.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage 1d6
  Saving Throw  
  Dexterity DC 14
  Damage 2d4
  Saving Throw  
  Dexterity DC 17
  Damage 2d6
  Saving Throw  
  Dexterity DC 19
  Damage 2d10
  Breath Weapon 10-ft. cone, usable with Recharge 2, fire damage, Dexterity save halves damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Hell)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Pack (3-12x)
    Treasure
  Incidental
  Hell Hound
  
  47
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure
  Standard 
  Actions
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d8+1 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 2d6+2 
  (9) piercing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  2d6+4 (11) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 3d6+6 
  (16) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  48
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor,  
  chain barding)
  18 
  (natural armor,  
  chain barding)
  19 
  (natural armor,  
  chain barding)
  19 
  (natural armor,  
  chain barding)
  Hit Points
  62
  116
  196
  266
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Large fiend, lawful evil
  Large fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 15 (+2)
  INT 
  2 (-4)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  20 (+5)
  DEX 13 (+1)
  CON 18 (+4)
  INT 
  2 (-4)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  23 (+6)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  6 (-2)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  23 (+6)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  6 (-2)
  WIS 
  14 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Fire
  Vulnerabilities
  Vulnerability to Cold
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Infernal, Cannot Speak
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of 
  resolving resistance.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Damage 4d6
  Saving Throw  
  Dexterity DC 18
  Damage 8d6
  Saving Throw  
  Dexterity DC 20
  Damage 10d6
  Saving Throw  
  Dexterity DC 21
  Damage 12d6
  Breath Weapon 30-ft. cone, usable with Recharge 2, fire damage, Dexterity save halves damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Hell)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Pack (3-12x)
    Treasure
  Incidental
  Hell Hound (nessian)
  
  49
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  1d10+9 (14) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8/19-00 (15) 
  piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  3d6+11/19-00 (22) 
  piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  3d6+11/19-00 (22) 
  piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  50
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  34
  83
  166
  269
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Large fiend, lawful evil
  Huge fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 20 (+5)
  CON 13 (+1)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 8 (-1)
  STR 
  18 (+4)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 20 (+5)
  CON 19 (+4)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 12 (+1)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 21 (+5)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire, all physical attacks except good
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Infernal, Cannot Speak, Telepathy 100 ft.
  Challenge
  4
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of 
  resolving resistance.
  Special 
  Abilities & 
  Qualities
  Rake Against a grappled opponent, you may make two additional Claw attacks. A monster with the rake ability must 
  begin its turn already grappling to use its rake-it can’t begin a grapple and rake in the same turn.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land (Hell)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Pack (3-8x)
    Treasure
  Standard
  HellCat
  
  51
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  1d6+4 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  1d4/19-00 (3) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 1d8+5 
  (10) piercing damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d6/19-00 4 slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7/19-00 (12) 
  slashing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+10/19-00 (17) 
  slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  52
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  25
  73
  129
  223
  Speed
  Fly 40 ft. (Good)
  Size, Type, 
  Alignment
  Tiny vermin, lawful evil
  Tiny vermin, lawful evil
  Tiny vermin, lawful evil
  Tiny vermin, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 20 (+5)
  CON 8 (-1)
  INT 
  4 (-3)
  WIS 
  11 (+0)
  CHA 7 (-2)
  STR 
  1 (-5)
  DEX 18 (+4)
  CON 12 (+1)
  INT 
  4 (-3)
  WIS 
  11 (+0)
  CHA 7 (-2)
  STR 
  3 (-4)
  DEX 20 (+5)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 11 (+0)
  STR 
  3 (-4)
  DEX 20 (+5)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire, all physical attacks except good
  Immunities
  Critical Hits, Flanking, Weapon Damage
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  Infernal
  Challenge
  6
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Distraction You can nauseate creatures that you damage. Any living creature that takes damage from you is nauseated for 
  1 round; a Constitution save negates the effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Elite
    Organization
  Solitary, Pair, or Infestation (3-6x)
    Treasure
  Incidental
  Hellwasp swarm
  
  53
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Inhabit A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. 
  Inhabiting a body requires 1 minute, and the victim must be Small, Medium, or Large. The swarm can abandon the body 
  at any time as a full-round action. Any attack against the host deals half damage to the hellwasp swarm as well, although 
  the swarm’s  resistances and immunities may negate some or all of this damage. When a hellwasp swarm inhabits a dead 
  body, it effectively transforms the corpse into a zombie of the appropriate size under the swarm’s control. If a hellwasp 
  swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and 
  actions as if using dominate monster. Hellwasps quickly consume a living victim, dealing 2d4 points of Constitution 
  damage per hour. A hellwasp-inhabited creature is easy to spot, since its skin crawls with the forms of the insects inside. 
  A swarm can attempt a Disguise check to conceal its inhabitation of a host, with disadvantage if currently inhabiting a 
  Small host. A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.  
  Ability damage suffered from this effect may only be restored via restoration or more powerful healing magic.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Poison Swarm-injury; save Consitution; frequency 1/round for 6 rounds; effect 1d6 Dex damage; cure 2 consecutive 
  saves.  Ability damage suffered from this effect may only be restored via restoration or more powerful healing magic.
  Standard 
  Actions
  Swarm Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 2d6-7 
  (2) bludgeoning damage.
  Swarm Melee weapon 
  attack: -6 to hit, reach 
  0 ft., one target.  Hit 
  3d6+0 (10) bludgeoning 
  damage.
  Swarm Melee weapon 
  attack: -5 to hit, reach 
  0 ft., one target.  Hit 
  4d6+0 (14) bludgeoning 
  damage.
  Swarm Melee weapon 
  attack: -2 to hit, reach 
  0 ft., one target.  Hit 
  6d6+0 (21) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  54
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  9
  35
  83
  157
  Speed
  60 ft.
  60 ft.
  65 ft.
  65 ft.
  Size, Type, 
  Alignment
  Small beast, unaligned
  Small beast, unaligned
  Small beast, unaligned
  Medium beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 15 (+2)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 13 (+1)
  STR 
  8 (-1)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 13 (+1)
  STR 
  12 (+1)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 17 (+3)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Gore Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) piercing damage.
  Gore Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Gore Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d6+2 (6) piercing 
  damage.
  Gore Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Herd (3-50x)
    Treasure
  None
  Herd animal (antelope)
  
  55
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  8
  33
  80
  159
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 2 (-4)
  STR 
  16 (+3)
  DEX 14 (+2)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 2 (-4)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Spit Once per hour, a camel can regurgitate the contents of its stomach, spitting the foul material at a single target 
  within 10 feet. The target must make a Constiution save or be sickened for 1d4 rounds.
  Standard 
  Actions
  Bite Melee weapon attack: 
  +5 to hit, reach 10 ft., 
  one target.  Hit 1d4+6 (8) 
  piercing damage.
  Spit Ranged weapon attack: 
  +3 to hit, one target.  Hit 
  1d1+0 (1) bludgeoning 
  damage.
  Bite Melee weapon attack: 
  +5 to hit, reach 10 ft., one 
  target.  Hit 1d6+6 (10) 
  piercing damage.
  Spit Ranged weapon attack: 
  +3 to hit, one target.  Hit 
  1d1+0 (1) bludgeoning 
  damage.
  Bite Melee weapon attack: 
  +5 to hit, reach 10 ft., one 
  target.  Hit 1d6+9 (12) 
  piercing damage.
  Spit Ranged weapon attack: 
  +4 to hit, one target.  Hit 
  1d1+0 (1) bludgeoning 
  damage.
  Bite Melee weapon attack: 
  +5 to hit, reach 10 ft., one 
  target.  Hit 1d8+12 (16) 
  piercing damage.
  Spit Ranged weapon attack: 
  +3 to hit, one target.  Hit 
  1d1-8 (8) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Deserts
    Rarity
  Common
    Role
  Brute  / Minion
    Organization
  Solitary
    Treasure
  None
  Herd animal (Camel)
  
  56
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  21
  57
  113
  194
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 8 (-1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 2 (-4)
  STR 
  18 (+4)
  DEX 8 (-1)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 2 (-4)
  STR 
  21 (+5)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  STR 
  24 (+7)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Stampede A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent 
  to each other.  While stampeding, the creatures can trample foes of their size or smaller, and the trample’s save DC 
  increases by +2.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Plains
    Rarity
  Common
    Role
  Brute  / Minion
    Organization
  Solitary, Pair, or Herd (3-30x)
    Treasure
  None
  Herd animal (auroCHs)
  
  57
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Damage 1d6+4
  Saving Throw  
  Dexterity DC 16
  Damage 1d6+8
  Saving Throw  
  Dexterity DC 18
  Damage 2d6+10
  Saving Throw  
  Dexterity DC 20
  Damage 4d6+14
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than 
  yourself.  Targets of a trample take bludgeoning damage. Targets of a trample can make an attack of opportunity, but at 
  disadvantage. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a 
  Dexterity save to take half damage. You can only deal trampling damage to each target once per round, no matter how 
  many times its movement takes it over a target creature.
  Standard 
  Actions
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9 (14) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 2d6+9 
  (16) piercing damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+13 (20) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+16 (26) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  58
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  44
  75
  151
  236
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 8 (-1)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 2 (-4)
  STR 
  21 (+5)
  DEX 8 (-1)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 2 (-4)
  STR 
  23 (+6)
  DEX 12 (+1)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  STR 
  26 (+8)
  DEX 10 (+0)
  CON 21 (+5)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Stampede A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent 
  to each other.  While stampeding, the creatures can trample foes of their size or smaller, and the trample’s save DC 
  increases by +2.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold or Temperate Plains
    Rarity
  Common
    Role
  Brute  / Normal
    Organization
  Solitary, Pair, or Herd (3-30x)
    Treasure
  None
  Herd animal (Bison)
  
  59
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 16
  Damage 1d6+8
  Saving Throw  
  Dexterity DC 17
  Damage 1d6+12
  Saving Throw  
  Dexterity DC 19
  Damage 3d6+14
  Saving Throw  
  Dexterity DC 21
  Damage 5d6+16
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than 
  yourself.  Targets of a trample take bludgeoning damage. Targets of a trample can make an attack of opportunity, but at 
  disadvantage. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a 
  Dexterity save to take half damage. You can only deal trampling damage to each target once per round, no matter how 
  many times its movement takes it over a target creature.
  Standard 
  Actions
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+12 (19) piercing 
  damage.
  Gore Melee weapon 
  attack: +8 to hit, reach 
  10 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Gore Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  3d6+16 (26) piercing 
  damage.
  Gore Melee weapon 
  attack: +8 to hit, reach 
  10 ft., one target.  Hit 
  4d6+19 (33) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  60
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  12
  38
  86
  158
  Speed
  55 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 5 (-3)
  STR 
  12 (+1)
  DEX 16 (+3)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 5 (-3)
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 9 (-1)
  STR 
  19 (+4)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Gore Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Hooves Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) bludgeoning damage.
  Gore Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) piercing damage.
  Hooves Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Gore Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Hooves Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+2 (4) bludgeoning 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Hooves Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold or Temperate Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Herd (3-50x)
    Treasure
  None
  Herd animal (elk)
  
  61
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  20
  48
  108
  185
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Huge beast, unaligned
  Huge beast, unaligned
  Huge beast, unaligned
  Gargantuan beast, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 5 (-3)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 5 (-3)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 9 (-1)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Standard 
  Actions
  Hoof Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  1d8+5 (10) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  1d8+2 (6) bludgeoning 
  damage.
  Hoof Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+5 (12) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 15 
  ft., one target.  Hit 2d6+2 
  (9) bludgeoning damage.
  Hoof Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+8 (15) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+4 (11) bludgeoning 
  damage.
  Hoof Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit 3d6+10 (20) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  3d6+5 (16) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Plains
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Herd (3-10x)
    Treasure
  None
  Herd animal (giraFFe)
  
  62
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  9
  34
  77
  137
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Gore Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) piercing damage.
  Gore Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) piercing damage.
  Gore Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) piercing 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+9 
  (14) piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Mountains
    Rarity
  Common
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Herd (3-30x)
    Treasure
  None
  Herd animal (ram)
  
  63
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  13
  42
  99
  182
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  STR 
  12 (+1)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 10 (+0)
  STR 
  19 (+4)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 10 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Gore Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Hoof Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Gore Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) piercing damage.
  Hoof Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) bludgeoning damage.
  Gore Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Hoof Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+2 (6) bludgeoning 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Hoof Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Herd (3-20x)
    Treasure
  None
  Herd animal (stag)
  
  64
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  38
  82
  135
  188
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Huge beast, unaligned
  Huge beast, unaligned
  Huge beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  22 (+6)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  STR 
  23 (+6)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  STR 
  23 (+6)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  STR 
  23 (+6)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Stampede A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent 
  to each other.  While stampeding, the creatures can trample foes of their size or smaller, and the trample’s save DC 
  increases by +2.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Mountains
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Herd (3-30x)
    Treasure
  None
  Herd animal (storval auroCHs)
  
  65
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 17
  Damage 1d6+6
  Saving Throw  
  Dexterity DC 18
  Damage 1d6+12
  Saving Throw  
  Dexterity DC 19
  Damage 2d6+14
  Saving Throw  
  Dexterity DC 20
  Damage 4d6+18
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than 
  yourself.  Targets of a trample take bludgeoning damage. Targets of a trample can make an attack of opportunity, but at 
  disadvantage. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a 
  Dexterity save to take half damage. You can only deal trampling damage to each target once per round, no matter how 
  many times its movement takes it over a target creature.
  Standard 
  Actions
  Gore Melee weapon 
  attack: +8 to hit, reach 
  10 ft., one target.  Hit 
  2d6+20 (27) piercing 
  damage.
  Gore Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  3d6+21 (32) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+21 (32) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+21 (32) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  66
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  10
  48
  119
  204
  Speed
  5 ft. Swim 60 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 14 (+2)
  CON 14 (+2)
  INT 
  4 (-3)
  WIS 
  17 (+3)
  CHA 12 (+1)
  STR 
  15 (+2)
  DEX 14 (+2)
  CON 14 (+2)
  INT 
  4 (-3)
  WIS 
  17 (+3)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  19 (+4)
  CHA 16 (+3)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 19 (+4)
  INT 
  8 (-1)
  WIS 
  19 (+4)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Water Dependency A hippocampus can survive out of the water for 24 minutes. Beyond this limit, a hippocampus runs 
  the risk of suffocation, as if it were drowning.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Water
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or School (3-16x)
    Treasure
  None
  HippoCampus
  
  67
  H
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d4+3 (6) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d4+1 (4) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Tail Slap Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 1d6+1 
  (4) bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+6 (10) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d8+8 (12) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d8+4 (8) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  68
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  12
  36
  82
  148
  Speed
  5 ft. Swim 80 ft.
  Size, Type, 
  Alignment
  Large animal, unaligned
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge companion, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 10 (+0)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 9 (-1)
  STR 
  17 (+3)
  DEX 10 (+0)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 9 (-1)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 13 (+1)
  STR 
  22 (+6)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Water Dependency A hippocampus can survive out of the water for 24 minutes. Beyond this limit, a hippocampus runs 
  the risk of suffocation, as if it were drowning.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Water
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or School (3-16x) / Companion
    Treasure
  None
  HippoCampus (divine)
  
  69
  H
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+5 
  (10) piercing damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  10 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +8 to hit, reach 
  10 ft., one target.  Hit 
  1d8+5 (10) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  70
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  42
  105
  185
  281
  Speed
  5 ft. Swim 60 ft.
  Size, Type, 
  Alignment
  Large animal, unaligned
  Huge monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 9 (-1)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 9 (-1)
  STR 
  19 (+4)
  DEX 5 (-3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 9 (-1)
  STR 
  21 (+5)
  DEX 9 (-1)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 13 (+1)
  STR 
  24 (+7)
  DEX 7 (-2)
  CON 21 (+5)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Water Dependency A hippocampus can survive out of the water for 24 minutes. Beyond this limit, a hippocampus runs 
  the risk of suffocation, as if it were drowning.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Water
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary
    Treasure
  None
  HippoCampus (giant)
  
  71
  H
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  1d4+7 (10) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  1d4+7 (10) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 15 
  ft., one target.  Hit 1d6+7 
  (10) piercing damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 15 
  ft., one target.  Hit 1d6+3 
  (6) bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  1d8+9 (14) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  1d8+4 (8) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  2d6+11 (18) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  2d6+5 (12) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  72
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  15
  72
  115
  189
  Speed
  5 ft. Swim 60 ft.
  Size, Type, 
  Alignment
  Large animal, unaligned
  Large animal, unaligned
  Large animal, unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 11 (+0)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 13 (+1)
  STR 
  17 (+3)
  DEX 11 (+0)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 13 (+1)
  STR 
  17 (+3)
  DEX 12 (+1)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 13 (+1)
  STR 
  20 (+5)
  DEX 10 (+0)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Water Dependency A hippocampus can survive out of the water for 24 minutes. Beyond this limit, a hippocampus runs 
  the risk of suffocation, as if it were drowning.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Water
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Herd (3-20x)
    Treasure
  None
  HippoCampus (polar)
  
  73
  H
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d4+5 (8) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d4+2 (4) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 1d6+5 
  (8) piercing damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+5 (8) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+2 (6) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d8+3 (8) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  74
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  22
  42
  102
  181
  Speed
  40 ft. Fly 100 ft. (Average)
  Size, Type, 
  Alignment
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 13 (+1)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  14 (+2)
  DEX 13 (+1)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 11 (+0)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit 
  1d6+2 (6) piercing 
  damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit 
  1d6+2 (6) slashing 
  damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 10 
  ft., one target.  Hit 1d8+3 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 10 
  ft., one target.  Hit 1d8+3 
  (8) slashing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+5 (10) slashing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  2d6+7 (14) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Hills or Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Flight (7-12x)
    Treasure
  None
  HippogriFF
  
  75
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  16
  51
  113
  205
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 3 (-4)
  STR 
  17 (+3)
  DEX 8 (-1)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 3 (-4)
  STR 
  19 (+4)
  DEX 12 (+1)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 7 (-2)
  STR 
  21 (+5)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 7 (-2)
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 12
  Damage 1d6
  Saving Throw  
  Dexterity DC 15
  Damage 1d6+4
  Saving Throw  
  Dexterity DC 17
  Damage 2d6+6
  Saving Throw  
  Dexterity DC 20
  Damage 3d6+8
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than 
  yourself.  Targets of a trample take bludgeoning damage. Targets of a trample can make an attack of opportunity, but at 
  disadvantage. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a 
  Dexterity save to take half damage. You can only deal trampling damage to each target once per round, no matter how 
  many times its movement takes it over a target creature.
  Special 
  Abilities & 
  Qualities
  Sweat A hippo’s reddish sweat protects it from nonlethal damage from hit environments, and grants it advantage on 
  saving throws against nonmagical disease.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit  
  2d6+4 (11) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 2d8+6 
  (15) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  3d8+10 (24) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  4d8+13 (31) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Rivers
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Bloat (3-20x)
    Treasure
  None
  Hippopotamus
  
  76
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  47
  75
  124
  241
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Gargantuan beast, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 10 (+0)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 3 (-4)
  STR 
  20 (+5)
  DEX 10 (+0)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 3 (-4)
  STR 
  22 (+6)
  DEX 6 (-2)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 3 (-4)
  STR 
  26 (+8)
  DEX 8 (-1)
  CON 21 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 7 (-2)
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Damage 2d6
  Saving Throw  
  Dexterity DC 16
  Damage 2d6+8
  Saving Throw  
  Dexterity DC 18
  Damage 3d6+12
  Saving Throw  
  Dexterity DC 21
  Damage 4d6+14
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than 
  yourself.  Targets of a trample take bludgeoning damage. Targets of a trample can make an attack of opportunity, but at 
  disadvantage. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a 
  Dexterity save to take half damage. You can only deal trampling damage to each target once per round, no matter how 
  many times its movement takes it over a target creature.
  Special 
  Abilities & 
  Qualities
  Sweat A hippo’s reddish sweat protects it from nonlethal damage from hit environments, and grants it advantage on 
  saving throws against nonmagical disease.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit  
  4d6+13 (27) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  4d6+13 (27) piercing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d8+13/19-00 (31) 
  piercing damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  12d6+21/19-00 (63) 
  piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Rivers
    Rarity
  Common
    Role
  Brute / Elite
    Organization
  Solitary
    Treasure
  None
  Hippopotamus (BeHemotH)
  
  77
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  11
  42
  102
  158
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Large animal, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 8 (-1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  13 (+1)
  DEX 8 (-1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  17 (+3)
  DEX 12 (+1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  20 (+5)
  DEX 10 (+0)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 4 (-3)
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7/19-00 (12) 
  piercing damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  2d6+10/19-00 (17) 
  piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Rivers
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Bloat (3-20x) / Companion
    Treasure
  None
  Hippopotamus (pygmy)
  
  78
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  24
  51
  101
  151
  Speed
  10 ft. Climb 10 ft.
  Size, Type, 
  Alignment
  Tiny aberration, unaligned
  Tiny aberration, unaligned
  Tiny aberration, 
  unaligned
  Tiny aberration, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  7 (-2)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  7 (-2)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  11 (+0)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 3 (-4)
  STR 
  11 (+0)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Acid, psychic
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +9, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +9, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +15, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +16, Blindsight 60 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Corrosive Blood A hive creature’s blood is highly caustic. Every time the hive creature is damaged by a 
  piercing or slashing weapon, the attacking creature takes acid damage (or double damage if the attack is a 
  critical hit). Using a reach weapon does not endanger the attacker in this way. If the hive creature has the 
  swallow whole ability, it adds this damage to its swallow whole damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary or Hive (1-20x+)
    Treasure
  Incidental
  Hive larva swarm
  
  79
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Damage 4d6
  Saving Throw  
  Dexterity DC 15
  Damage 6d6
  Saving Throw  
  Dexterity DC 18
  Damage 8d6
  Saving Throw  
  Dexterity DC 19
  Damage 12d6
  Death Throes When a hive creature dies, it exudes a pool of its corrosive blood in the space it occupies. This 
  pool deals acid damage for 3 rounds to objects and creatures in those squares (Dexterity save halves). This 
  acid damages whatever surface it is on, and if it deals enough damage to destroy the surface, the acid falls 
  down to any subsequent floor below and continues to deal damage.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Distraction You can nauseate creatures that you damage. Any living creature that takes damage from you is 
  nauseated for 1 round; a Constitution save negates the effect.
  Special 
  Abilities & 
  Qualities
  Hive Mind Hive creatures have no language of their own, instead communicating simple concepts via 
  pheromone discharge and body language that other creatures with the hive subtype understand. This ability 
  functions within line of sight. If one hive creature is able to act in the surprise round of combat, all other 
  hive creatures in line of sight can also act, and a hive creature isn’t flanked unless all hive creatures within 
  line of sight are flanked.
  Standard 
  Actions
  Swarm Melee weapon 
  attack: -3 to hit, reach 0 
  ft., one target.  Hit 2d6 
  (7) bludgeoning damage.
  Swarm Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 2d6 
  (7) bludgeoning damage.
  Swarm Melee weapon 
  attack: -1 to hit, reach 0 
  ft., one target.  Hit 3d6 
  (8) bludgeoning damage.
  Swarm Melee weapon 
  attack: -1 to hit, reach 0 
  ft., one target.  Hit 4d6 
  (8) bludgeoning damage.
  Special 
  Actions
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Infest A hive larva swarm can enter the body of a single Small or larger helpless living creature. When it does so, a 
  portion of the swarm enters a creature’s mouth and gestates for 1d4 minutes. The gestated larvae ravage the host for 24 
  hours, during which time the infested creature falls unconscious and can’t be woken by any means. During this period 
  the larvae are vulnerable to expulsion by remove disease. If successful, the hive larvae die inside of the host, dealing 
  another 1d6 points of acid damage. In some cases, metabolized hive larvae corpses can infect the creature with the 
  hive corruption (see page 24). After 24 hours, the hive larvae achieve symbiosis. The host awakens feeling healthy but 
  hungry. Spells such as diagnose disease and Heal checks used to detect disease no longer detect the hive infestation, 
  and the host creature is now treated as both its original creature type and an aberration for purposes of spells and effects 
  (whichever is worse). A successful DC 25 Knowledge check can identify the symbiosis. If the host dies at this point, the 
  larval infestation dies as well. However, if the host is then returned from the dead, the larvae are returned to life as well. 
  The swarm fully matures 2d12 hours after symbiosis. By this point, there is no way to save the host short of a miracle 
  or wish spell. Each round for 2d12 rounds, the host suffers agonizing pain and must succeed at a Constitution save or 
  be nauseated for 1 round. On each failed save, the host takes 4d6 points of damage as the mature hive creature forcibly 
  separates itself. At the end of the 2d12 rounds, or after the host is slain by the damage, a fully formed hive creature 
  (usually a hive warrior) explodes from within, destroying the host’s body.
  Special 
  Actions
  Saving Throw 
  Constitution DC 14
  Saving Throw 
  Constitution DC 15
  Saving Throw 
  Constitution DC 18
  Saving Throw 
  Constitution DC 19
  Poison Swarm-injury; save Constitution; frequency 1/round for 6 rounds; effect 1d4 Strength; cure 2 
  consecutive saves.  Ability damage suffered from this effect requires restoration or more potent healing 
  magic to restore.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  80
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  50
  72
  132
  267
  Speed
  50 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Large aberration, neutral 
  evil
  Large aberration, neutral 
  evil
  Huge aberration, neutral 
  evil
  Gargantuan aberration, 
  neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 18 (+4)
  CON 13 (+1)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 4 (-3)
  STR 
  19 (+4)
  DEX 18 (+4)
  CON 13 (+1)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 4 (-3)
  STR 
  21 (+5)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 4 (-3)
  STR 
  27 (+8)
  DEX 18 (+4)
  CON 21 (+5)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Acid
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +16, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +18, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +20, Blindsight 60 ft., 
  Darkvision 60 ft.
  Languages
  Aklo (cannot speak), Common (cannot speak)
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Damage 2d4
  Saving Throw  
  Constitution DC 15
  Damage 2d6
  Saving Throw  
  Constitution DC 18
  Damage 3d8
  Saving Throw  
  Constitution DC 21
  Damage 4d6
  Corrosive Blood A hive creature’s blood is highly caustic. Every time the hive creature is damaged by a 
  piercing or slashing weapon, the attacking creature takes acid damage (or double damage if the attack is a 
  critical hit). Using a reach weapon does not endanger the attacker in this way. If the hive creature has the 
  swallow whole ability, it adds this damage to its swallow whole damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Leader / Elite
    Organization
  Solitary or Hive (1+)
    Treasure
  Incidental
  Hive Queen
  
  81
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Damage 2d6
  Saving Throw  
  Dexterity DC 15
  Damage 4d6
  Saving Throw  
  Dexterity DC 18
  Damage 8d6
  Saving Throw  
  Dexterity DC 21
  Damage 14d8
  Death Throes When a hive creature dies, it exudes a pool of its corrosive blood in the space it occupies. This 
  pool deals acid damage for 3 rounds to objects and creatures in those squares (Dexterity save halves). This 
  acid damages whatever surface it is on, and if it deals enough damage to destroy the surface, the acid falls 
  down to any subsequent floor below and continues to deal damage.
  Special 
  Abilities & 
  Qualities
  Egg Layer Once per week, a hive queen can lay a cluster of eggs, which hatch into 2d6 hive larvae swarms 
  after 1d4 days.
  Special 
  Abilities & 
  Qualities
  Hive Mind Hive creatures have no language of their own, instead communicating simple concepts via 
  pheromone discharge and body language that other creatures with the hive subtype understand. This ability 
  functions within line of sight. If one hive creature is able to act in the surprise round of combat, all other 
  hive creatures in line of sight can also act, and a hive creature isn’t flanked unless all hive creatures within 
  line of sight are flanked.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d10+7 (12) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  1d8+10 (14) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d10+3 (8) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d10+7/19-00 (12) 
  piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  1d8+10/19-00 (14) 
  slashing damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d10+3 (8) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+9/19-00 (16) 
  piercing damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  1d10+9/19-00 (14) 
  slashing damage.
  Tail Slap Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+4 (11) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  4d6+15/19-00 (29) 
  piercing damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  3d8+15/19-00 (28) 
  slashing damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  4d6+7 (21) bludgeoning 
  damage.
  Special 
  Actions
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation 
  with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple 
  people at the same time.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  82
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  18
  46
  108
  182
  Speed
  30 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Small aberration, neutral 
  evil
  Medium aberration, 
  neutral evil
  Medium aberration, 
  neutral evil
  Large aberration, neutral 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 9 (-1)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 3 (-4)
  STR 
  16 (+3)
  DEX 13 (+1)
  CON 13 (+1)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 3 (-4)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  13 (+1)
  WIS 
  17 (+3)
  CHA 7 (-2)
  STR 
  22 (+6)
  DEX 16 (+3)
  CON 19 (+4)
  INT 
  13 (+1)
  WIS 
  17 (+3)
  CHA 7 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Acid
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +12, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +15, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +18, Blindsight 60 ft., 
  Darkvision 60 ft.
  Languages
  Aklo (cannot speak)
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 11
  Saving Throw  
  Dexterity DC 14
  Saving Throw  
  Dexterity DC 17
  Saving Throw  
  Dexterity DC 19
  Acid Spit A hive warrior can spray acid as a ranged touch attack out to a maximum range of 20 feet. 
  Creatures struck by this spray takes 16d6 acid damage. Additionally, creatures damaged by a hive warrior’s 
  acid spit continue to take the same amount of acid damage for the next 1d3 rounds. A successful Dexterity 
  save halves the initial damage and negates the ongoing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Soldier / Elite
    Organization
  Solitary or Hive (1-50x+)
    Treasure
  Incidental
  Hive warrior
  
  83
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Corrosive Blood A hive creature’s blood is highly caustic. Every time the hive creature is damaged by a 
  piercing or slashing weapon, the attacking creature takes acid damage (or double damage if the attack is a 
  critical hit). Using a reach weapon does not endanger the attacker in this way. If the hive creature has the 
  swallow whole ability, it adds this damage to its swallow whole damage.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 11
  Damage 2d4
  Saving Throw  
  Dexterity DC 14
  Damage 2d6
  Saving Throw  
  Dexterity DC 17
  Damage 3d6
  Saving Throw  
  Dexterity DC 19
  Damage 4d6
  Death Throes When a hive creature dies, it exudes a pool of its corrosive blood in the space it occupies. This 
  pool deals acid damage for 3 rounds to objects and creatures in those squares (Dexterity save halves). This 
  acid damages whatever surface it is on, and if it deals enough damage to destroy the surface, the acid falls 
  down to any subsequent floor below and continues to deal damage.
  Special 
  Abilities & 
  Qualities
  Hive Mind Hive creatures have no language of their own, instead communicating simple concepts via 
  pheromone discharge and body language that other creatures with the hive subtype understand. This ability 
  functions within line of sight. If one hive creature is able to act in the surprise round of combat, all other 
  hive creatures in line of sight can also act, and a hive creature isn’t flanked unless all hive creatures within 
  line of sight are flanked.
  Standard 
  Actions
  Acid Spit Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 7d4 (8) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d3+2 
  (4) slashing damage.
  Tail Slap Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Acid Spit Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 7d6 (10) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+4 
  (6) slashing damage.
  Tail Slap Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning damage.
  Acid Spit Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 7d8 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+6 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) bludgeoning 
  damage.
  Acid Spit Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 14d6 (13) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+10 (14) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+5 (12) bludgeoning 
  damage.
  Special 
  Actions
  Rending Mandibles When a hive warrior confirms a critical hit with its bite, it deals equal damage to the 
  creature’s armor.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  84
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (scale mail)
  17 
  (scale mail)
  20 
  (scale mail)
  21 
  (scale mail)
  Hit Points
  17
  70
  132
  184
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  lawful evil
  Medium humanoid, lawful 
  evil
  Medium humanoid, 
  lawful evil
  Medium humanoid, 
  lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  10 (+0)
  CHA 6 (-2)
  STR 
  13 (+1)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  10 (+0)
  CHA 6 (-2)
  STR 
  14 (+2)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  10 (+0)
  CHA 6 (-2)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 10 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common, Goblin
  Challenge
  1
  5
  9
  13
  Special 
  Abilities & 
  Qualities
  Sneaky Hobgoblins gain advantage on Stealth checks.
  Special 
  Abilities & 
  Qualities
  Bravery You gain a advantage on saves against fear effects.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Hills
    Rarity
  Common
    Role
  Soldier / Minion
    Organization
  Gang (4-9x), Warband (10-24x), or Tribe (25x+)
    Treasure
  Standard
  HoBgoBlin
  
  85
  H
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Longsword Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit 1d8/19-00 (5) 
  slashing damage.
  Shield Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) bludgeoning damage.
  Longbow Ranged 
  weapon attack: +2 to hit, 
  one target.  Hit 1d8/x3 
  (8) piercing damage.
  Shield Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) bludgeoning damage.
  Longsword Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d8/19-00 (5) slashing 
  damage.
  Longbow Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d8/x3 (8) 
  piercing damage.
  Longsword Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+9/19-00 (14) 
  slashing damage.
  Shield Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+2 (4) bludgeoning 
  damage.
  Longbow Ranged 
  weapon attack: +4 to hit, 
  one target.  Hit 1d8/x3 
  (8) piercing damage.
  Longsword Melee 
  weapon attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+13/19-00 (18) 
  slashing damage.
  Shield Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) bludgeoning damage.
  Longbow Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d8/x3 (8) 
  piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Longsword; longbow; arrows (20x); shield; scale mail
  
  86
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  11
  48
  105
  193
  Speed
  30 ft. Burrow 15 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 16 (+3)
  CON 9 (-1)
  INT 
  5 (-3)
  WIS 
  10 (+0)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 12 (+1)
  CON 13 (+1)
  INT 
  5 (-3)
  WIS 
  10 (+0)
  CHA 8 (-1)
  STR 
  19 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 12 (+1)
  STR 
  21 (+5)
  DEX 14 (+2)
  CON 19 (+4)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common (cannot speak)
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Toss A hodag charging 20 feet or more that damages a foe with an attack can throw its foe with a special attack. The 
  opponent must be corporeal and at least one size category smaller than the hodag. If the attack roll succeeds, the 
  hodag’s opponent is thrown 10 feet through the air in a direction chosen by the hodag and falls prone. The hodag can 
  only toss its opponent in a straight line. If an obstacle prevents the creature’s movement, both the creature tossed and 
  the object struck take 1d6 points of bludegoning damage, and the creature falls prone in the space adjacent to the 
  obstacle. A hodag can also toss an opponent 10 feet up into the air. The victim lands in the same square it started in, 
  falls prone, and takes 1d6 points of bludgeoning damage.
  Special 
  Abilities & 
  Qualities
  Trackless A hodag sweeps its tail behind itself in a way that obscures its tracks. Attempts to track a hodag suffer 
  disadvantage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests or Marshes
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary
    Treasure
  Incidental
  Hodag
  
  87
  H
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit  
  1d6+3 (6) piercing 
  damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit  
  1d4+3 (6) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit  
  1d3+3 (5) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 1d6+4 
  (8) slashing damage.
  Tail Slap Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 1d4+4 
  (6) bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+7 (10) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  3d6+9 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+9 (16) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d8+9 (14) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  88
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  86
  140
  217
  308
  Speed
  50 ft. Climb 50 ft.
  Size, Type, 
  Alignment
  Medium undead, neutral 
  evil
  Medium undead, neutral 
  evil
  Large undead, neutral 
  evil
  Huge undead, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 20 (+5)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  18 (+4)
  DEX 22 (+6)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  20 (+5)
  DEX 22 (+6)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  24 (+7)
  DEX 23 (+6)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  18 (+4)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic and silver
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Languages
  Aklo, Telepathy 100 ft.
  Challenge
  8
  12
  20
  24
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 17
  Damage 4d6
  Saving Throw  
  Wisdom DC 18
  Damage 6d6
  Saving Throw  
  Wisdom DC 20
  Damage 8d6
  Saving Throw  
  Wisdom DC 22
  Damage 10d6
  Channel Negative Energy As a standard action, a hollow serpent can channel negative energy in a 30-foot burst as an evil 
  cleric. This ability requires no divine focus and inflicts necrotic damage.
  Special 
  Abilities & 
  Qualities
  Channel Resistance You are less easily affected by clerics or paladins. You gain advantange on saves made to resist the 
  effects of channel energy, including effects that rely on the use of channel energy.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Leader / Normal
    Organization
  Solitary, Pair, or Nest (3-8x)
    Treasure
  Double
  Hollow serpent
  
  89
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d10
  Damage 2d10
  Damage 4d10
  Damage 6d10
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple check (in 
  addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 21
  Dessication Aura A cloud of moisture-draining dust fills the air in a 30-foot radius around a hollow serpent. Living 
  creatures within this area must make a Constitution save or take 1d6 points of Strength damage as water is leached 
  from their flesh. Whether or not the save is successful, a creature cannot be affected again by the same hollow serpent’s 
  desiccation aura for 24 hours. Creatures without fleshy bodies are immune to this aura, while creatures with the aquatic 
  or water subtypes suffer disadvantage on the saving throw. Ability damage suffered in this manner can only be restored 
  via restoration of more powerful healing magic.
  Standard 
  Actions
  Bites Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  4d8+7 (25) piercing 
  damage.
  Bites Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit  4d8+7 
  (25) piercing damage.
  Bites Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  4d10+7 (29) piercing 
  damage.
  Bites Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  12d8+11 (65) piercing 
  damage.
  Special 
  Actions
  Energy Drain You sap a living opponent’s vital energy automatically when your melee or ranged attack hits. Each 
  successful energy drain reduces the victim’s current and maximum hit points by 1d6 points each. If an attack that 
  includes an energy drain scores a critical hit, it inflicts twice the listed reductions.  Maximum hit point reductions from 
  this effect remain until 24 hours have passed or until the victim receives restoration or more powerful healing magic.  
  Special 
  Actions
  Fast Healing You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
  Special 
  Actions
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  90
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  16
  50
  69
  111
  Speed
  20 ft. Fly 50 ft. (Good)
  Size, Type, 
  Alignment
  Tiny construct, chaotic 
  evil
  Tiny construct, chaotic 
  evil
  Tiny construct, chaotic 
  evil
  Small construct, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  6 (-2)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  6 (-2)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  11 (+0)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 9 (-1)
  STR 
  16 (+3)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common, Cannot Speak, Telepathic Link
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Poison Bite-injury; save Constitution; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save.
  Special 
  Abilities & 
  Qualities
  Telepathic Link A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A 
  homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance 
  of 1,500 feet.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary
    Treasure
  None
  HomunCulus
  
  91
  H
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: -3 to hit, reach 0 
  ft., one target.  Hit 1d4+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -3 to hit, reach 0 
  ft., one target.  Hit 1d6+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 
  0 ft., one target.  Hit 
  1d6+1 (4) piercing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  92
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  13
  43
  90
  164
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 5 (-3)
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 5 (-3)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 9 (-1)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Hoof Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d4+3 (6) bludgeoning 
  damage.
  Hoof Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 1d6+3 
  (6) bludgeoning damage.
  Hoof Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+5 (8) bludgeoning 
  damage.
  Hoof Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+8 (12) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Herd (3-30x)
    Treasure
  None
  Horse
  
  93
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  10
  34
  75
  141
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 2 (-4)
  STR 
  12 (+1)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 2 (-4)
  STR 
  16 (+3)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Hoof Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) bludgeoning damage.
  Hoof Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) bludgeoning damage.
  Hoof Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) bludgeoning 
  damage.
  Hoof Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Herd (3-30x)
    Treasure
  None
  Horse (pony)
  
  94
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  39
  87
  150
  236
  Speed
  40 ft., Air Walk
  Size, Type, 
  Alignment
  Small fiend, neutral evil
  Medium fiend, neutral evil
  Medium fiend, neutral 
  evil
  Large fiend, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 20 (+5)
  CON 10 (+0)
  INT 
  14 (+2)
  WIS 
  18 (+4)
  CHA 14 (+2)
  STR 
  15 (+2)
  DEX 18 (+4)
  CON 14 (+2)
  INT 
  14 (+2)
  WIS 
  18 (+4)
  CHA 14 (+2)
  STR 
  18 (+4)
  DEX 20 (+5)
  CON 17 (+3)
  INT 
  17 (+3)
  WIS 
  20 (+5)
  CHA 17 (+3)
  STR 
  20 (+5)
  DEX 19 (+4)
  CON 19 (+4)
  INT 
  17 (+3)
  WIS 
  20 (+5)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  psychic, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +17, 
  Darkvision 120 ft.
  Passive Perception +18, 
  Darkvision 120 ft.
  Passive Perception +20, 
  Darkvision 120 ft.
  Passive Perception +21, 
  Darkvision 120 ft.
  Languages
  Aklo
  Challenge
  5
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Evil for the purpose of resolving 
  resistance.
  Special 
  Abilities & 
  Qualities
  Angled Entry Hounds of Tindalos move through the dimensions in ways other creatures cannot comprehend. They may 
  use teleport (self only) once per round as a swift action and plane shift (self only) 3/day as a standard action (caster level 
  10th). A hound of Tindalos can use these powers anywhere, but its destination point must be adjacent to a fixed angle 
  or corner in the environment, such as a wall, floor, or ceiling (as determined by the GM); temporary angles created by 
  cloth, flesh, or small items are not sufficient. It cannot use these abilities to enter curved architecture or open outdoor 
  environments.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary or Pack (2-12x)
    Treasure
  None
  Hound oF tindalos
  
  95
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Ohterworldly Mind Any non-fiend attempting to read the thoughts of a hound of Tindalos or communicate with it 
  telepathically takes 5d6 points of psychic damage and must make a Wisdom save or become confused for 2d4 rounds. 
  This is a mind-affecting effect.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Damage 2d6
  Saving Throw  
  Constitution DC 16
  Damage 3d6
  Saving Throw  
  Constitution DC 18
  Damage 5d6
  Saving Throw  
  Constitution DC 20
  Damage 7d6
  Ripping Gaze Slashing damage, 30 feet, Constitution save negates. A creature that succeeds on its save is immune to 
  that hound’s gaze for 24 hours.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit  
  1d10+1 (6) piercing 
  damage.
  Claw Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit  
  1d6+1 (4) slashing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 2d6+3 
  (10) piercing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  3d6+5 (16) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+5 (12) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 4d6+8 
  (22) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 3d6+8 
  (18) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  wind walk (at will); (fog cloud (at will); haste (3/day); invisibility (at will); locate creature (at will); scrying (3/
  day); slow (3/day)
  Spellcasting
  -
  Possessions
  -
  
  96
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  22
  45
  96
  179
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Tiny fey, chaotic good
  Tiny fey, chaotic good
  Tiny fey, chaotic good
  Small fey, chaotic good
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 13 (+1)
  CON 12 (+1)
  INT 
  7 (-2)
  WIS 
  11 (+0)
  CHA 13 (+1)
  STR 
  9 (-1)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  7 (-2)
  WIS 
  11 (+0)
  CHA 13 (+1)
  STR 
  14 (+2)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  11 (+0)
  WIS 
  15 (+2)
  CHA 17 (+3)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  11 (+0)
  WIS 
  15 (+2)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Sylvan
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Change Shape A domovoi can assume the appearance of a cat or dog, but retains most of its own physical qualities.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Telekinesis A domovoi defends itself and its home through telekinesis. This ability functions as the spell Telekinesis, 
  usable at will, with a caster level of 17. A domovoi can use the ability on objects weighing up to 50 pounds. If a domovoi 
  attempts to hurl a creature with this ability, that creature can resist the effect with a successful Wisdom save.  This ability 
  is a standard action with Recharge 2.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary or Gathering (2-6x)
    Treasure
  None
  House spirit (domovoi)
  
  97
  H
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Club Melee weapon 
  attack: -1 to hit, reach 0 
  ft., one target.  Hit 1d3 
  (4) bludgeoning damage.
  Club Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d3 (4) 
  bludgeoning damage.
  Club Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 1d3 
  (4) bludgeoning damage.
  Club Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d3 (4) 
  bludgeoning damage.
  Club Melee weapon 
  attack: +2 to hit, reach 
  0 ft., one target.  Hit 
  1d3+3 (5) bludgeoning 
  damage.
  Club Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d3+3 (5) 
  bludgeoning damage.
  Club Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+7 (10) bludgeoning 
  damage.
  Club Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d4+7 (10) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  augury (1/week); invisibility (at will); mage hand (at will); mending (at will); prestidigitation (at will); reduce 
  person (3/day); sleep (3/day)
  Possessions
  Club
  
  98
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  11
  42
  96
  161
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Tiny fey, chaotic good
  Small fey, chaotic good
  Small fey, chaotic good
  Medium fey, chaotic 
  good
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 17 (+3)
  CON 8 (-1)
  INT 
  7 (-2)
  WIS 
  11 (+0)
  CHA 14 (+2)
  STR 
  13 (+1)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  7 (-2)
  WIS 
  11 (+0)
  CHA 14 (+2)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  11 (+0)
  WIS 
  15 (+2)
  CHA 17 (+3)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  11 (+0)
  WIS 
  15 (+2)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common, Sylvan, Speak with Animals
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Compression The creature can move through an area as small as one-quarter its space without squeezing or one-eighth 
  its space when squeezing.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary or Gathering (2-6x)
    Treasure
  None
  House spirit (dvorovoi)
  
  99
  H
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Pitchfork Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (5) bludgeoning damage.
  Pitchfork Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d8 (8) 
  bludgeoning damage.
  Pitchfork Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit  
  1d8+3 (8) bludgeoning 
  damage.
  Pitchfork Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d8+2 (6) 
  bludgeoning damage.
  Pitchfork Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit  
  1d8+7 (12) bludgeoning 
  damage.
  Pitchfork Ranged 
  weapon attack: +4 to 
  hit, one target.  Hit 
  1d8+5 (10) bludgeoning 
  damage.
  Pitchfork Melee 
  weapon attack: +4 to 
  hit, reach 5 ft., one 
  target.  Hit  1d8+12 (16) 
  bludgeoning damage.
  Pitchfork Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d8+9 (14) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  break (3/day); charm animal (at will); entangle (1/day); hide from animals (at will); invisibility (at will); reduce 
  person (3/day); speak with animals (at will)
  Spellcasting
  -
  Possessions
  Pitchfork
  
  100
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  20
  44
  96
  174
  Speed
  30 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Tiny fey, chaotic neutral
  Tiny fey, chaotic neutral
  Tiny fey, chaotic neutral
  Small fey, chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 15 (+2)
  CON 13 (+1)
  INT 
  7 (-2)
  WIS 
  12 (+1)
  CHA 14 (+2)
  STR 
  11 (+0)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  7 (-2)
  WIS 
  12 (+1)
  CHA 14 (+2)
  STR 
  16 (+3)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  11 (+0)
  WIS 
  16 (+3)
  CHA 17 (+3)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  11 (+0)
  WIS 
  16 (+3)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire, all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Sylvan
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Compression The creature can move through an area as small as one-quarter its space without squeezing or one-eighth 
  its space when squeezing.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Luck Touch With a claw attack or touch attack, an ovinnik can alter a creature’s luck. If the target fails a Wisdom save, it 
  either gains advantage or suffers disadvantage (ovinnik’s choice) on its next three d20 rolls. The target can choose to 
  automatically fail the saving throw, but must choose before it knows whether the touch will be beneficial or harmful. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary
    Treasure
  None
  House spriit (ovinnik)
  
  101
  H
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Claw Melee weapon 
  attack: -1 to hit, reach 0 
  ft., one target.  Hit 1d2+1 
  (2) slashing damage.
  Claw Melee weapon 
  attack: -1 to hit, reach 0 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 
  0 ft., one target.  Hit 
  1d3+4 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d4+6 
  (8) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  divination (1/month); produce flame (at will)
  Spellcasting
  -
  Possessions
  -
  
  102
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  48
  87
  143
  208
  Speed
  60 ft.
  Size, Type, 
  Alignment
  Large fiend, chaotic evil
  Large fiend, chaotic evil
  Large fiend, chaotic evil
  Huge fiend, chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 13 (+1)
  CON 13 (+1)
  INT 
  4 (-3)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  16 (+3)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  4 (-3)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  16 (+3)
  CHA 13 (+1)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  8 (-1)
  WIS 
  16 (+3)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Abyssal, Cannot Speak
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of 
  resolving resistance.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land (Abyss)
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary or Pack (2-4x)
    Treasure
  Incidental
  Howler
  
  103
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 21
  Howl A howler’s constant howling is a grating, exhausting baying that can drive listeners insane. All beings other than 
  outsiders within 120 feet of a howling howler must succeed on a Wisdom save or become cursed by the creature’s 
  howl. Once a creature becomes cursed in this way, she takes no additional penalty for being exposed to additional 
  howlers’ howls until the current howler curse is lifted. This is a sonic mind-affecting effect. Howler Howl: Curse; save 
  Constitution negates; frequency 1/hour; effect 1 Wisdom damage; cure 1 save.  Ability damage suffered in this manner 
  may be restored via restoration or more potent healing magic.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Saving Throw  
  Dexterity DC 16
  Saving Throw  
  Dexterity DC 18
  Saving Throw  
  Dexterity DC 21
  Pain Whenever a creature takes damage from a howler’s quill attack or its quill defense, that creature must make 
  a Dexterity save or a quill breaks off in its flesh, causing the target to become sickened until the quill is removed. 
  Removing one quill requires a DC 15 Medicine check made as a full-round action. For every 5 by which the check is 
  exceeded, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d4+1 
  points of damage to the victim.
  Special 
  Abilities & 
  Qualities
  Quill Defense Any creature that strikes a howler with a non-reach melee weapon, unarmed strike, or natural weapon 
  takes piercing damage from the howler’s quills and suffers from the howler’s pain attack.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Quills Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d4+2 (4) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Quills Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+6 (13) piercing 
  damage.
  Quills Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+8 (18) piercing 
  damage.
  Quills Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  104
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  21
  43
  83
  115
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Large undead, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  2 (-4)
  WIS 
  10 (+0)
  CHA 10 (+0)
  STR 
  12 (+1)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  2 (-4)
  WIS 
  10 (+0)
  CHA 10 (+0)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  6 (-2)
  WIS 
  14 (+2)
  CHA 14 (+2)
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  6 (-2)
  WIS 
  14 (+2)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic or silver
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Aura of Faithlessness The huecuva and all undead creatures within 30 feet receive advantage on saves made to resist 
  channeled energy and positive energy/enervation effects.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Disease Filth fever: Injury; save Constitution; onset 1d3 days; frequency 1/day; effect 1d3 Dexterity damage and 
  1d3 Strength damage; cure 2 consecutive saves.  Ability damage suffered from this condition is repairable only via 
  restoration or more potent healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Cloister (3-10x)
    Treasure
  Standard
  HueCuva
  
  105
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  False Humanity During the day, a huecuva is cloaked in an illusion that makes it look, sound, and feel like the living 
  creature it once was. This effect functions similarly to disguise self-if a creature interacts directly with a huecuva, it can 
  attempt a Wisdom save to see through the illusion. Regardless, the huecuva’s scent never changes-it always exudes a 
  faint stench of grave dust and decay. Creatures with the scent ability receive advantage on any saving throw made to see 
  through this illusion. At night (regardless of whether the huecuva itself knows night has fallen) this illusion fades and 
  reveals the creature for what it truly is. 
  Standard 
  Actions
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+7 (10) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  106
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  14
  41
  90
  15
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small fey, chaotic neutral
  Medium fey, chaotic 
  neutral
  Medium fey, chaotic 
  neutral
  Large fey, chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 18 (+4)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 17 (+3)
  STR 
  17 (+3)
  DEX 15 (+2)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 17 (+3)
  STR 
  19 (+4)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  14 (+2)
  WIS 
  16 (+3)
  CHA 18 (+4)
  STR 
  21 (+5)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  14 (+2)
  WIS 
  16 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold
  Immunities
  Charm, Compulsion
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common, Giant, Sylvan
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Lashing Tail A huldra’s tail slap is a primary attack. In addition, each time a huldra damages a creature with her tail slap, 
  she deals 1d4 points of Charisma damage, causing her target to grow progressively more deformed and ugly with each 
  strike. A successful Constitution save negates the Charisma damage.  A long rest will restore ability damage suffered 
  from this effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Forests or Mountains
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Family (3-9x)
    Treasure
  Standard
  Huldra
  
  107
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Manipulate Luck Once per day, a huldra can manipulate another creature’s luck by spending a full-round action, during 
  which the huldra must remain in physical contact with the target creature. When the huldra uses this ability, she must 
  choose whether she is imparting good luck or bad luck. A creature granted good luck gains advantage on all saving 
  throws, attack rolls, and skill checks, while a creature afflicted with bad luck suffers disadvantage on all saving throws, 
  attack rolls, and skill checks. A successful Wisdom save negates the effect. Huldras cannot be the target of this ability. 
  This effect lasts for 24 hours and is a curse effect.
  Special 
  Abilities & 
  Qualities
  Regeneration You are difficult to kill. You heal damage at 3 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Evil weapons and 
  effects cause your regeneration to stop functioning on the round following the attack. During this round, you cannot 
  heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. 
  Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of 
  you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed 
  parts that are not reattached wither and die normally.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit  
  1d4+4 (6) bludgeoning 
  damage.
  Tail Slap Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit  
  1d4+3 (6) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit  
  1d6+8 (12) bludgeoning 
  damage.
  Tail Slap Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  1d8+13 (18) 
  bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7 (12) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit  2d6+17 (24) 
  bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+9 (16) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  charm person (3/day); monster (3/day); sleep (1/day); pass without trace (at will)
  Spellcasting
  -
  Possessions
  -
  
  108
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  96
  151
  324
  439
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Gargantuan monstrosity, 
  chaotic neutral
  Gargantuan monstrosity, 
  chaotic neutral
  Gargantuan monstrosity, 
  chaotic neutral
  Gargantuan monstrosity, 
  chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  9 (-1)
  WIS 
  19 (+4)
  CHA 18 (+4)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  9 (-1)
  WIS 
  19 (+4)
  CHA 18 (+4)
  STR 
  28 (+9)
  DEX 14 (+2)
  CON 22 (+6)
  INT 
  9 (-1)
  WIS 
  19 (+4)
  CHA 18 (+4)
  STR 
  30 
  (+10)
  DEX 17 (+3)
  CON 24 (+7)
  INT 
  13 (+1)
  WIS 
  21 (+5)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Blindness, Fire, Sonic
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +17, Darkvision 120 ft., 
  Truesight
  Passive Perception 
  +18, Darkvision 120 ft., 
  Truesight
  Passive Perception 
  +21, Darkvision 120 ft., 
  Truesight
  Passive Perception 
  +23, Darkvision 120 ft., 
  Truesight
  Languages
  Abyssal, Common, Giant
  Challenge
  8
  12
  22
  26
  Special 
  Abilities & 
  Qualities
  Fast Healing You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forests
    Rarity
  Rare
    Role
  Brute / Solo
    Organization
  Solitary
    Treasure
  Standard
  HumBaBa
  
  109
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw DC 18
  Saving Throw DC 19
  Saving Throw DC 23
  Saving Throw DC 25
  Prismatic Aura As a standard action once per day, a humbaba can activate its prismatic aura. Doing so causes brilliant 
  light to radiate from the humbaba to a radius of 30 feet. Each round at the start of the humbaba’s turn, roll 1d8 and 
  consult the table of prismatic spray effects to determine the color and effect of the light (reroll results of 8). If a creature 
  begins its turn in the prismatic aura’s area, it must make the appropriate saving throw against that effect. Once activated, 
  a humbaba’s prismatic aura lasts for 7 rounds. 
  Special 
  Abilities & 
  Qualities
  True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Standard 
  Actions
  Longsword Melee 
  weapon attack: +5 to hit, 
  reach 20 ft., one target.  
  Hit  6d6+12/19-00 (33) 
  slashing damage.
  Rock Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d8+12 (16) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit  2d6+12 (19) 
  bludgeoning damage.
  Longsword Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit  
  6d6+15/19-00 (36) 
  slashing damage.
  Rock Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d8+15 (20) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  
  Hit  2d6+15 (22) 
  bludgeoning damage.
  Longsword Melee 
  weapon attack: +7 to hit, 
  reach 30 ft., one target.  
  Hit 6d6+15/19-00 (36) 
  slashing damage.
  Rock Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d8+22 (26) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  
  Hit 2d8+15 (24) 
  bludgeoning damage.
  Longsword Melee 
  weapon attack: +9 to hit, 
  reach 30 ft., one target.  
  Hit 6d6+18/19-00 (39) 
  slashing damage.
  Rock Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d8+27 (32) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  
  Hit 3d8+18 (32) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Longsword
  
  110
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  108
  162
  348
  525
  Speed
  10 ft. Fly 60 ft. (Clumsy)
  Size, Type, 
  Alignment
  Large monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Huge monstrosity, 
  chaotic evil
  Gargantuan monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 21 (+5)
  INT 
  14 (+2)
  WIS 
  20 (+5)
  CHA 17 (+3)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 21 (+5)
  INT 
  14 (+2)
  WIS 
  20 (+5)
  CHA 17 (+3)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 21 (+5)
  INT 
  14 (+2)
  WIS 
  20 (+5)
  CHA 17 (+3)
  STR 
  20 (+5)
  DEX 10 (+0)
  CON 23 (+6)
  INT 
  14 (+2)
  WIS 
  20 (+5)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity, all physical attacks except cold iron and piercing
  Immunities
  Acid, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +18, 
  Darkvision 90 ft.
  Passive Perception +19, 
  Darkvision 90 ft.
  Passive Perception +19, 
  Darkvision 90 ft.
  Passive Perception +22, 
  Darkvision 90 ft.
  Languages
  Abyssal, Common, Giant, Thassilonian
  Challenge
  8
  12
  21
  25
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 23
  Saving Throw  
  Constitution DC 26
  Devastating Bite A hungerer’s bite deals x4 damage on a successful critical hit. If this damage is enough to reduce a 
  victim to negative hit points, the victim must succeed at a Constitution save to avoid being decapitated, bitten in half, or 
  otherwise instantly killed by the horrific wound. 
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 18
  Damage 1d6
  Saving Throw  
  Dexterity DC 19
  Damage 2d4
  Saving Throw  
  Dexterity DC 23
  Damage 2d6
  Saving Throw  
  Dexterity DC 26
  Damage 3d6
  Vile Spew Whenever a hungerer takes damage, the resulting wound spews a great gout of vile blood and acid. Any 
  creature adjacent to a hungerer when it is wounded takes acid damage (Dexterity save negates).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Mountains
    Rarity
  Rare
    Role
  Soldier / Solo
    Organization
  Solitary or Feast (2-5x)
    Treasure
  Standard
  Hungerer
  
  111
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Wisdom Drain A hungerer inflicts 2 points of Wisdom damage each time it strikes a foe with its bite or claw attacks.  
  Ability damage suffered via this effect can be recovered via restoration or more potent healing magic.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d10+6 (12) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+6 (10) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d10+6 (12) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 1d6+6 
  (10) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+8 (15) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d8+8 (12) slashing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  3d6+12 (22) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  112
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  13 
  (natural armor)
  13 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  56
  99
  166
  248
  Speed
  20 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Large ooze, unaligned
  Large ooze, unaligned
  Large ooze, unaligned
  Huge ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 3 (-4)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 10 (+0)
  STR 
  15 (+2)
  DEX 3 (-4)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 10 (+0)
  STR 
  18 (+4)
  DEX 7 (-2)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 14 (+2)
  STR 
  20 (+5)
  DEX 6 (-2)
  CON 21 (+5)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Blindsight 60 ft.
  Passive Perception +10, 
  Blindsight 60 ft.
  Passive Perception +12, 
  Blindsight 60 ft.
  Passive Perception +12, 
  Blindsight 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Amorphous Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical 
  hits, and can move through an area as small as one-quarter of your space without squeezing or one eighth of your space 
  when squeezing.
  Compression The creature can move through an area as small as one-quarter its space without squeezing or one-eighth 
  its space when squeezing.
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple check (in 
  addition to any other effects caused by a successful check, including additional damage).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary or Cluster (2-5x)
    Treasure
  Incidental
  Hungry FlesH
  
  113
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Disease Tumor Infestation: Injury; save Constitution; onset 1 minute; frequency 1/day; effect 1d2 Constitution damage 
  and 1d2 Charisma damage; cure 2 consecutive saves. Anyone who dies from tumor infestation turns into a hungry flesh 
  1d4 hours later.
  Special 
  Abilities & 
  Qualities
  Monstrous Growth A hungry flesh gains growth points from its reactive regeneration ability or from eating creatures. 
  When it consumes a creature that’s been dead no more than an hour, it gains 1 growth point if that creature is of its size 
  or one size category smaller, or 2 growth points if its meal is larger than it is. Eating a creature takes a full-round action if 
  it is the same size or smaller than the hungry flesh or 1 minute if it is larger. Each time a hungry flesh reaches 5 growth 
  points, it gains +2 Strength, +2 Constitution, and +2 to its attack and damage rolls. These effects stack with themselves 
  each time the hungry flesh gains another 5 growth points.  When it stops gaining growth points, a hungry flesh loses a 
  single application of this effect for each hour that passes.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 1d8+3 
  (8) bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+8 (15) bludgeoning 
  damage.
  Special 
  Actions
  Reactive Regeneration Whenever a hungry flesh takes piercing or slashing damage, it regenerates 5 hit points and gains 
  1 growth point.
  Special 
  Actions
  Regeneration You are difficult to kill. You heal damage at 3 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Evil weapons and 
  effects cause your regeneration to stop functioning on the round following the attack. During this round, you cannot 
  heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. 
  Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of 
  you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed 
  parts that are not reattached wither and die normally.
  Special 
  Actions
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Slime Trail A hungry flesh leaves behind a trail of slime that acts as a grease spell. Any living creature that touches this 
  slime with bare flesh must succeed at a Constitution save or contract tumor infestation. The slime dries up after 1 
  minute.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  114
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  12 
  (natural armor)
  13 
  (natural armor)
  13 
  (natural armor)
  13 
  (natural armor)
  Hit Points
  23
  69
  126
  213
  Speed
  Fly 15 ft. (Perfect)
  Size, Type, 
  Alignment
  Large ooze, unaligned
  Huge ooze, unaligned
  Huge ooze, unaligned
  Gargantuan ooze, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 6 (-2)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  8 (-1)
  DEX 2 (-4)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  12 (+1)
  DEX 6 (-2)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  16 (+3)
  DEX 4 (-3)
  CON 21 (+5)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except magic
  Immunities
  Acid, Critical Hits, Electricity, Flanking, psychic, paralyzed, poisoned, Polymorph, 
  unconscious, Sneak Attacks, Sonic, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Bewitching Brume Any creature within 10 feet of a hungry fog or currently being affected by its enveloping mists must 
  succeed on a Wisdom save at the start of that creature’s turn or become shaken for 1 round at the half-glimpsed shapes 
  of phantoms floating within the fog. This is a mindaffecting fear effect. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Bank (3-10x)
    Treasure
  None
  Hungry Fog
  
  115
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Saving Throw  
  Dexterity DC 16
  Saving Throw  
  Dexterity DC 18
  Saving Throw  
  Dexterity DC 20
  Enveloping Mists A hungry fog can engulf foes simply by moving over them; a creature engulfed may choose either a 
  Dexterity saving throw to avoid the effect, or make an opportunity attack against this creature.  A creature engulfed by a 
  hungry fog does not gain the pinned condition and may move normally-such a creature is not in danger of suffocating, 
  but as long as it begins its turn engulfed, it is staggered in addition to the damage the attack causes. 
  Special 
  Abilities & 
  Qualities
  Gaseous A hungry fog has a body composed of eerie mist. It can pass through small holes or narrow openings, even 
  mere cracks, but cannot enter water or other liquid. It cannot manipulate objects.
  Standard 
  Actions
  Touch Melee weapon 
  attack: -4 to hit, reach 
  10 ft., one target.  Hit  
  6d4+0 (15) bludgeoning 
  damage.
  Touch Melee weapon 
  attack: -2 to hit, reach 15 
  ft., one target.  Hit 6d6 
  (9) bludgeoning damage.
  Touch Melee weapon 
  attack: +0 to hit, reach 
  15 ft., one target.  Hit 
  6d8+2 (29) bludgeoning 
  damage.
  Touch Melee weapon 
  attack: +3 to hit, reach 
  20 ft., one target.  
  Hit 12d6+4 (46) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  116
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  72
  120
  213
  355
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium aberration, 
  neutral evil
  Medium aberration, 
  neutral evil
  Large aberration, neutral 
  evil
  Huge aberration, neutral 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 20 (+5)
  CON 17 (+3)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 22 (+6)
  STR 
  12 (+1)
  DEX 22 (+6)
  CON 17 (+3)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 22 (+6)
  STR 
  16 (+3)
  DEX 20 (+5)
  CON 19 (+4)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 22 (+6)
  STR 
  20 (+5)
  DEX 22 (+6)
  CON 23 (+6)
  INT 
  18 (+4)
  WIS 
  20 (+5)
  CHA 24 (+7)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity
  Immunities
  Cold
  Vulnerabilities
  Light Sensitivity
  Senses
  Passive Perception +17, 
  Darkvision 90 ft.
  Passive Perception +19, 
  Darkvision 90 ft.
  Passive Perception +20, 
  Darkvision 90 ft.
  Passive Perception +22, 
  Darkvision 90 ft.
  Languages
  Common, Undercommon, Telepathy 60 ft.
  Challenge
  8
  13
  19
  23
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 21
  Saving Throw  
  Wisdom DC 22
  Saving Throw  
  Wisdom DC 24
  Drain Memory Once per day as a standard action, a hyakume can make a touch attack with either its hands or one of its 
  eye probes to drain a target of its memories. The target loses the majority of memories relating to life and identity, and 
  the hyakume can control the creature as if it were subject to a charm monster spell until those memories are regained 
  (Wisdom save negates). The hyakume absorbs the memories and can store and use them. It can store the memories of a 
  number of creatures equal to its Intelligence bonus at one time. This is a mind-affecting effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary or Enclave (2-6x)
    Treasure
  Standard
  Hyakume
  
  117
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Eye Probe Once per day as a full-round action, a hyakume can detach up to six of its eyes and send them on missions. 
  An eyeball has AC 22, hp 5, and a fly speed of 60 ft. with perfect maneuverability. A hyakume can see through all of its 
  eye probes, and can make drain memory attacks with them. If a hyakume’s eyeball is destroyed, the hyakume takes 5 
  points of damage. An eye probe can’t stray farther than 1 mile from a hyakume or the eye is destroyed (dealing 5 points 
  of damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Saving Throw  
  Constitution DC 22
  Saving Throw  
  Constitution DC 24
  Quivering Palm You can set up vibrations within the body of another creature that can thereafter be fatal if you so desire. 
  You can use this attack once per day, and you must announce your intent before making your attack roll. Creatures 
  immune to critical hits cannot be affected. Otherwise, if you strike successfully and the target takes damage from the 
  blow, the quivering palm attack succeeds. Thereafter, you can try to slay the victim at any later time, as long as the 
  attempt is made within a day. To make such an attempt, you merely will the target to die (a free action), and unless the 
  target makes a Constitution saving throw, it dies. If the saving throw is successful, the target is no longer in danger from 
  that particular quivering palm attack, but it may still be affected by another one at a later time. You can have no more 
  than 1 quivering palm attack at one time. If you use quivering palm while another is still in effect, the previous effect is 
  negated.
  Special 
  Abilities & 
  Qualities
  Light Sensitivity You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  Telepathy You can mentally communicate with any other creature within 60 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Transfer Memories Once per day as a standard action, a hyakume can touch a willing creature with either its hand or one 
  of its eye probes to transfer memories it has stored to the creature touched. This is a mind-affecting effect.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit  
  2d6+3 (10) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit  
  2d6+3 (10) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  3d6+4 (14) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  6d6+8 (29) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  ice storm (3/day); divination (1/day); modify memory (at will)
  Spellcasting
  -
  Possessions
  -
  
  118
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  43
  83
  144
  226
  Speed
  20 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Huge monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 10 (+0)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 7 (-2)
  STR 
  16 (+3)
  DEX 10 (+0)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 7 (-2)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 11 (+0)
  STR 
  21 (+5)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  16
  Special 
  Abilities & 
  Qualities
  Fast Healing A hydra’s fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast 
  healing applies only to damage inflicted on the hydra’s body. A hydra regains hit points per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless 
  otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative 
  hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Special 
  Abilities & 
  Qualities
  Hydra Traits A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to 
  sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever 
  a head, an opponent must make an attack with a slashing weapon targeting a head. A head is considered a separate 
  creature with the same AC and hit points equal to the hydra’s HD. To sever a head, an opponent must inflict enough 
  damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to the hydra’s body equal to the 
  hydra’s current HD. A hydra can’t attack with a severed head, but takes no other penalties.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Marshes
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary
    Treasure
  Standard
  Hydra
  
  119
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Regenerate Head When a hydra’s head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than 
  twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire 
  damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can 
  affect stumps and the body simultaneously. A Hydra doesn’t die from losing its heads until all are cut off and the stumps 
  seared by acid or fire.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 15 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  3d6+9 (20) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  120
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  41
  73
  135
  208
  Speed
  20 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Huge monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 10 (+0)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 7 (-2)
  STR 
  16 (+3)
  DEX 10 (+0)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 7 (-2)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 11 (+0)
  STR 
  21 (+5)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Cold
  Vulnerabilities
  Vulnerability to Fire You take half again as much (+50%) damage as normal from Fire, 
  regardless of whether a saving throw is allowed, or if the save is a success or failure
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Fast Healing A hydra’s fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast 
  healing applies only to damage inflicted on the hydra’s body. A hydra regains hit points per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless 
  otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative 
  hit points) until a creature dies, at which point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Marshes or Glaciers
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary
    Treasure
  Standard
  Hydra (CryoHydra)
  
  121
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Hydra Traits A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to 
  sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever 
  a head, an opponent must make an attack with a slashing weapon targeting a head. A head is considered a separate 
  creature with the same AC and hit points equal to the hydra’s HD. To sever a head, an opponent must inflict enough 
  damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to the hydra’s body equal to the 
  hydra’s current HD. A hydra can’t attack with a severed head, but takes no other penalties.
  Special 
  Abilities & 
  Qualities
  Regenerate Head When a hydra’s head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than 
  twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire 
  damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can 
  affect stumps and the body simultaneously. A Hydra doesn’t die from losing its heads until all are cut off and the stumps 
  seared by acid or fire.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 16
  Damage 1d6
  Saving Throw  
  Dexterity DC 17
  Damage 2d6
  Saving Throw  
  Dexterity DC 19
  Damage 3d6
  Saving Throw  
  Dexterity DC 21
  Damage 5d6
  Breath Weapon 15’ Cone of Cold: cold damage, usable with Recharge 2. Breath weapons allow a Dexterity save for half 
  damage. You are immune to your own breath weapon.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 15 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  3d6+9 (20) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  122
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  43
  77
  141
  192
  Speed
  20 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Huge monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 10 (+0)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 7 (-2)
  STR 
  16 (+3)
  DEX 10 (+0)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 7 (-2)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 11 (+0)
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Fire
  Vulnerabilities
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, 
  regardless of whether a saving throw is allowed, or if the save is a success or failure
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Fast Healing A hydra’s fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast 
  healing applies only to damage inflicted on the hydra’s body. A hydra regains hit points per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless 
  otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative 
  hit points) until a creature dies, at which point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Desert or Volcanic Mountains
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary
    Treasure
  Standard
  Hydra (pyroHydra)
  
  123
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Hydra Traits A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to 
  sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever 
  a head, an opponent must make an attack with a slashing weapon targeting a head. A head is considered a separate 
  creature with the same AC and hit points equal to the hydra’s HD. To sever a head, an opponent must inflict enough 
  damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to the hydra’s body equal to the 
  hydra’s current HD. A hydra can’t attack with a severed head, but takes no other penalties.
  Special 
  Abilities & 
  Qualities
  Regenerate Head When a hydra’s head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than 
  twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire 
  damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can 
  affect stumps and the body simultaneously. A Hydra doesn’t die from losing its heads until all are cut off and the stumps 
  seared by acid or fire.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 16
  Damage 1d6
  Saving Throw  
  Dexterity DC 17
  Damage 2d6
  Saving Throw  
  Dexterity DC 19
  Damage 3d6
  Saving Throw  
  Dexterity DC 21
  Damage 5d6
  Breath Weapon 15’ Cone of Fire: fire damage, usable with Recharge 2. Breath weapons allow a Dexterity save for half 
  damage. You are immune to your own breath weapon.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 15 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  3d6+9 (20) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  124
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  9
  31
  82
  143
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  13 (+1)
  DEX 13 (+1)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Pack (3-12x)
    Treasure
  None
  Hyena
  
  125
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  27
  49
  101
  136
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 13 (+1)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  19 (+4)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Standard 
  Actions
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+6 (13) piercing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 3d6+6 
  (16) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+10 (20) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  3d6+10 (20) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Pack (3-8x)
    Treasure
  Incidental
  Hyena (dire)
  
  126
  H
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  29
  65
  117
  193
  Speed
  40 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  5 (-3)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  18 (+4)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  5 (-3)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  9 (-1)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  23 (+6)
  DEX 16 (+3)
  CON 19 (+4)
  INT 
  9 (-1)
  WIS 
  15 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Aklo
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple check (in 
  addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Ghost Touch Fangs A hypnalis’s bite attack may strike incorporeal creatures as if they were corporeal creatures.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Ethereal Plane)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Nest (3-7x)
    Treasure
  None
  Hypnalis
  
  127
  H
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Phasing A hypnalis can shift from the Ethereal Plane to the Material Plane as a free action and shift back again as a move 
  action (or part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Fortitude DC 12
  Saving Throw  
  Fortitude DC 15
  Saving Throw  
  Fortitude DC 17
  Saving Throw  
  Fortitude DC 18
  Poison If a hypnalis poisons an ethereal creature while on the Ethereal Plane (including creatures under the effects of 
  spells or effects that grant etherealness such as ethereal jaunt), the creature is immediately forced onto the Material 
  Plane and takes Constitution damage. Creatures on the Material Plane are affected by this poison as normal. Hypnalis 
  Venom: Bite—injury; save Constitution; frequency 1/round for 6 rounds; effect 1d3 Constitution damage and effects 
  listed above; cure 2 consecutive saves.  Ability damage suffered from this effect may be restored via restoration or more 
  powerful healing magic.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit  
  1d4+6 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 1d6+6 
  (10) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+8 (12) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+11 (18) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  128
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  9
  38
  83
  164
  Speed
  20 ft. Swim 40 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 9 (-1)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  9 (-1)
  DEX 9 (-1)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  14 (+2)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  5 (-3)
  WIS 
  13 (+1)
  CHA 4 (-3)
  STR 
  18 (+4)
  DEX 11 (+0)
  CON 19 (+4)
  INT 
  5 (-3)
  WIS 
  13 (+1)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+9 (16) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Swamps or Rivers
    Rarity
  Common
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Bask (3-12x) / Companion
    Treasure
  None
  iguana (marine)
  
  129
  I
  
  130
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  29
  45
  95
  197
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small fey, chaotic neutral
  Small fey, chaotic neutral
  Medium fey, chaotic 
  neutral
  Large fey, chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  13 (+1)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  10 (+0)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  13 (+1)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  14 (+2)
  DEX 13 (+1)
  CON 16 (+3)
  INT 
  13 (+1)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  19 (+4)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Disorienting Gaze An ijiraq can level an icy stare at a creature within 30 feet. That creature suffers disadvantage on 
  Perception checks and Survival checks for 24 hours (Constitution save negates). An ijiraq can use this ability while in the 
  shape of an elk.
  Special 
  Abilities & 
  Qualities
  Hide in Plain Sight An ijiraq can use the Stealth skill even while being observed. As long as it’s standing in terrain covered 
  in ice or snow, an ijiraq can hide itself from view in the open without actually hiding behind anything. An ijiraq can’t use 
  this ability while flying, and the ability has no effect when the ijiraq isn’t in icy terrain.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Forests or Plains
    Rarity
  Rare
    Role
  Artillery / Elite
    Organization
  Solitary
    Treasure
  Standard
  ijiraQ
  
  131
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Change Shape You have the ability to assume the appearance of a specific creature or type of creature (usually a 
  humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size 
  category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your 
  ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can remain 
  in an alternate form indefinitely.
  Standard 
  Actions
  Javelin Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d6+1 (4) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit  
  1d10+1 (6) piercing 
  damage.
  Claw Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit  
  1d6+1 (4) slashing 
  damage.
  Gore Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit  
  1d10+1 (6) piercing 
  damage.
  Javelin Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d6+1 (4) 
  bludgeoning damage.
  Bite Melee weapon attack: 
  -1 to hit, reach 5 ft., one 
  target.  Hit  1d10+1 (6) 
  piercing damage.
  Claw Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit  1d6+1 
  (4) slashing damage.
  Gore Melee weapon 
  attack: -1 to hit, reach 
  5 ft., one target.  Hit  
  1d10+1 (6) piercing 
  damage.
  Javelin Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d6+3 (6) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  2d6+3 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  2d4+3 (8) slashing 
  damage.
  Gore Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  2d6+3 (10) piercing 
  damage.
  Javelin Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d8+9 (14) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+7 (18) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  4d6+7 (21) piercing 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  4d6+7 (21) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  control winds (3/day); cure wounds (3/day); dimension door (at will); fly (at will); hallucinatory terrain (at 
  will); ice storm (3/day); sleet storm (3/day)
  Spellcasting
  -
  Possessions
  Javelin (4x)
  
  132
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  42
  102
  180
  284
  Speed
  20 ft. Swim 60 ft.
  Size, Type, 
  Alignment
  Small aberration, neutral 
  evil
  Medium aberration, 
  neutral evil
  Medium aberration, 
  neutral evil
  Large aberration, neutral 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  5 (-3)
  WIS 
  10 (+0)
  CHA 15 (+2)
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 17 (+3)
  INT 
  5 (-3)
  WIS 
  10 (+0)
  CHA 15 (+2)
  STR 
  21 (+5)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 18 (+4)
  STR 
  23 (+6)
  DEX 16 (+3)
  CON 22 (+6)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased
  Vulnerabilities
  Light Blindness
  Senses
  Passive Perception 
  +10, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +10, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +18, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  Aklo, Aquan, Undercommon
  Challenge
  6
  12
  16
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 22
  Disease An iku-turso’s bite inflicts a strange, supernatural disease called tursas. This disease causes the victim’s skin to 
  grow painfully scaly, causes strange hallucinations, and eventually transforms the victim into an iku-turso. Tursas: Bite-
  injury; save Constitution; onset 1 minute; frequency 1/day; effect 1d3 Wisdom damage and 1d6 Charisma damage; cure 
  2 consecutive saves. As long as a victim suffers any ability damage from tursas, it gains the ability to breathe water. A 
  creature reduced to 0 Charisma by this disease transforms into a fully grown and healthy ikuturso- it immediately forgets 
  its previous life and abilities and seeks out the nearest iku-turso community to join it. A wish or miracle can reverse this 
  transformation.  Ability damage suffered to this effect may be recovered via restoration or more potent healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold or Temperate Water or Underground
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary, Pair, or Cell (3-8x)
    Treasure
  Standard
  iku-turso
  
  133
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Light Blindness You are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. You are 
  dazzled as long as you remain in areas of bright light.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 22
  Light Lure As a standard action, an iku-turso can call forth a few small points of light, functioning like a dancing lights 
  spell (CL equals the iku-turso’s HD) except as described here. Creatures within 100 feet of one of these lights must 
  make a Wisdom save upon sighting them or be compelled to approach them by the safest and most direct path. A 
  creature that successfully saves is immune to the same iku-turso’s light lure for 24 hours. If a subject of this effect has 
  to move through hazardous terrain to reach the lights, that subject receives another saving throw to end the effect 
  before entering the hazardous terrain. This effect ends once the character reaches the light or takes any form of damage. 
  This is a visual mindaffecting charm effect. 
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d6+7 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d4+7 (10) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+7 
  (12) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d6+7 
  (10) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+9 (16) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+9 (14) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+11 (22) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+11 (18) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  134
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  89
  154
  281
  439
  Speed
  20 ft. Fly 20 ft. (Average)
  Size, Type, 
  Alignment
  Small ooze, neutral evil
  Small ooze, neutral evil
  Medium ooze, neutral 
  evil
  Large ooze, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  18 (+4)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  14 (+2)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  18 (+4)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  17 (+3)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  18 (+4)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  21 (+5)
  DEX 18 (+4)
  CON 24 (+7)
  INT 
  20 (+5)
  WIS 
  19 (+4)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks
  Immunities
  Acid, Immunity to Bludgeoning Damage, Critical Hits, Electricity, Flanking, psychic, 
  paralyzed, Immunity to Piercing Damage, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +16, 
  Blindsight 60 ft.
  Passive Perception +18, 
  Blindsight 60 ft.
  Passive Perception +19, 
  Blindsight 60 ft.
  Passive Perception +21, 
  Blindsight 60 ft.
  Languages
  Abyssal (cannot speak), Aklo (cannot speak), Infernal (cannot speak), Undercommon 
  (cannot speak), Telepathy 100 ft.
  Challenge
  8
  14
  20
  24
  Special 
  Abilities & 
  Qualities
  Amorphous The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its 
  space when squeezing.
  Compression The creature can move through an area as small as one-quarter its space without squeezing or one-eighth 
  its space when squeezing.
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Ruins or Underground
    Rarity
  Rare
    Role
  Lurker / Solo
    Organization
  Solitary or Cult (1+)
    Treasure
  Standard
  immortal iCHor
  
  135
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Corrupt Ally Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed 
  creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as 
  dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this 
  ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the 
  ichor is killed, these zombies are immediately destroyed.  Ability damage suffered from this effect may only be restored 
  via restoration or more powerful healing magic.
  Special 
  Abilities & 
  Qualities
  Regeneration You are difficult to kill. You heal damage at 10 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Evil weapons and 
  effects cause your regeneration to stop functioning on the round following the attack. During this round, you cannot 
  heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. 
  Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of 
  you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed 
  parts that are not reattached wither and die normally.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit  
  6d4+4 (19) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit  
  6d4+4 (19) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  6d6+5 (26) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit 12d6+9 (51) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  charm monster (3/day); charm person (at will); control undead (3/day); detect thoughts (at will); insect 
  plague (3/day); mind spike (3/day); telekinesis (at will)
  Spellcasting
  -
  Possessions
  -
  
  136
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  7
  43
  89
  163
  Speed
  20 ft. Fly 50 ft. (Perfect)
  Size, Type, 
  Alignment
  Tiny fiend, lawful evil
  Tiny fiend, lawful evil
  Tiny fiend, lawful evil
  Small fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 15 (+2)
  CON 8 (-1)
  INT 
  11 (+0)
  WIS 
  10 (+0)
  CHA 12 (+1)
  STR 
  8 (-1)
  DEX 16 (+3)
  CON 8 (-1)
  INT 
  11 (+0)
  WIS 
  10 (+0)
  CHA 12 (+1)
  STR 
  13 (+1)
  DEX 18 (+4)
  CON 12 (+1)
  INT 
  15 (+2)
  WIS 
  14 (+2)
  CHA 16 (+3)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  15 (+2)
  WIS 
  14 (+2)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  Fire, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Languages
  Celestial, Common, Draconic, Infernal, Telepathy 100 ft.
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the purpose of 
  resolving resistance.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 15
  Poison Sting - injury; save Constitution; frequency 1/round for 5 minutes; effect 1d2 Dexterity damage; cure 1 save.  
  Ability damage suffered from this effect may be recovered following a long rest or any magical healing.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary / Companion
    Treasure
  None
  imp
  
  137
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Special 
  Abilities & 
  Qualities
  See in Darkness Devils can see perfectly in darkness of any kind, even that created by magical darkness.
  Standard 
  Actions
  Sting Melee weapon 
  attack: -1 to hit, reach 0 
  ft., one target.  Hit 1d4 
  (4) piercing damage.
  Sting Melee weapon 
  attack: -1 to hit, reach 0 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Sting Melee weapon 
  attack: +2 to hit, reach 
  0 ft., one target.  Hit 
  1d6+2 (6) piercing 
  damage.
  Sting Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+5 
  (10) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  augury (1/day); commune (six questions) (1/week); adetect magic (at will); invisibility (self only) (at will); 
  suggestion (1/day)
  Spellcasting
  -
  Possessions
  -
  
  138
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  24
  45
  95
  149
  Speed
  5 ft. Climb 5 ft. Swim 60 ft.
  Size, Type, 
  Alignment
  Tiny aberration, lawful 
  evil
  Tiny aberration, lawful evil
  Tiny aberration, lawful 
  evil
  Small aberration, lawful 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 13 (+1)
  CON 9 (-1)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  14 (+2)
  DEX 13 (+1)
  CON 9 (-1)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  14 (+2)
  WIS 
  15 (+2)
  CHA 10 (+0)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  14 (+2)
  WIS 
  15 (+2)
  CHA 10 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Aklo, Aquan, Telepathy 30 ft.
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Puppetmaster As a full-round action, an incutilis can drive its lesser tendrils into any helpless Small or Medium creature 
  occupying the same square and pump the victim full of poison and chemicals. The victim is killed instantly, and 
  becomes a zombie-like creature under the incutilis’s control. This zombie isn’t treated as being undead, and is immune 
  to spells and effects that affect only undead (including damage from positive energy). The incutilis is attached to this 
  zombie—typically by the head—occupying the same square and moving along with it. The incutilis can make attacks with 
  its tentacles independently of the zombie’s slam. It can also retract its tendrils as a move action, but doing so causes 
  the zombie to collapse and revert to a normal corpse. The incutilis must retract its tendrils before it can move away 
  from a zombie it’s attached to. Any attack that deals damage to the zombie also deals 1 point of damage to the incutilis, 
  regardless of how much damage is dealt to the zombie. Area-affecting spells affect both the puppeteer and zombie. A 
  character can attempt to attack just the incutilis, but suffers disadvantage on the attack roll. Killing the incutilis destroys 
  the zombie.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Oceans
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary, Pair, or Colony (3-12x+)
    Treasure
  Standard
  inCutilis
  
  139
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Standard 
  Actions
  Tentacle Melee weapon 
  attack: +1 to hit, reach 0 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Tentacle Melee weapon 
  attack: +2 to hit, reach 0 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning damage.
  Tentacle Melee weapon 
  attack: +5 to hit, reach 
  0 ft., one target.  Hit 
  1d6+3 (6) bludgeoning 
  damage.
  Tentacle Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  140
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  17
  44
  96
  177
  Speed
  20 ft. Fly 50 ft. (Average)
  Size, Type, 
  Alignment
  Tiny monstrosity, lawful 
  neutral
  Tiny monstrosity, lawful 
  neutral
  Tiny monstrosity, lawful 
  neutral
  Small monstrosity, lawful 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  9 (-1)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  9 (-1)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  13 (+1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  13 (+1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the purpose of 
  resolving resistance.
  Constant Vigilance An arbiter gains advantage to recognize and disbelieve illusions created by creatures with the chaotic 
  subtype or possessing the chaotic descriptor.
  Locate Inevitable An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, the better 
  to help it report back to its superiors. It cannot sense the range to this inevitable.
  Special 
  Abilities & 
  Qualities
  Constructed Although inevitables are living monstrosities, their bodies are constructed of physical components, and 
  in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s 
  favored enemy and bane weapons), inevitables count as both fiends, monstrosities, and constructs. They are immune 
  to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that 
  requires a Constitution save (unless the effect also works on objects, or is harmless). Inevitables are not subject to 
  nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from 
  massive damage. They have bonus hit points as constructs of their size.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Flock (3-14x)
    Treasure
  None
  inevitaBle (arBiter)
  
  141
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage 1d6
  Saving Throw  
  Dexterity DC 14
  Damage 2d6
  Saving Throw  
  Dexterity DC 17
  Damage 3d6
  Saving Throw  
  Dexterity DC 19
  Damage 4d6
  Electrical Burst An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals electricity 
  damage (Dexterity save halves). Immediately following such a burst, the arbiter becomes stunned for 24 hours.
  Special 
  Abilities & 
  Qualities
  Regeneration You are difficult to kill. You heal damage at 2 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Evil weapons and 
  effects cause your regeneration to stop functioning on the round following the attack. During this round, you cannot 
  heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. 
  Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of 
  you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed 
  parts that are not reattached wither and die normally.
  Trusepeech This creature can speak with any creature that has a language, as though using a tongues spell (caster level 
  7). This ability is always active.
  Standard 
  Actions
  Short sword Melee 
  weapon attack: -1 to hit, 
  reach 0 ft., one target.  
  Hit 1d3/19-00 (4) 
  slashing damage.
  Short sword Melee 
  weapon attack: +0 to hit, 
  reach 0 ft., one target.  
  Hit 1d3/19-00 2 slashing 
  damage.
  Short sword Melee 
  weapon attack: +3 to 
  hit, reach 0 ft., one 
  target.  Hit 1d3/19-00 2 
  slashing damage.
  Short sword Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d4+8/19-00 (10) 
  slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  command (3/day); commune (1/week); protection from chaos (3/day)
  Spellcasting
  -
  Possessions
  Short sword
  Illustration 1: Inevitable
  
  142
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  52
  90
  166
  30
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small monstrosity, lawful 
  neutral
  Small monstrosity, lawful 
  neutral
  Medium monstrosity, 
  lawful neutral
  Large monstrosity, lawful 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 14 (+2)
  STR 
  16 (+3)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 14 (+2)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 14 (+2)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 23 (+6)
  INT 
  12 (+1)
  WIS 
  18 (+4)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except chaotic
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the purpose of 
  resolving resistance.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Soldier / Elite
    Organization
  Solitary, Pair, or Inquisition (3-6x)
    Treasure
  Standard
  inevitaBle (kolyarut)
  
  143
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Constructed Although inevitables are living monstrosities, their bodies are constructed of physical components, and 
  in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s 
  favored enemy and bane weapons), inevitables count as both fiends, monstrosities, and constructs. They are immune 
  to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that 
  requires a Constitution save (unless the effect also works on objects, or is harmless). Inevitables are not subject to 
  nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from 
  massive damage. They have bonus hit points as constructs of their size.
  Special 
  Abilities & 
  Qualities
  Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Evil weapons and 
  effects cause your regeneration to stop functioning on the round following the attack. During this round, you cannot 
  heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. 
  Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of 
  you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed 
  parts that are not reattached wither and die normally.
  Special 
  Abilities & 
  Qualities
  Truespeech This creature can speak with any creature that has a language, as though using a tongues spell (caster level 
  7). This ability is always active.
  Standard 
  Actions
  Sword, Bastard Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit  1d10+8/19-00 (14) 
  slashing damage.
  Slam Melee weapon 
  attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit  1d10+6 (12) 
  bludgeoning damage.
  Sword, Bastard Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit  1d10+8/19-00 (14) 
  slashing damage.
  Slam Melee weapon 
  attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit  1d10+6 (12) 
  bludgeoning damage.
  Sword, Bastard Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d10+8/19-00 (14) 
  slashing damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Sword, Bastard Melee 
  weapon attack: +5 to hit, 
  reach 10 ft., one target.  
  Hit 2d8+13/19-00 (22) 
  slashing damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 4d6+10 (24) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  disguise self (at will); enervation (at will); fear (at will); hold monster (3/day); hold person (at will); invisibility 
  (self only) (at will); locate creature (at will); suggestion (at will); vampiric touch (at will)
  Spellcasting
  -
  Possessions
  Bastard sword
  
  144
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  131
  174
  327
  510
  Speed
  Fly 60 ft. (Perfect)
  Size, Type, 
  Alignment
  Large monstrosity, lawful 
  neutral
  Large monstrosity, lawful 
  neutral
  Huge monstrosity, lawful 
  neutral
  Gargantuan monstrosity, 
  lawful neutral
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  18 (+4)
  CHA 17 (+3)
  STR 
  20 (+5)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  18 (+4)
  CHA 17 (+3)
  STR 
  22 (+6)
  DEX 11 (+0)
  CON 20 (+5)
  INT 
  12 (+1)
  WIS 
  18 (+4)
  CHA 17 (+3)
  STR 
  27 (+8)
  DEX 13 (+1)
  CON 24 (+7)
  INT 
  16 (+3)
  WIS 
  20 (+5)
  CHA 19 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except chaotic
  Immunities
  diseased, Energy Spells, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, 
  unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Passive Perception +23, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  12
  22
  26
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the purpose of 
  resolving resistance.
  Regeneration You are difficult to kill. You heal damage at 10 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Evil weapons and 
  effects cause your regeneration to stop functioning on the round following the attack. During this round, you cannot 
  heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. 
  Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of 
  you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed 
  parts that are not reattached wither and die normally.
  Multiweapon Mastery A lhaksharut never takes penalties on its attack rolls when fighting with multiple weapons.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Leader / Solo
    Organization
  Solitary
    Treasure
  Double
  inevitaBle (lHaksHarut)
  
  145
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Constructed Although inevitables are living monstrosities, their bodies are constructed of physical components, and 
  in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s 
  favored enemy and bane weapons), inevitables count as both fiends, monstrosities, and constructs. They are immune 
  to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that 
  requires a Constitution save (unless the effect also works on objects, or is harmless). Inevitables are not subject to 
  nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from 
  massive damage. They have bonus hit points as constructs of their size.
  Special 
  Abilities & 
  Qualities
  Energy Bolt A lhaksharut can fire bolts of elemental energy from two of its six arms - it never wields weapons in these 
  hands. These attacks have a range increment of 100 feet and deal energy damage of the inevitable’s choice (acid, cold, 
  electricity, or fire, chosen for each bolt as it is thrown). It can throw two bolts of energy as a standard action, and cannot 
  attack with these hands when it makes weapon or slam attacks with its other limbs.
  Special 
  Abilities & 
  Qualities
  Truespeech This creature can speak with any creature that has a language, as though using a tongues spell (caster level 
  7). This ability is always active.
  True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Standard 
  Actions
  Longsword Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  3d6+12/19-00 (22) 
  slashing damage.
  Morningstar Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit  3d6+12 
  (22) piercing/bludgeoning 
  damage.
  Spear Melee weapon attack: 
  +5 to hit, reach 10 ft., one 
  target.  Hit  1d8/x3 (8) 
  piercing damage.
  Spear Ranged weapon 
  attack: +2 to hit, one target.  
  Hit 3d6+9/x3 (20) piercing 
  damage.
  Energy Bolt Ranged weapon 
  attack: +2 to hit, one target.  
  Hit 10d4 (9) bludgeoning 
  damage.
  Slam Melee weapon attack: 
  +5 to hit, reach 10 ft., one 
  target.  Hit  2d6+10 (17) 
  bludgeoning damage.
  Longsword Melee weapon 
  attack: +5 to hit, reach 10 ft., 
  one target.  Hit  3d6+14/19-
  00 (24) slashing damage.
  Morningstar Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit  3d6+14 
  (24) piercing/bludgeoning 
  damage.
  Spear Melee weapon attack: 
  +5 to hit, reach 10 ft., one 
  target.  Hit  1d8/x3 (8) 
  piercing damage.
  Spear Ranged weapon attack: 
  +1 to hit, one target.  Hit 
  3d6+10/x3 (20) piercing 
  damage.
  Energy Bolt Ranged weapon 
  attack: +1 to hit, one target.  
  Hit 10d4 (9) bludgeoning 
  damage.
  Slam Melee weapon attack: 
  +5 to hit, reach 10 ft., one 
  target.  Hit  2d6+12 (19) 
  bludgeoning damage.
  Longsword Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+12/19-00 (22) 
  slashing damage.
  Morningstar Melee weapon 
  attack: +6 to hit, reach 15 
  ft., one target.  Hit 3d6+12 
  (22) piercing/bludgeoning 
  damage.
  Spear Melee weapon attack: 
  +6 to hit, reach 15 ft., one 
  target.  Hit  3d6+17/x3 
  (28) piercing damage.
  Spear Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 3d6+12/x3 (22) 
  piercing damage.
  Energy Bolt Ranged weapon 
  attack: +1 to hit, one target.  
  Hit 10d6 (11) bludgeoning 
  damage.
  Slam Melee weapon attack: 
  +6 to hit, reach 15 ft., one 
  target.  Hit 2d8+10 (19) 
  bludgeoning damage.
  Longsword Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  Hit 
  4d6+17/19-00 (31) 
  slashing damage.
  Morningstar Melee weapon 
  attack: +8 to hit, reach 20 
  ft., one target.  Hit 4d6+9 
  (23) piercing/bludgeoning 
  damage.
  Slam Melee weapon attack: 
  +8 to hit, reach 20 ft., one 
  target.  Hit 4d8+15 (33) 
  bludgeoning damage.
  Energy Bolt Ranged weapon 
  attack: +3 to hit, one target.  
  Hit 20d6 (16) bludgeoning 
  damage.
  Spear Melee weapon attack: 
  +8 to hit, reach 20 ft., one 
  target.  Hit  4d6+24/x3 (38) 
  piercing damage.
  Spear Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 4d6+17/x3 (31) 
  piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  detect magic (at will); disintegrate (3/day); dispel magic (at will); imprisonment (1/day); plane shift (3/day); 
  scrying (3/day); sending (at will); true seeing (at will); wall of force (3/day)
  Spellcasting
  -
  Possessions
  Longsword (2x); morningstar (2x); spear (4x)
  
  146
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  84
  119
  224
  380
  Speed
  30 ft., Air Walk
  Size, Type, 
  Alignment
  Medium monstrosity, 
  lawful neutral
  Medium monstrosity, 
  lawful neutral
  Large monstrosity, lawful 
  neutral
  Huge monstrosity, lawful 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 19 (+4)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 19 (+4)
  STR 
  24 (+7)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 19 (+4)
  STR 
  28 (+9)
  DEX 16 (+3)
  CON 23 (+6)
  INT 
  14 (+2)
  WIS 
  18 (+4)
  CHA 21 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except chaotic
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  16
  20
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the purpose of 
  resolving resistance.
  Constructed Although inevitables are living monstrosities, their bodies are constructed of physical components, and 
  in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s 
  favored enemy and bane weapons), inevitables count as both fiends, monstrosities, and constructs. They are immune 
  to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that 
  requires a Constitution save (unless the effect also works on objects, or is harmless). Inevitables are not subject to 
  nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from 
  massive damage. They have bonus hit points as constructs of their size.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Elite
    Organization
  Solitary, Pair, or Patrol (3-5x)
    Treasure
  None
  inevitaBle (marut)
  
  147
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Regeneration You are difficult to kill. You heal damage at 10 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Evil weapons and 
  effects cause your regeneration to stop functioning on the round following the attack. During this round, you cannot 
  heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. 
  Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of 
  you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed 
  parts that are not reattached wither and die normally.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Damage 1d6
  Saving Throw  
  Constitution DC 17
  Damage 2d6
  Saving Throw  
  Constitution DC 19
  Damage 3d6
  Saving Throw  
  Constitution DC 22
  Damage 5d6
  Fists of Lightning and Thunder A marut’s fists strike with the power of a thunderstorm. For any given slam attack, a 
  marut can choose whether the attack uses lightning or thunder. A lightning attack deals additional electricity damage, 
  and the resulting flash blinds the target for 2d6 rounds (Constitution save negates the blindness). A thunder attack deals 
  additional sonic damage, and the resulting thunderclap deafens the target for 2d6 rounds (Constitution save negates the 
  deafness).
  Special 
  Abilities & 
  Qualities
  Truespeech This creature can speak with any creature that has a language, as though using a tongues spell (caster level 
  7). This ability is always active.
  True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, 
  reach 5 ft., one target.  
  Hit  1d10+15 (20) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 2d6+12 (19) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit 4d6+16 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  wind walk (at will); chain lightning (1/day); circle of death (1/day); command (at will); dimension door (at 
  will); earthquake (1/week); fear (at will); inflict wounds (at will); locate creature (at will); plane shift (1/week); 
  true seeing (at will); wall of force (3/day)
  Spellcasting
  -
  Possessions
  -
  
  148
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  64
  113
  174
  254
  Speed
  50 ft. Fly 60 ft. (Average)
  Size, Type, 
  Alignment
  Medium monstrosity, 
  lawful neutral
  Large monstrosity, lawful 
  neutral
  Large monstrosity, lawful 
  neutral
  Huge monstrosity, lawful 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 19 (+4)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 15 (+2)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 15 (+2)
  STR 
  22 (+6)
  DEX 19 (+4)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  18 (+4)
  CHA 18 (+4)
  STR 
  24 (+7)
  DEX 18 (+4)
  CON 19 (+4)
  INT 
  12 (+1)
  WIS 
  18 (+4)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except chaotic
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the purpose of 
  resolving resistance.
  Constructed Although inevitables are living monstrosities, their bodies are constructed of physical components, and 
  in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s 
  favored enemy and bane weapons), inevitables count as both fiends, monstrosities, and constructs. They are immune 
  to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that 
  requires a Constitution save (unless the effect also works on objects, or is harmless). Inevitables are not subject to 
  nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from 
  massive damage. They have bonus hit points as constructs of their size.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land (Lawful plane)
    Rarity
  Rare
    Role
  Skirmisher / Elite
    Organization
  Solitary
    Treasure
  None
  inevitaBle (ZelekHut)
  
  149
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Regeneration You are difficult to kill. You heal damage at 10 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Evil weapons and 
  effects cause your regeneration to stop functioning on the round following the attack. During this round, you cannot 
  heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. 
  Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of 
  you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed 
  parts that are not reattached wither and die normally.
  Special 
  Abilities & 
  Qualities
  Electricity Damage 1d6
  Electricity Damage 2d4
  Electricity Damage 2d6
  Electricity Damage 3d6
  Chains A zelehut’s arms end in long lengths of barbed metal. These chains deal slashing damage and electricity damage 
  with each hit.
  Special 
  Abilities & 
  Qualities
  Truespeech This creature can speak with any creature that has a language, as though using a tongues spell (caster level 
  7). This ability is always active.
  True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Standard 
  Actions
  Chain Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Chain Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) bludgeoning 
  damage.
  Chain Melee weapon 
  attack: +7 to hit, 
  reach 5 ft., one target.  
  Hit 3d6+10 (20) 
  bludgeoning damage.
  Chain Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit 4d6+12 (26) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  dispel magic (at will); fear (at will); geas (1/day); hold monster (3/day); hold person (at will); locate creature 
  (at will); true seeing (at will)
  Spellcasting
  -
  Possessions
  -
  
  150
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  76
  133
  215
  303
  Speed
  30 ft. Fly 30 ft. (Perfect)
  Size, Type, 
  Alignment
  Medium elemental, 
  unaligned
  Medium elemental, 
  unaligned
  Medium elemental, 
  unaligned
  Large elemental, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 9 (-1)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 19 (+4)
  CON 20 (+5)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 13 (+1)
  STR 
  21 (+5)
  DEX 18 (+4)
  CON 22 (+6)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Flanking, paralyzed, poisoned, unconscious, Sneak Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Auran, Common
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Natural Invisibility This ability is constant-an invisible stalker remains invisible at all times, even when attacking. As this 
  ability is inherent, it is not subject to effects that magically purge invisibility.  Against foes that cannot pinpoint it, the 
  invisible stalker gains advantage on Stealth checks when moving or when standing still.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  2d6+4 (11) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  3d6+4 (14) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  3d6+6 (16) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  4d6+9 (23) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Air)
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary
    Treasure
  Standard
  invisiBle stalker
  
  151
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  25
  60
  73
  112
  Speed
  Fly 30 ft. (Average)
  Size, Type, 
  Alignment
  Medium construct, 
  unaligned
  Medium construct, 
  unaligned
  Medium construct, 
  unaligned
  Large construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  2 (-4)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 3 (-4)
  STR 
  3 (-4)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 3 (-4)
  STR 
  8 (-1)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  5 (-3)
  WIS 
  16 (+3)
  CHA 7 (-2)
  STR 
  12 (+1)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  5 (-3)
  WIS 
  16 (+3)
  CHA 7 (-2)
  Saving Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +11, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +11, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +13, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +13, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  Common (cannot speak)
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Ioun Affinity An ioun wyrd may integrate 8 ioun stones into its body. Because an ioun wyrd sees all ioun stones as equal 
  and gains no benefits from them, the wyrd’s ioun stones can be swapped out by any creature the wyrd trusts.
  Special 
  Abilities & 
  Qualities
  Share Iouns A character with an ioun wyrd familiar gains the benefits of its ioun stones as long as he’s within 30 feet of 
  the ioun wyrd.
  Standard 
  Actions
  Slam Melee weapon attack: 
  -5 to hit, reach 5 ft., one 
  target.  Hit 1d8+0 (4) 
  bludgeoning damage.
  Slam Melee weapon attack: 
  -6 to hit, reach 5 ft., one 
  target.  Hit 2d6+0 (7) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 2d6 (7) 
  bludgeoning damage.
  Slam Melee weapon attack: 
  +1 to hit, reach 10 ft., one 
  target.  Hit 3d6+3 (14) 
  bludgeoning damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary
    Treasure
  None
  ioun wyrd
  
  152
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  126
  204
  294
  439
  Speed
  10 ft.
  Size, Type, 
  Alignment
  Huge plant, chaotic 
  neutral
  Huge plant, chaotic 
  neutral
  Gargantuan plant, 
  chaotic neutral
  Gargantuan plant, chaotic 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 8 (-1)
  CON 20 (+5)
  INT 
  18 (+4)
  WIS 
  20 (+5)
  CHA 18 (+4)
  STR 
  18 (+4)
  DEX 8 (-1)
  CON 21 (+5)
  INT 
  18 (+4)
  WIS 
  21 (+5)
  CHA 18 (+4)
  STR 
  20 (+5)
  DEX 4 (-3)
  CON 23 (+6)
  INT 
  18 (+4)
  WIS 
  21 (+5)
  CHA 18 (+4)
  STR 
  25 (+7)
  DEX 6 (-2)
  CON 27 (+8)
  INT 
  20 (+5)
  WIS 
  23 (+6)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  Cold, psychic, paralyzed, poisoned, Polymorph, unconscious, Sonic, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +18, Blindsight 120 
  ft., Darkvision 60 ft., 
  Tremorsense 120 ft.
  Passive Perception 
  +19, Blindsight 120 
  ft., Darkvision 60 ft., 
  Tremorsense 120 ft.
  Passive Perception 
  +20, Blindsight 120 
  ft., Darkvision 60 ft., 
  Tremorsense 120 ft.
  Passive Perception 
  +22, Blindsight 120 
  ft., Darkvision 60 ft., 
  Tremorsense 120 ft.
  Languages
  Common (cannot speak), Druidic (cannot speak), Elvish, Sylvan (cannot speak), Telepathy 
  100 ft.
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Saving Throw  
  Constitution DC 24
  Planar Portal Within the split of an irminsul’s trunk swirls a large planar portal, a permanent gate that links one plane to 
  another. An irminsul controls whether or not specific creatures can pass through its portal, which grants entrance to a 
  specific location on the linked plane. Those attempting to breach a barred portal must succeed at a Constitution save 
  or be ejected and teleported to a random location on the current plane. If the trespasser successfully saves, it takes 6d6 
  points of damage and is sickened for 1 minute. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Soldier / Solo
    Organization
  Solitary
    Treasure
  Incidental
  irminsul
  
  153
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Regeneration You are difficult to kill. You heal damage at 10 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Evil weapons and 
  effects cause your regeneration to stop functioning on the round following the attack. During this round, you cannot 
  heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. 
  Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of 
  you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed 
  parts that are not reattached wither and die normally.
  Special 
  Abilities & 
  Qualities
  See Alignment An irminsul ios bound to a specific plane, which determines its own alignment. It can see the alignment 
  of creatures that it shares an alignment with.
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit  
  5d4+9 (22) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  5d4+9 (22) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  5d6+8 (26) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  
  Hit 10d6+13 (48) 
  bludgeoning damage.
  Special 
  Actions
  -
  Special 
  Actions
  -
  Special 
  Actions
  -
  Special 
  Actions
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  telekinesis (at will)
  Spellcasting
  -
  Possessions
  -
  
  154
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  20
  44
  60
  97
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Small construct, 
  unaligned
  Small construct, 
  unaligned
  Small construct, 
  unaligned
  Medium construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  5
  9
  13
  Special 
  Abilities & 
  Qualities
  Find Target Once per day, an iron cobra’s creator can order it to find and kill a specific creature within 1 mile, which it 
  does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for 
  this order to function.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Nest (3-10x)
    Treasure
  None
  iron CoBra
  
  155
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Poison An iron cobra’s bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra 
  does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough 
  poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 
  5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black 
  adder venom), though acid, alchemical substances, and even stranger liquids have been used. Black Adder Venom: Bite-
  injury; save Constitution; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 1 save.  Ability damage 
  suffered from this effect is recovered following a long rest.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d8+1 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 2d6+6 
  (13) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  156
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  18
  76
  116
  178
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Small construct, 
  unaligned
  Small construct, 
  unaligned
  Small construct, 
  unaligned
  Medium construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  5
  9
  13
  Special 
  Abilities & 
  Qualities
  Find Target Once per day, an iron cobra’s creator can order it to find and kill a specific creature within 1 mile, which it 
  does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for 
  this order to function.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Nest (3-10x)
    Treasure
  None
  iron CoBra (adamantine)
  
  157
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Poison An iron cobra’s bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra 
  does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough 
  poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 
  5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black 
  adder venom), though acid, alchemical substances, and even stranger liquids have been used. Black Adder Venom: Bite-
  injury; save Constitution; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 1 save.  Ability damage 
  suffered from this effect is recovered following a long rest.
  Adamantine 
  Bite
  Adamantine Bite This creature’s natural attacks count as adamantine for the purposes of overcoming resistance.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d8+1 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 2d6+6 
  (13) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  158
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  11
  33
  57
  67
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Small construct, 
  unaligned
  Small construct, 
  unaligned
  Small construct, 
  unaligned
  Medium construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  5
  9
  13
  Special 
  Abilities & 
  Qualities
  Find Target Once per day, an iron cobra’s creator can order it to find and kill a specific creature within 1 mile, which it 
  does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for 
  this order to function.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Nest (3-10x)
    Treasure
  None
  iron CoBra (Cold iron)
  
  159
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Poison An iron cobra’s bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra 
  does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough 
  poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 
  5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black 
  adder venom), though acid, alchemical substances, and even stranger liquids have been used. Black Adder Venom: Bite-
  injury; save Constitution; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 1 save.  Ability damage 
  suffered from this effect is recovered following a long rest.
  Cold Iron 
  Bite
  Cold Iron Bite This creature’s natural attacks count as cold iron for the purposes of overcoming resistance.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d8+1 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 2d6+6 
  (13) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  160
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  17
  39
  62
  109
  Speed
  40 ft. Swim 30 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Small construct, 
  unaligned
  Small construct, 
  unaligned
  Small construct, 
  unaligned
  Medium construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  5
  9
  13
  Special 
  Abilities & 
  Qualities
  Find Target Once per day, an iron cobra’s creator can order it to find and kill a specific creature within 1 mile, which it 
  does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for 
  this order to function.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Nest (3-10x)
    Treasure
  None
  iron CoBra (darkwood)
  
  161
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Poison An iron cobra’s bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra 
  does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough 
  poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 
  5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black 
  adder venom), though acid, alchemical substances, and even stranger liquids have been used. Black Adder Venom: Bite-
  injury; save Constitution; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 1 save.  Ability damage 
  suffered from this effect is recovered following a long rest.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d8+1 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 2d6+6 
  (13) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  162
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  13
  34
  53
  83
  Speed
  70 ft.
  Size, Type, 
  Alignment
  Small construct, 
  unaligned
  Small construct, 
  unaligned
  Small construct, 
  unaligned
  Medium construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  5
  9
  13
  Special 
  Abilities & 
  Qualities
  Find Target Once per day, an iron cobra’s creator can order it to find and kill a specific creature within 1 mile, which it 
  does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for 
  this order to function.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Nest (3-10x)
    Treasure
  None
  iron CoBra (mitHral)
  
  163
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Poison An iron cobra’s bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra 
  does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough 
  poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 
  5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black 
  adder venom), though acid, alchemical substances, and even stranger liquids have been used. Black Adder Venom: Bite-
  injury; save Constitution; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 1 save.  Ability damage 
  suffered from this effect is recovered following a long rest.
  Mithral Bite
  Mithral Bite This creature’s natural attacks count as mithral for the purposes of overcoming resistance.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d8+1 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 2d6+6 
  (13) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  164
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  7
  28
  68
  91
  Speed
  5 ft. Fly 60 ft. (Perfect)
  Size, Type, 
  Alignment
  Tiny undead, neutral evil
  Tiny undead, neutral evil
  Tiny undead, neutral evil
  Tiny undead, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  2 (-4)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  5 (-3)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  3 (-4)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  5 (-3)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  8 (-1)
  DEX 15 (+2)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  16 (+3)
  CHA 13 (+1)
  STR 
  12 (+1)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  16 (+3)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common (cannot speak)
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Daze An isitoq’s nerves form grotesque wings. Any creature struck by the creature’s wings must succeed at a Wisdom 
  save or be dazed for 1 round as the target’s mind is flooded with images of the last seconds of the isitoq’s existence as a 
  living creature. This is a mind-affecting fear effect.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 12
  Saving Throw  
  Dexterity DC 13
  Saving Throw  
  Dexterity DC 15
  Saving Throw  
  Dexterity DC 16
  Tears of Anguish As a full-round action, an isitoq can make a ranged touch attack to squirt tears into the eyes of a 
  creature within 30 feet. If the target fails a Dexterity saving throw, it experiences the effect of the isitoq’s daze ability.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary or Gang (2-8x)
    Treasure
  None
  isitoQ
  
  165
  I
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Visual Sensor An isitoq’s creator or master can see through its eye at a range of 60 feet, using the eye’s normal vision 
  and darkvision. The following spells have a 5% chance per caster level of the isitoq’s creator of operating through the 
  isitoq: detect chaos, detect evil, detect good, detect law, detect magic, and message. If the creator is 15th level or 
  higher, the following spells have the same chance of functioning through the isitoq: read magic and tongues.
  Standard 
  Actions
  Slam Melee weapon 
  attack: -5 to hit, reach 
  0 ft., one target.  Hit  
  1d2+0 (2) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d1+0 
  (1) bludgeoning damage.
  Slam Melee weapon 
  attack: -6 to hit, reach 
  0 ft., one target.  Hit  
  1d3+0 (2) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d1+0 
  (1) bludgeoning damage.
  Slam Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit  1d3 
  (4) bludgeoning damage.
  Wing Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: +1 to hit, reach 
  0 ft., one target.  Hit  
  1d4+4 (6) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +1 to hit, reach 0 
  ft., one target.  Hit 1d1+2 
  (3) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  166
  I
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  4
  30
  72
  134
  Speed
  20 ft. Swim 10 ft.
  Size, Type, 
  Alignment
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Small vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  3 (-4)
  DEX 7 (-2)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  4 (-3)
  DEX 7 (-2)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  9 (-1)
  DEX 11 (+0)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  14 (+2)
  DEX 9 (-1)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Curl As a standard action, a giant isopod can curl into a ball, increasing its natural armor bonus by +2 but preventing it 
  from taking any move actions. Uncurling is also a standard action.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d4+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 1d4 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Ocean
    Rarity
  Uncommon
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Scuttle (3-20x)
    Treasure
  None
  isopod (giant)
  
  167
  I
  Illustration 2: Jabberwock
  
  168
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  103
  242
  454
  642
  Speed
  40 ft. Fly 80 ft. (Poor)
  Size, Type, 
  Alignment
  Large dragon, chaotic evil
  Large dragon, chaotic evil
  Huge dragon, chaotic 
  evil
  Gargantuan dragon, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 19 (+4)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  20 (+5)
  CHA 20 (+5)
  STR 
  22 (+6)
  DEX 19 (+4)
  CON 22 (+6)
  INT 
  10 (+0)
  WIS 
  22 (+6)
  CHA 20 (+5)
  STR 
  26 (+8)
  DEX 17 (+3)
  CON 24 (+7)
  INT 
  10 (+0)
  WIS 
  22 (+6)
  CHA 20 (+5)
  STR 
  30 (+10)
  DEX 18 (+4)
  CON 28 (+9)
  INT 
  14 (+2)
  WIS 
  24 (+7)
  CHA 22 (+6)
  Saving Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except vorpal
  Immunities
  Fire, Magical unconscious, paralyzed
  Vulnerabilities
  Fear of Vorpal Weapons A jabberwock knows that a vorpal weapon can kill it swiftly. As soon as it takes damage from a 
  vorpal weapon, a jabberwock becomes shaken for 1 round. If it is hit by a critical threat from a vorpal weapon, whether or 
  not the critical hit is confirmed, the jabberwock is staggered for 1 round.
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure
  Senses
  Passive Perception 
  +18, Blindsight 120 
  ft., Darkvision 120 ft., 
  Truesight
  Passive Perception 
  +18, Blindsight 120 
  ft., Darkvision 120 ft., 
  Truesight
  Passive Perception 
  +21, Blindsight 120 
  ft., Darkvision 120 ft., 
  Truesight
  Passive Perception 
  +26, Blindsight 120 
  ft., Darkvision 120 ft., 
  Truesight
  Languages
  Aklo, Common, Draconic, Gnomish, Sylvan
  Challenge
  8
  16
  26
  30
  Special 
  Abilities & 
  Qualities
  Eye Rays The jabberwock can project beams of fire from its eyes as a ranged touch attack as a standard action, with a 
  range increment of 60 feet. It projects two beams, and can target different creatures with these beams if it wishes as 
  long as both targets are within 30 feet of each other. A creature that takes damage from an eye beam suffers burn.
  Special 
  Abilities & 
  Qualities
  Fast Healing You regain hit points at 15 per round. Fast healing does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forests
    Rarity
  Rare
    Role
  Leader / Solo
    Organization
  Solitary
    Treasure
  Triple
  jaBBerwoCk
  
  169
  J
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 21
  Saving Throw  
  Wisdom DC 25
  Saving Throw  
  Wisdom DC 28
  Frightful Presence Your very presence unsettling to foes.  Opponents within range may become frightened or shaken. 
  The range is 60 feet, and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels 
  than the creature has. An affected opponent can resist the effects with a successful Wisdom save.  On a failed save, the 
  opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your 
  frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  Special 
  Abilities & 
  Qualities
  Planar Acclimation A jabberwock is always considered to be on its home plane, regardless of what plane it finds itself 
  upon. It never gains the extraplanar subtype.
  Standard 
  Actions
  Bite Melee weapon attack: 
  +5 to hit, reach 10 ft., one 
  target.  Hit  4d6+10/18-00/
  x3 (24) piercing damage.
  Claw Melee weapon attack: 
  +5 to hit, reach 10 ft., one 
  target.  Hit  2d6+10 (17) 
  slashing damage.
  Eye Ray Ranged weapon 
  attack: +5 to hit, one target.  
  Hit 15d4 (12) bludgeoning 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit  2d6+17 
  (24) bludgeoning damage.
  Wing Melee weapon attack: 
  +5 to hit, reach 10 ft., one 
  target.  Hit  1d6+10 (14) 
  bludgeoning damage.
  Bite Melee weapon attack: 
  +5 to hit, reach 10 ft., one 
  target.  Hit  4d6+15/17-00/
  x3 (29) piercing damage.
  Claw Melee weapon attack: 
  +5 to hit, reach 10 ft., one 
  target.  Hit  2d6+15 (22) 
  slashing damage.
  Eye Ray Ranged weapon 
  attack: +4 to hit, one target.  
  Hit 15d4 (12) bludgeoning 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit  2d6+25 
  (32) bludgeoning damage.
  Wing Melee weapon attack: 
  +5 to hit, reach 10 ft., one 
  target.  Hit  1d6+15 (18) 
  bludgeoning damage.
  Bite Melee weapon attack: 
  +8 to hit, reach 15 ft., one 
  target.  Hit 4d8+13/17-00/
  x3 (31) piercing damage.
  Claw Melee weapon attack: 
  +8 to hit, reach 15 ft., one 
  target.  Hit 3d6+13/19-00 
  (24) slashing damage.
  Eye Ray Ranged weapon 
  attack: +5 to hit, one target.  
  Hit 15d6/19-00 (14) 
  bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +8 to hit, reach 15 
  ft., one target.  Hit 2d8+19 
  (28) bludgeoning damage.
  Wing Melee weapon attack: 
  +8 to hit, reach 15 ft., one 
  target.  Hit 1d8+6 (10) 
  bludgeoning damage.
  Bite Melee weapon attack: 
  +10 to hit, reach 20 ft., one 
  target.  Hit 12d6+18/17-
  00/x3 (60) piercing 
  damage.
  Claw Melee weapon attack: 
  +10 to hit, reach 20 ft., one 
  target.  Hit 6d6+18/19-00 
  (39) slashing damage.
  Eye Ray Ranged weapon 
  attack: +7 to hit, one target.  
  Hit 30d6/19-00 (21) 
  bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +10 to hit, reach 20 
  ft., one target.  Hit 4d8+27 
  (45) bludgeoning damage.
  Wing Melee weapon attack: 
  +10 to hit, reach 20 ft., 
  one target.  Hit 3d6+9 (20) 
  bludgeoning damage.
  Special 
  Actions
  Whiffling A jabberwock’s wings and violent motions create a significant amount of wind whenever it makes a full attack 
  action. These winds surround the monster to a radius of 30 feet, and are treated as severe winds - ranged attacks suffer 
  disadvantage when targeting a jabberwock while it is whiffling, and Medium creatures must make a DC 10 Strength 
  check to approach the creature. Small or smaller creatures in this area that fail a DC 15 Strength check are blown away. 
  Special 
  Actions
  Saving Throw DC 18
  Damage 8d6
  Saving Throw DC 21
  Damage 14d6
  Saving Throw DC 25
  Damage 20d6
  Saving Throw DC 28
  Damage 24d8
  Burble A jabberwock can burble with Recharge 2 as a standard action. This blast of strange noises and shouted nonsense 
  in the various languages known to the jabberwock (and invariably some languages it doesn’t know) affects all creatures 
  within a 60-foot-radius spread - these creatures must make a Wisdom save or become confused for 1d4 rounds. 
  Alternatively, the jabberwock can focus its burble attack to create a 60-foot line of sonic energy that deals sonic damage 
  (Dexterity save for half). The confusion effect is mind-affecting; both are sonic effects.
  Special 
  Actions
  Saving Throw  
  Dexterity DC 18
  Damage 2d6
  Saving Throw  
  Dexterity DC 21
  Damage 4d6
  Saving Throw  
  Dexterity DC 25
  Damage 6d6
  Saving Throw  
  Dexterity DC 28
  Damage 8d6
  Burn You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability 
  must also succeed on a Dexterity save or catch fire, taking fire damage for an additional 1d4 rounds at the start of 
  its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants 
  advantage on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage 
  as though hit by the burning creature and must make a Dexterity save to avoid catching on fire.
  
  170
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (leather & natural 
  armor)
  16 
  (leather & natural 
  armor)
  17 
  (leather & natural 
  armor)
  18 
  (leather & natural 
  armor)
  Hit Points
  26
  62
  117
  182
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic evil
  Medium monstrosity, 
  chaotic evil
  Medium monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  13 (+1)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  14 (+2)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  15 (+2)
  WIS 
  14 (+2)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Change Shape A jackalwere has three forms. Its natural form is that of a jackal, but it can also take the form of a human 
  or a human-jackal hybrid. A jackalwere’s human form is fixed-it cannot assume different human forms. A jackalwere can 
  use its sleep gaze in any of its forms. In jackal form, it functions as a dog. In its hybrid form, a jackalwere can make a bite 
  attack as a secondary attack, while in human form it lacks its bite attack entirely. A jackalwere can shift into any of its 
  three alternate forms as a move action. Equipment does not meld with the new form between human and hybrid forms 
  but does between those forms and its jackal form.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Deserts
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Hunt (1-2x+), or Pack (2-5x+)
    Treasure
  Standard
  jaCkalwere
  
  171
  J
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Sleep Gaze Sleep for 3 minutes (a standard action rouses the creature, as does damage), 30 feet, Wisdom save negates. 
  A creature that succeeds at the saving throw cannot be affected by the same jackalwere’s sleep gaze for 24 hours. This is 
  a sleep effect. 
  Standard 
  Actions
  Battleaxe Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8x3 
  (1) slashing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Battleaxe Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8x3 
  (1) slashing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) piercing damage.
  Battleaxe Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8x3 (1) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Battleaxe Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+8/x3 (12) slashing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8 (15) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Battleaxe; leather armor
  
  172
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  15
  46
  84
  150
  Speed
  15 ft.
  Size, Type, 
  Alignment
  Medium plant, neutral 
  evil
  Medium plant, neutral evil
  Medium plant, neutral 
  evil
  Large plant, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 5 (-3)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  14 (+2)
  DEX 5 (-3)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  18 (+4)
  DEX 9 (-1)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 9 (-1)
  STR 
  20 (+5)
  DEX 7 (-2)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 30 ft.
  Passive Perception 
  +14, Darkvision 60 ft., 
  Tremorsense 30 ft.
  Passive Perception 
  +17, Darkvision 60 ft., 
  Tremorsense 30 ft.
  Passive Perception 
  +18, Darkvision 60 ft., 
  Tremorsense 30 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 12
  Damage 1d6
  Saving Throw  
  Dexterity DC 13
  Damage 1d8
  Saving Throw  
  Dexterity DC 16
  Damage 1d10
  Saving Throw  
  Dexterity DC 18
  Damage 2d8
  Breath Weapon 20’ Cone of Fire: Fire damage, Dexterity save halves damage, usable with Recharge 2. You are immune to 
  your own breath weapon.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests, Hills, or Plains (Pumpkin Patches)
    Rarity
  Uncommon
    Role
  Lurker / Minion
    Organization
  Solitary or Patch (2-12x)
    Treasure
  None
  jaCk o’ lantern
  
  173
  J
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 12
  Damage 1d6
  Saving Throw  
  Dexterity  DC 13
  Damage 2d4
  Saving Throw  
  Dexterity  DC 16
  Damage 2d6
  Saving Throw  
  Dexterity  DC 18
  Damage 2d10
  Explode One round after a jack-o’-lantern is reduced to 0 or fewer hit points, it explodes in a burst of flaming spores. 
  Creatures within 10 feet of an exploding jack-o’-lantern must succeed at a Dexterity save or take fire damage and be 
  stunned for 1 round. A successful save halves the damage and negates the stun.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Will DC 12
  Saving Throw  
  Will DC 13
  Saving Throw  
  Will DC 16
  Saving Throw  
  Will DC 18
  Fear Aura Any creature within 30 feet of a jack-o’-lantern must succeed at a Wisdom save or be shaken for 2d6 minutes. 
  If the save is successful, the creature is immune to that jack-o’-lantern’s fear aura for 24 hours. This is a vision-based 
  mind-affecting fear effect.
  Special 
  Abilities & 
  Qualities
  Pumpkin Form A jack-o’-lantern can shrink in size and douse its sinister fiery radiance, allowing it to blend in almost 
  perfectly with normal pumpkins and has advantage on Stealth checks to hide in plain sight as a normal pumpkin. While 
  using this ability, a jack-o’-lantern loses its fear aura. A jack-o’-lantern can use this ability as a full-round action and end it 
  as a free action.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) bludgeoning damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) slashing damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+5 (8) slashing 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+5 (8) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8 (15) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+8 (12) slashing 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+8 (12) bludgeoning 
  damage.
  Special 
  Actions
  Saving Throw  
  Dexterity DC 12
  Saving Throw  
  Dexterity  DC 13
  Saving Throw  
  Dexterity  DC 16
  Saving Throw  
  Dexterity  DC 18
  Strangling Ensure A jack-o’-lantern’s slam attack entangles the target in its vines for 2d4 rounds unless the target 
  succeeds at a Dexterity save. The target can attempt to burst these entangling vines before the duration expires with a 
  successful Strength check as a full-round action. While the target is entangled, its vines also grasp at the target’s mouth. 
  The target cannot speak or cast spells with verbal components while it is entangled by the jack-o’-lantern. When a 
  creature is entangled by this ability, the jack-o’-lantern loses its slam attack, but it can end this ability as a free action.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  174
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  43
  83
  141
  222
  Speed
  Swim 20 ft.
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 15 (+2)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  9 (-1)
  DEX 15 (+2)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  13 (+1)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except piercing or slashing
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Amorphous Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical 
  hits, and can move through an area as small as one-quarter of your space without squeezing or one eighth of your space 
  when squeezing.
  Special 
  Abilities & 
  Qualities
  Compression The creature can move through an area as small as one-quarter its space without squeezing or one-eighth 
  its space when squeezing.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Oceans
    Rarity
  Common
    Role
  Lurker / Normal
    Organization
  Solitary, Pack (2-4x), or Bloom (5-12x)
    Treasure
  None
  jellyFisH (Crimson)
  
  175
  J
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Poison Tentacles - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 
  consecutive saves.  Ability damage lost via this effect can be restored via a long rest.
  Standard 
  Actions
  Tentacle Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) bludgeoning damage.
  Tentacle Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) bludgeoning damage.
  Tentacle Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d6+2 (6) bludgeoning 
  damage.
  Tentacle Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+5 (10) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  176
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  13
  55
  110
  179
  Speed
  Swim 20 ft.
  Size, Type, 
  Alignment
  Small vermin, unaligned
  Small vermin, unaligned
  Small vermin, unaligned
  Medium vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  12 (+1)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 3 (-4)
  STR 
  19 (+4)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except piercing or slashing
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Amorphous Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical 
  hits, and can move through an area as small as one-quarter of your space without squeezing or one eighth of your space 
  when squeezing.
  Special 
  Abilities & 
  Qualities
  Compression The creature can move through an area as small as one-quarter its space without squeezing or one-eighth 
  its space when squeezing.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Oceans
    Rarity
  Uncommon
    Role
  Lurker / Minion
    Organization
  Solitary, Pack (2-5x), or Bloom (6-13x)
    Treasure
  None
  jellyFisH (deatH’s Head)
  
  177
  J
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Poison Tentacle-injury; save Constitution; frequency 1/ round for 6 rounds; effect 1 Constitution damage and 1 
  Charisma damage; cure 2 consecutive saves. If a creature fails two consecutive saving throws, its jaw locks, its tongue 
  swells, and its lips pull back, making speech impossible. This condition ends when the Charisma damage is healed, which 
  happens following a long rest.
  Standard 
  Actions
  Tentacles Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) bludgeoning damage.
  Tentacles Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) bludgeoning damage.
  Tentacles Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) bludgeoning 
  damage.
  Tentacles Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+7 (10) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  178
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  40
  89
  137
  207
  Speed
  Swim 20 ft.
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Large vermin, unaligned
  Huge vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  16 (+3)
  DEX 13 (+1)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  16 (+3)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except piercing or slashing
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Amorphous Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical 
  hits, and can move through an area as small as one-quarter of your space without squeezing or one eighth of your space 
  when squeezing.
  Special 
  Abilities & 
  Qualities
  Compression The creature can move through an area as small as one-quarter its space without squeezing or one-eighth 
  its space when squeezing.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Oceans
    Rarity
  Common
    Role
  Lurker / Normal
    Organization
  Solitary, Pack (2-5x), or Bloom (6-12x)
    Treasure
  None
  jellyFisH (giant)
  
  179
  J
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Poison Tentacles - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 
  consecutive saves.  Ability damage lost via this effect can be restored via a long rest.
  Standard 
  Actions
  Tentacle Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit  
  1d4+3 (6) bludgeoning 
  damage.
  Tentacle Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d6+4 
  (8) bludgeoning damage.
  Tentacle Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) bludgeoning 
  damage.
  Tentacle Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  180
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  68
  90
  141
  245
  Speed
  Swim 30 ft.
  Size, Type, 
  Alignment
  Large vermin, unaligned
  Large vermin, unaligned
  Huge vermin, unaligned
  Gargantuan vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 1 (-5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except piercing or slashing
  Immunities
  Electricity, psychic
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +10, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +10, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +10, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +10, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  9
  12
  16
  Special 
  Abilities & 
  Qualities
  Amorphous Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical 
  hits, and can move through an area as small as one-quarter of your space without squeezing or one eighth of your space 
  when squeezing.
  Special 
  Abilities & 
  Qualities
  Compression The creature can move through an area as small as one-quarter its space without squeezing or one-eighth 
  its space when squeezing.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm or Temperate Oceans
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary, Pack (2-3x), or Bloom (4-7x)
    Treasure
  None
  jellyFisH (sappHire)
  
  181
  J
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Poison Tentacles - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d4 Constitution damage and 1d4 
  Dexterity damage; cure 2 consecutive saves.  Ability damage lost via this effect can be restored via a long rest.
  Special 
  Abilities & 
  Qualities
  Saving Throw DC 16
  Damage 4d6
  Saving Throw DC 17
  Damage 6d6
  Saving Throw DC 18
  Damage 8d6
  Saving Throw DC 21
  Damage 12d6
  Electricity Blast As a standard action with Rehcarge 1, a sapphire jellyfish can discharge a 20-foot-radius blast of 
  electricity, dealing electricity damage (Dexterity save for half ). Any creature that takes damage from this electricity must 
  also make a Constition save to avoid being staggered for 1d4 rounds.
  Standard 
  Actions
  Tentacles Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  1d6+9 (12) bludgeoning 
  damage.
  Tentacles Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  1d6+9 (12) bludgeoning 
  damage.
  Tentacles Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d8+8 (12) bludgeoning 
  damage.
  Tentacles Melee 
  weapon attack: +5 to 
  hit, reach 20 ft., one 
  target.  Hit 3d6+12 (22) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  182
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  12 
  (natural armor)
  13 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  Hit Points
  95
  160
  239
  378
  Speed
  Swim 20 ft.
  Size, Type, 
  Alignment
  Huge vermin, unaligned
  Huge vermin, unaligned
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 11 (+0)
  CON 22 (+6)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 14 (+2)
  CON 26 (+8)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except piercing or slashing
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Amorphous Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical 
  hits, and can move through an area as small as one-quarter of your space without squeezing or one eighth of your space 
  when squeezing.
  Special 
  Abilities & 
  Qualities
  Compression The creature can move through an area as small as one-quarter its space without squeezing or one-eighth 
  its space when squeezing.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm or Temperate Oceans
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary, Pack (2-3x), or Bloom (4-7x)
    Treasure
  None
  jellyFisH (vampire)
  
  183
  J
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Saving Throw  
  Constitution DC 24
  Poison Tentacles - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 
  consecutive saves.  Ability damage lost via this effect can be restored via a long rest.
  Standard 
  Actions
  Tentacle Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Tentacle Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  
  Hit  1d10+15 (20) 
  bludgeoning damage.
  Tentacle Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit 2d6+12 (19) 
  bludgeoning damage.
  Tentacle Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  
  Hit 4d6+16 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  184
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  11 
  (natural armor)
  13 
  (natural armor)
  13 
  (natural armor)
  13 
  (natural armor)
  Hit Points
  89
  132
  323
  434
  Speed
  Swim 20 ft.
  Size, Type, 
  Alignment
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  21 (+5)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 11 (+0)
  CON 24 (+7)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  30 
  (+10)
  DEX 16 (+3)
  CON 26 (+8)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except piercing or slashing
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  12
  20
  24
  Special 
  Abilities & 
  Qualities
  Amorphous Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical 
  hits, and can move through an area as small as one-quarter of your space without squeezing or one eighth of your space 
  when squeezing.
  Special 
  Abilities & 
  Qualities
  Compression The creature can move through an area as small as one-quarter its space without squeezing or one-eighth 
  its space when squeezing.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm or Temperate Oceans
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary, Pack (2-4x), or Bloom (5-8x)
    Treasure
  None
  jellyFisH (wHaler)
  
  185
  J
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 23
  Saving Throw  
  Constitution DC 25
  Poison Tentacles - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 
  consecutive saves.  Ability damage lost via this effect can be restored via a long rest.
  Standard 
  Actions
  Tentacle Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  
  Hit  2d6+13 (20) 
  bludgeoning damage.
  Tentacle Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  
  Hit  2d6+15 (22) 
  bludgeoning damage.
  Tentacle Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  
  Hit 2d8+16 (25) 
  bludgeoning damage.
  Tentacle Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  
  Hit 3d8+18 (32) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  186
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  18
  67
  116
  189
  Speed
  Swim 20 ft.
  Size, Type, 
  Alignment
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 15 (+2)
  CON 4 (-3)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 11 (+0)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  3 (-4)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  7 (-2)
  DEX 15 (+2)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  Saving Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Flanking, psychic, Weapon Damage
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 10
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 19
  Distraction You can nauseate creatures that you damage. Any living creature that takes damage from you is nauseated for 
  1 round; a Constitution save negates the effect.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 10
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 19
  Poison Swarm - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d4 Dexterity damage; cure 2 
  consecutive saves.  Ability damage suffered from this effect is recovered following a long rest.
  Standard 
  Actions
  Swarm Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 2d6 
  (7) bludgeoning damage.
  Swarm Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 3d6 
  (8) bludgeoning damage.
  Swarm Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 4d6 
  (8) bludgeoning damage.
  Swarm Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 6d6 
  (9) bludgeoning damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Aquatic
    Rarity
  Common
    Role
  Lurker / Elite
    Organization
  Solitary or Bloom (2-8x)
    Treasure
  None
  jellyFisH swarm
  
  187
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  4
  9
  40
  90
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 14 (+2)
  CON 6 (-2)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 15 (+2)
  CON 6 (-2)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 1 (-5)
  STR 
  4 (-3)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  5 (-3)
  WIS 
  17 (+3)
  CHA 5 (-3)
  STR 
  9 (-1)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  5 (-3)
  WIS 
  17 (+3)
  CHA 5 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+0 (4) piercing 
  damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 10 
  ft., one target.  Hit 2d6 
  (7) piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Deserts
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Burrow (3-8x)
    Treasure
  None
  jerBoa
  
  188
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  46
  76
  155
  266
  Speed
  10 ft.
  Size, Type, 
  Alignment
  Large plant, unaligned
  Large plant, unaligned
  Huge plant, unaligned
  Gargantuan plant, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 10 (+0)
  CON 16 (+3)
  INT 
  5 (-3)
  WIS 
  10 (+0)
  CHA 13 (+1)
  STR 
  18 (+4)
  DEX 10 (+0)
  CON 16 (+3)
  INT 
  5 (-3)
  WIS 
  10 (+0)
  CHA 13 (+1)
  STR 
  20 (+5)
  DEX 6 (-2)
  CON 18 (+4)
  INT 
  5 (-3)
  WIS 
  10 (+0)
  CHA 13 (+1)
  STR 
  25 (+7)
  DEX 8 (-1)
  CON 22 (+6)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +10, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +14, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +15, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +18, Blindsight 60 ft., 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 22
  Enticing Head-Fruits Any creature that begins its turn within 5 feet of a jinmenju must succeed at a Wisdom save or be 
  magically compelled to immediately grab a head- fruit and eat it. This is a mind-affecting compulsion effect. A creature 
  that successfully saves is immune to that jinmenju’s enticing head-fruits for 24 hours. Anyone who takes a bite out of 
  one suffers from the following effect. [Head-Fruit Poison] Head-fruit—ingested; save Constitution; frequency 1/round for 
  6 rounds; effect 1d3 Wisdom damage and confused for 1 round; cure 2 consecutive saves.  Ability damage suffered 
  from this effect can be restored only via restoration or more potent healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Hills or Mountains
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary
    Treasure
  Incidental
  jinmenju
  
  189
  J
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 22
  Intoxicating Stench Once per day as a swift action, a jinmenju can cause its fruits to emit an unnaturally sweet aroma in 
  a 60-foot spread for 6 rounds. All creatures within the area must succeed at a Wisdom save each round or be captivated. 
  A captivated creature takes no actions except to approach the jinmenju via the most direct route possible. If this path 
  leads it into a dangerous area or the jinmenju attacks it, the captivated creature receives a new saving throw. This is a 
  mind-affecting effect.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 22
  Unsettling Drone A jinmenju emits a low, persistent hum that unnerves living creatures that hear it. Those within 30 feet 
  of it must succeed at a Wisdom save or become shaken until they leave the affected area and for 1d4 rounds thereafter. 
  A creature that successfully saves is immune to that jinmenju’s unsettling drone for 24 hours.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d10+9/19-00 (14) 
  piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d10+9/19-00 (14) 
  piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+12/19-00 (19) 
  piercing damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  Hit 
  4d6+19/19-00 (33) 
  piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  modify memory (jinmenju) (at will)
  Spellcasting
  -
  Possessions
  -
  
  190
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  12
  36
  81
  135
  Speed
  10 ft.
  Size, Type, 
  Alignment
  Tiny fiend, chaotic evil
  Tiny fiend, chaotic evil
  Tiny fiend, chaotic evil
  Small fiend, chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 12 (+1)
  CON 8 (-1)
  INT 
  7 (-2)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  5 (-3)
  DEX 12 (+1)
  CON 8 (-1)
  INT 
  7 (-2)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  9 (-1)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  16 (+3)
  CHA 14 (+2)
  STR 
  13 (+1)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  11 (+0)
  WIS 
  16 (+3)
  CHA 14 (+2)
  Saving Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Aquan, Auran, Common, Ignan, Terran
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Size Change Can change from its normal size into one size category smaller, or back, at will as a free action.
  Standard 
  Actions
  Melee Touch Melee 
  weapon attack: -4 to 
  hit, reach 0 ft., one 
  target.  Hit 1d4+0 (2) 
  bludgeoning damage.
  Melee Touch Melee 
  weapon attack: -5 to hit, 
  reach 0 ft., one target.  Hit 
  1d4+0 (2) bludgeoning 
  damage.
  Melee Touch Melee 
  weapon attack: -2 to hit, 
  reach 0 ft., one target.  
  Hit 1d6 (6) bludgeoning 
  damage.
  Melee Touch Melee 
  weapon attack: +1 to 
  hit, reach 5 ft., one 
  target.  Hit 1d8+2 (6) 
  bludgeoning damage.
  Innate 
  Spellcasting
  mage hand (at will); mending (at will)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Desert or Elemental Plane
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary or Gang (1+)
    Treasure
  None
  joCta (air)
  
  191
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  15
  39
  78
  134
  Speed
  10 ft.
  Size, Type, 
  Alignment
  Tiny fiend, chaotic evil
  Tiny fiend, chaotic evil
  Tiny fiend, chaotic evil
  Small fiend, chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 12 (+1)
  CON 8 (-1)
  INT 
  7 (-2)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  4 (-3)
  DEX 13 (+1)
  CON 8 (-1)
  INT 
  7 (-2)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  8 (-1)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  16 (+3)
  CHA 14 (+2)
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  11 (+0)
  WIS 
  16 (+3)
  CHA 14 (+2)
  Saving Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Aquan, Auran, Common, Ignan, Terran
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Size Change Can change from its normal size into one size category smaller, or back, at will as a free action.
  Standard 
  Actions
  Melee Touch Melee 
  weapon attack: -4 to 
  hit, reach 0 ft., one 
  target.  Hit 1d4+0 (2) 
  bludgeoning damage.
  Melee Touch Melee 
  weapon attack: -5 to hit, 
  reach 0 ft., one target.  Hit 
  1d4+0 (2) bludgeoning 
  damage.
  Melee Touch Melee 
  weapon attack: -2 to hit, 
  reach 0 ft., one target.  
  Hit 1d6 (6) bludgeoning 
  damage.
  Melee Touch Melee 
  weapon attack: +1 to 
  hit, reach 5 ft., one 
  target.  Hit 1d8+2 (6) 
  bludgeoning damage.
  Innate 
  Spellcasting
  mage hand (at will); mending (at will)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Desert or Elemental Plane
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary or Gang (1+)
    Treasure
  None
  joCta (eartH)
  
  192
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  10
  26
  63
  113
  Speed
  10 ft.
  Size, Type, 
  Alignment
  Tiny fiend, chaotic evil
  Tiny fiend, chaotic evil
  Tiny fiend, chaotic evil
  Small fiend, chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 12 (+1)
  CON 8 (-1)
  INT 
  7 (-2)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  4 (-3)
  DEX 13 (+1)
  CON 8 (-1)
  INT 
  7 (-2)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  8 (-1)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  16 (+3)
  CHA 14 (+2)
  STR 
  12 (+1)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  11 (+0)
  WIS 
  16 (+3)
  CHA 14 (+2)
  Saving Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  Fire
  Vulnerabilities
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Aquan, Auran, Common, Ignan, Terran
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Size Change Can change from its normal size into one size category smaller, or back, at will as a free action.
  Standard 
  Actions
  Melee Touch Melee 
  weapon attack: -4 to 
  hit, reach 0 ft., one 
  target.  Hit 1d4+0 (2) 
  bludgeoning damage.
  Melee Touch Melee 
  weapon attack: -5 to hit, 
  reach 0 ft., one target.  Hit 
  1d4+0 (2) bludgeoning 
  damage.
  Melee Touch Melee 
  weapon attack: -2 to hit, 
  reach 0 ft., one target.  
  Hit 1d6 (6) bludgeoning 
  damage.
  Melee Touch Melee 
  weapon attack: +1 to 
  hit, reach 5 ft., one 
  target.  Hit 1d8+2 (6) 
  bludgeoning damage.
  Innate 
  Spellcasting
  mage hand (at will); mending (at will)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Desert or Elemental Plane
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary or Gang (1+)
    Treasure
  None
  joCta (Fire)
  
  193
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  9
  31
  70
  129
  Speed
  10 ft.
  Size, Type, 
  Alignment
  Tiny fiend, chaotic evil
  Tiny fiend, chaotic evil
  Tiny fiend, chaotic evil
  Small fiend, chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 12 (+1)
  CON 8 (-1)
  INT 
  7 (-2)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  5 (-3)
  DEX 12 (+1)
  CON 8 (-1)
  INT 
  7 (-2)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  10 (+0)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  16 (+3)
  CHA 14 (+2)
  STR 
  14 (+2)
  DEX 15 (+2)
  CON 16 (+3)
  INT 
  11 (+0)
  WIS 
  16 (+3)
  CHA 14 (+2)
  Saving Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Aquan, Auran, Common, Ignan, Terran
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Size Change Can change from its normal size into one size category smaller, or back, at will as a free action.
  Standard 
  Actions
  Melee Touch Melee 
  weapon attack: -4 to 
  hit, reach 0 ft., one 
  target.  Hit 1d4+0 (2) 
  bludgeoning damage.
  Melee Touch Melee 
  weapon attack: -5 to hit, 
  reach 0 ft., one target.  Hit 
  1d4+0 (2) bludgeoning 
  damage.
  Melee Touch Melee 
  weapon attack: -2 to hit, 
  reach 0 ft., one target.  
  Hit 1d6 (6) bludgeoning 
  damage.
  Melee Touch Melee 
  weapon attack: +1 to 
  hit, reach 5 ft., one 
  target.  Hit 1d8+2 (6) 
  bludgeoning damage.
  Innate 
  Spellcasting
  mage hand (at will); mending (at will)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Desert or Elemental Plane
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary or Gang (1+)
    Treasure
  None
  joCta (water)
  
  194
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  55
  99
  161
  281
  Speed
  30 ft. Climb 50 ft. Swim 40 ft.
  Size, Type, 
  Alignment
  Small monstrosity, 
  neutral evil
  Small monstrosity, neutral 
  evil
  Medium monstrosity, 
  neutral evil
  Large monstrosity, 
  neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 20 (+5)
  STR 
  16 (+3)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 20 (+5)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 20 (+5)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 22 (+6)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 22 (+6)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron and magic
  Immunities
  poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Aklo, Common, Sylvan
  Challenge
  6
  10
  14
  16
  Special 
  Abilities & 
  Qualities
  Change Shape You have the ability to assume the appearance of a specific creature or type of creature (usually a 
  humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size 
  category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your 
  ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can remain 
  in an alternate form indefinitely.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 22
  Poison Bite-injury; save Constitution; frequency 1/round for 6 rounds; effect 1d6 Wisdom damage; cure 3 saves.  Ability 
  damage suffered from this effect may be recovered via resotration or more potent healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Mountain Valleys
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary or Cult (2-6x+)
    Treasure
  Standard
  jorogumo
  
  195
  J
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Spider Legs A jorogumo’s spider legs can emerge or retract as a free action. When a jorogumo’s spider legs are present, 
  she gains advantage on Climb checks.
  Special 
  Abilities & 
  Qualities
  Saving Throw DC 18
  Saving Throw DC 19
  Saving Throw DC 20
  Saving Throw DC 22
  Web You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw 
  a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range 
  increment of 10 feet, and is effective against targets up to one size category larger than you. An entangled creature can 
  escape with a successful Athletics check  or burst the web with a Strength check. Attempts to burst a web by those 
  caught in it are made at disadvantage. Web spinners can create sheets of sticky webbing up to three times their size. 
  They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching 
  creatures must succeed on a Perception check to notice a web; otherwise they stumble into it and become trapped 
  as though by a successful web attack. Attempts to escape or burst the webbing are made at advantage if the trapped 
  creature has something to walk on or grab while pulling free. A creature can move across its own web at its climb speed 
  and can pinpoint the location of any creature touching its web.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d3+6 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d4+6 (8) slashing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit  1d3+6 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit  1d4+6 
  (8) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+6 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+10 (14) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+10 (17) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  196
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  10 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  83
  126
  249
  394
  Speed
  50 ft. Fly 20 ft. (Poor)
  Size, Type, 
  Alignment
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 11 (+0)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 11 (+0)
  STR 
  26 (+8)
  DEX 13 (+1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 11 (+0)
  STR 
  30 
  (+10)
  DEX 15 (+2)
  CON 22 (+6)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Acid
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  12
  20
  24
  Special 
  Abilities & 
  Qualities
  Adaptive Defense When first encountered, a jubjub bird has no energy resistance. When damaged by an attack that 
  causes cold, electricity, fire, or sonic damage, it gains resistance to that energy type until the end of its next turn. If an 
  attack causes more than one type of energy damage, the jubjub bird gains resistance to all the types of energy damage 
  dealt.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 23
  Deadly Bite A jubjub bird applies 1.5 times its Strength modifier to damage dealt by its bite attack. A successful critical 
  hit decapitates and instantly slays a Large or smaller victim (Constitution save negates decapitation; creatures without a 
  head are immune to this effect) and deals triple normal damage regardless of the decapitation result. .
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forests
    Rarity
  Rare
    Role
  Leader / Elite
    Organization
  Solitary or Pair
    Treasure
  Incidental
  juBjuB Bird
  
  197
  J
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Fast Healing You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
  Special 
  Abilities & 
  Qualities
  Planar Acclimation A jubjub bird is always considered to be on its home plane, regardless of what plane it finds itself 
  upon. It never gains the extraplanar subtype.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+10 (17) piercing 
  damage.
  Talons Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  1d6+10 (14) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  2d6+15 (22) piercing 
  damage.
  Talons Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  1d6+15 (18) slashing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Talons Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  1d8+13 (18) slashing 
  damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  Hit 
  6d6+18 (39) piercing 
  damage.
  Talons Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  Hit 
  3d6+18 (28) slashing 
  damage.
  Special 
  Actions
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 23
  Shriek With Recharge 1 as a standard action, a jubjub bird can voice a piercing screech. All creatures (other than jubjub 
  birds) within a 60-foot-radius spread must succeed at a Constitution save or be stunned for 1d4 rounds. This is a sonic 
  effect. 
  Special 
  Actions
  Saving Throw  
  Constitution DC 16
  Damage 2d6
  Saving Throw  
  Constitution DC 17
  Damage 3d6
  Saving Throw  
  Constitution DC 20
  Damage 4d6
  Saving Throw  
  Constitution DC 23
  Damage 6d6
  Swallow Whole If you begin your turn with an opponent grappled in your mouth, you can attempt a new grapple check. If 
  you succeed, you swallow your prey, and the opponent takes bite damage. The opponent can be up to one size category 
  smaller than you. Being swallowed causes a creature to take bludgeoning damage each round. A swallowed creature 
  keeps the grappled condition, while you do not. A swallowed creature can try to cut its way free with any light slashing or 
  piercing weapon (the amount of cutting damage required to get free is equal to 1/10 of your total hit points), or it can 
  just try to escape the grapple. The Armor Class of your interior is normally 5 + 1/2 of your AC. If a swallowed creature 
  cuts its way out, you cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the 
  grapple, success puts it back in your mouth, where it may be bitten or swallowed again.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  198
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  80
  106
  153
  201
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Huge construct, 
  unaligned
  Huge construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 1 (-5)
  STR 
  25 (+7)
  DEX 9 (-1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 1 (-5)
  STR 
  29 (+9)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  16 (+3)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except adamantine
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Fast Healing You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Damage 3d6
  Flaming Burst The juggernaut’s slam attack inflicts additional fire damage, and twice that amount on a critical hit.  Its 
  vicious trample attack deals this additional fire damage as well.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary
    Treasure
  None
  juggernaut ( Fire, sun)
  
  199
  J
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Soul-Powered When a juggernaut kills a creature with at least 5 Hit Dice and an alignment two or more steps away from 
  the juggernaut’s alignment, it gains a kill point. Add its current total kill points as a bonus on its attack rolls, combat 
  maneuver checks, caster level checks, and skill checks. Add half its current total kill points as a bonus to its natural armor 
  and spell resistance. The juggernaut loses 1 kill point every 24 hours.
  Special 
  Abilities & 
  Qualities
  Saving Throw Dexterity 13
  Damage 4d6
  Saving Throw Dexterity 14
  Damage 6d6
  Saving Throw Dexterity 15
  Damage 8d6
  Saving Throw Dexterity 16
  Damage 12d6
  Vicious Trample As a full-round action, you can attempt to overrun any creature that is at least one size category smaller 
  than yourself.  Targets of a trample take bludeoning damage. Targets of a trample can make an attack of opportunity, but 
  at disadvantage. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a 
  Dexterity save to take half damage. You can only deal trampling damage to each target once per round, no matter how 
  many times its movement takes it over a target creature.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  
  Hit  4d4+10 (20) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  
  Hit  4d4+15 (25) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  
  Hit 4d6+13 (27) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  
  Hit 8d6+17 (45) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  daylight (3/day); lightning bolt (3/day)
  Spellcasting
  -
  Possessions
  -
  
  200
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  183
  291
  411
  513
  Speed
  40 ft. Burrow 40 ft. Fly 20 ft. (Average) Swim 90 ft.
  Size, Type, 
  Alignment
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 15 (+2)
  CON 19 (+4)
  INT 
  17 (+3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  22 (+6)
  DEX 15 (+2)
  CON 19 (+4)
  INT 
  17 (+3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  22 (+6)
  DEX 15 (+2)
  CON 19 (+4)
  INT 
  17 (+3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  26 (+8)
  DEX 11 (+0)
  CON 21 (+5)
  INT 
  17 (+3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  Saving Throws
  -
  -
  -
  -
  Resistances
  Fire, all physical attacks except epic and magic
  Immunities
  Acid, Cold, Electricity, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +16, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +18, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +20, Blindsight 60 ft., 
  Darkvision 60 ft. 
  Passive Perception 
  +22, Blindsight 60 ft., 
  Darkvision 60 ft.
  Languages
  Celestial, Druidic, Sylvan, Telepathy 100 ft.
  Challenge
  8
  16
  22
  26
  Special 
  Abilities & 
  Qualities
  Compression You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, 
  or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
  Fast Healing You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
  See in Darkness This creature can see perfectly in darkness of any kind, including that created by magical darkness.
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land or Water
    Rarity
  Rare
    Role
  Solider / Solo
    Organization
  Solitary
    Treasure
  Standard
  julunggali
  
  201
  J
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 2d8
  Damage 2d3
  Damage 2d5
  Damage 2d7
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple check (in 
  addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 22
  Saving Throw  
  Wisdom DC 24
  Fascination Aura Any creature within 100 feet of the julunggali who can see it must succeed at a Wisdom save or be 
  fascinated as long as it remains within range. A creature that saves against the julunggali’s aura is immune to it for 24 
  hours.
  Special 
  Abilities & 
  Qualities
  Change Shape You have the ability to assume the appearance of a specific creature or type of creature (usually a 
  humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size 
  category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your 
  ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can remain 
  in an alternate form indefinitely.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit  
  4d6+10 (24) piercing 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit  4d4+10 (20) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit  
  4d6+15 (29) piercing 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit  4d4+15 (25) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit  
  4d6+15 (29) piercing 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit  4d4+15 (25) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  4d8+14 (32) piercing 
  damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  
  Hit 4d6+14 (28) 
  bludgeoning damage.
  Special 
  Actions
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 22
  Saving Throw  
  Constitution DC 24
  Poison A julunggali has three different poisons. Each time it bites, it decides which poison to inject. Julunggali Venom: 
  Bite - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d6 Constitution damage or 1d6 Dexterity 
  damage or age one age category (julunggali’s choice); cure 2 consecutive saves.  Ability damage suffered via this effect 
  can only be recovered via restoration or more potent healing magic.
  Special 
  Actions
  Saving Throw  DC 17
  Damage 2d8
  Saving Throw  DC 19
  Damage 4d8
  Saving Throw  DC 22
  Damage 6d8
  Saving Throw  DC 24
  Damage 8d8
  Swallow Whole If you begin your turn with an opponent grappled in your mouth, you can attempt a new grapple check. If 
  you succeed, you swallow your prey, and the opponent takes bite damage. The opponent can be up to one size category 
  smaller than you. Being swallowed causes a creature to take bludgeoning damage each round. A swallowed creature 
  keeps the grappled condition, while you do not. A swallowed creature can try to cut its way free with any light slashing or 
  piercing weapon (the amount of cutting damage required to get free is equal to 1/10 of your total hit points), or it can 
  just try to escape the grapple. The Armor Class of your interior is normally 5 + 1/2 of your AC. If a swallowed creature 
  cuts its way out, you cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the 
  grapple, success puts it back in your mouth, where it may be bitten or swallowed again.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  bestow curse (at will); bless (at will); control water (at will); control weather (cause or dispel rain only) (3/
  day); create food and water (at will); haste (3/day); heal (3/day); move earth (at will); lesser restoration (at 
  will); polymorph (3/day); prismatic wall (3/day); raise dead (3/day); slow (3/day); water breathing (at will)
  Spellcasting
  -
  Possessions
  -
  
  202
  J
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  53
  107
  189
  284
  Speed
  30 ft. Fly 90 ft. (Good)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 19 (+4)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 13 (+1)
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 13 (+1)
  STR 
  16 (+3)
  DEX 19 (+4)
  CON 19 (+4)
  INT 
  14 (+2)
  WIS 
  17 (+3)
  CHA 17 (+3)
  STR 
  18 (+4)
  DEX 18 (+4)
  CON 21 (+5)
  INT 
  14 (+2)
  WIS 
  17 (+3)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  diseased, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Aquan, Auran, Common, Ignan, Terran
  Challenge
  7
  11
  15
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Damage 5d6
  Saving Throw  
  Dexterity DC 17
  Damage 6d6
  Saving Throw  
  Dexterity DC 19
  Damage 8d6
  Saving Throw  
  Dexterity DC 21
  Damage 10d6
  Breath Weapon A jyoti’s breath weapon is a focused burst of searing fire infused with enervating/positive energy. 
  Undead in the area take damage using d8’s instead of d6’s.
  Special 
  Abilities & 
  Qualities
  Divine Aversion Jyoti dislike deities and are never divine spellcasters. Jyoti gain a advantage on saves against divine 
  magical effects.
  Fast Healing You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Positive Energy Plane)
    Rarity
  Rare
    Role
  Solider / Elite
    Organization
  Solitary, Pair, or Flight (3-8x)
    Treasure
  Double
  jyoti
  
  203
  J
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Positive Energy A jyoti’s natural weapons and any weapon it wields strike incorporeal creatures as if they were corporeal. 
  In addition, any weapon (natural or manufactured) a jyoti uses deals additional fire damage on a hit.
  Special 
  Abilities & 
  Qualities
  Positive Energy Affinity A jyoti can exist comfortably on the Positive Energy Plane, and does not benefit (or suffer) from 
  that plane’s overwhelming infusions of life-giving energies. Whenever a jyoti is subjected to a magical healing effect, that 
  effect functions at its full potential, as if all dice rolled result at their maximum possible values.
  Standard 
  Actions
  Spear Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit  1d8/
  x3 (8) piercing damage.
  Spear Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 1d8x3 (1) 
  piercing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit  1d4 
  (4) piercing damage.
  Spear Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit  1d8x3 
  (1) piercing damage.
  Spear Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d8x3 (1) 
  piercing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Spear Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit  
  1d8x3 (1) piercing 
  damage.
  Spear Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d8x3 (1) 
  piercing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d6+2 (6) piercing 
  damage.
  Spear Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit  
  1d8x3 (1) piercing 
  damage.
  Spear Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d8x3 (1) 
  piercing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  aid (3/day); cure wounds (3/day); daylight (3/day); dimension door (3/day); mage armor (at will); lesser 
  restoration (3/day); lightning bolt (3/day)
  Spellcasting
  -
  Possessions
  Spear (2x)
  
  204
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  5
  27
  64
  122
  Speed
  30 ft. Climb 10 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 11 (+0)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  6 (-2)
  CHA 10 (+0)
  STR 
  2 (-4)
  DEX 11 (+0)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  6 (-2)
  CHA 10 (+0)
  STR 
  7 (-2)
  DEX 15 (+2)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 14 (+2)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +8, 
  Darkvision 60 ft.
  Passive Perception +8, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Glide Though it cannot fly, a kakapo can spread its wings midfall to glide safely to the ground without taking damage. For 
  every 10 feet it falls, a kakapo can move 5 feet horizontally in midair. For instance, a kakapo falling a vertical distance of 
  20 feet can move 10 feet horizontally.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d8+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -3 to hit, reach 
  5 ft., one target.  Hit 
  1d8+0 (4) piercing 
  damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit 
  2d6/19-00 (8) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Jungles
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Family (3-4x)
    Treasure
  None
  kakapo
  
  205
  K
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  206
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  51
  80
  193
  327
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Large fiend, chaotic evil
  Large fiend, chaotic evil
  Huge fiend, chaotic evil
  Gargantuan fiend, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 20 (+5)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  11 (+0)
  CHA 11 (+0)
  STR 
  4 (-3)
  DEX 20 (+5)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  11 (+0)
  CHA 11 (+0)
  STR 
  8 (-1)
  DEX 18 (+4)
  CON 14 (+2)
  INT 
  4 (-3)
  WIS 
  11 (+0)
  CHA 11 (+0)
  STR 
  16 (+3)
  DEX 20 (+5)
  CON 19 (+4)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  Critical Hits, Flanking, poisoned, Weapon Damage
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Abyssal
  Challenge
  8
  12
  21
  25
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of 
  resolving resistance.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 22
  Consume Flesh Once per round, when a kakuen-taka kills or reduces a creature to negative hit points with its swarm 
  attack, it automatically attempts to consume the target’s flesh as a free action (Constitution save negates). If the target 
  fails its save, its body is destroyed and the kakuen-taka gains the benefits of a death knell spell. This is a death attack.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Patrol (1x+), or Gang (1d3 Patrols)
    Treasure
  Incidental
  kauken-taka
  
  207
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 
  Create Carrionstorm As a full-round action at sunrise, a Kakuen-Taka can create 1d4 Carrionstorms with a blinding poison 
  in addition to their swarm attack. Injury Constitution 1/round 6 rounds, effect permanent blindness, cure 2 consecutive 
  saves.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 22
  Distraction You can nauseate creatures that you damage. Any living creature that takes damage from you is nauseated for 
  1 round; a Constitution save negates the effect.
  Standard 
  Actions
  Slam Melee weapon 
  attack: -5 to hit, reach 
  10 ft., one target.  Hit  
  5d4+0 (12) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: -5 to hit, reach 
  10 ft., one target.  Hit  
  5d4+0 (12) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +0 to hit, reach 
  15 ft., one target.  Hit 
  5d6 (8) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit 10d6+4 (39) 
  bludgeoning damage.
  Special 
  Actions
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 22
  Dimensional Snare Any creature affected by the kakuen-taka’s swarm attack must succeed at a Wisdom save or be 
  affected by dimensional anchor for 1 round.
  Special 
  Actions
  Flesh Mansion As a standard action, the swarm can abandon its flesh mansion (which falls inert in its square), inhabit an 
  empty flesh mansion, hide within its flesh mansion (gaining cover against all opponents but still being able to use its 
  swarm attack), or stop hiding within the flesh mansion. If the flesh mansion is destroyed, the swarm can create another 
  by performing a ritual that requires 1 hour and the corpse of a Huge creature.
  Special 
  Actions
  Fleshy Shield A newly created flesh mansion has 150 hit points. The swarm takes only half damage from all attacks that 
  deal hit point damage, with the remainder taken by the flesh mansion. When the flesh mansion reaches 0 hit points, it is 
  destroyed and the swarm functions like a normal swarm
  Special 
  Actions
  Damage 2d6
  Damage 4d6
  Damage 5d6
  Damage 7d6
  Swarm Attack On contact, creatures who are at least partially within one or more of the squares the Kauken-Taka 
  occupies automatically suffer piercing damage, plus dimensional snare and distraction effects.
  Special 
  Actions
  Saving Throw  
  Dexterity DC 13
  Damage 3d6
  Saving Throw  
  Dexterity DC 14
  Damage 4d6
  Saving Throw  
  Dexterity DC 19
  Damage 6d6
  Saving Throw  
  Dexterity DC 22
  Damage 8d6
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than 
  yourself.  Targets of a trample take bludgeoning damage. Targets of a trample can make an attack of opportunity, but at 
  disadvantage. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a 
  Dexterity save to take half damage. You can only deal trampling damage to each target once per round, no matter how 
  many times its movement takes it over a target creature.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  208
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  41
  70
  120
  205
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  neutral evil
  Large monstrosity, neutral 
  evil
  Large monstrosity, 
  neutral evil
  Huge monstrosity, 
  neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  3 (-4)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  16 (+3)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  3 (-4)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  7 (-2)
  WIS 
  14 (+2)
  CHA 11 (+0)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 19 (+4)
  INT 
  7 (-2)
  WIS 
  14 (+2)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Aklo
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Breath Weapon A kamadan can exhale a cone of gas that makes living creatures fall asleep for 5 minutes (Constitution 
  save negates). Slapping or wounding awakens a creature put to sleep by this attack, but normal noise does not. This is a 
  sleep effect. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Plains
    Rarity
  Rare
    Role
  Artillery / Normal
    Organization
  Solitary, Pair, or Pack (3-9x)
    Treasure
  Standard
  kamadan
  
  209
  K
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) piercing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d3+3 (5) slashing 
  damage.
  Snakes Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d4+3 (6) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d4+4 
  (6) slashing damage.
  Snakes Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d6+4 
  (8) bludgeoning damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d4+6 (8) slashing 
  damage.
  Snakes Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d6+6 (10) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+8 (15) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d6+8 (12) slashing 
  damage.
  Snakes Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d8+8 (12) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  210
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  21 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  103
  208
  349
  516
  Speed
  50 ft. Burrow 40 ft. Earth Glide 40 ft.
  Size, Type, 
  Alignment
  Huge monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 20 (+5)
  CON 19 (+4)
  INT 
  18 (+4)
  WIS 
  19 (+4)
  CHA 20 (+5)
  STR 
  19 (+4)
  DEX 22 (+6)
  CON 19 (+4)
  INT 
  18 (+4)
  WIS 
  19 (+4)
  CHA 22 (+6)
  STR 
  21 (+5)
  DEX 20 (+5)
  CON 21 (+5)
  INT 
  18 (+4)
  WIS 
  19 (+4)
  CHA 22 (+6)
  STR 
  25 (+7)
  DEX 21 (+5)
  CON 25 (+7)
  INT 
  20 (+5)
  WIS 
  21 (+5)
  CHA 24 (+7)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except bludgeoning and cold iron
  Immunities
  Bleed, psychic, Petrification, Polymorph Effects
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +17, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Passive Perception 
  +19, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Passive Perception 
  +21, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Passive Perception 
  +23, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Languages
  Common, Terran, Telepathy 300 ft.
  Challenge
  8
  16
  24
  28
  Special 
  Abilities & 
  Qualities
  Fast Healing As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 20 per round. 
  Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow 
  lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to 
  function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Leader / Elite
    Organization
  Solitary
    Treasure
  Triple
  kami (jinusHigami)
  
  211
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Manipulate Terrain A jinushigami can help any number of creatures travel within its territory. Creatures aided in this 
  way receive advantage on Survival checks and do not suffer reductions to overland movement from terrain or lack 
  of a highway or other roadway, regardless of the presence of roads or the type of terrain they actually travel through. 
  Alternatively, a jinushigami can make terrain more difficult for any number of creatures to travel through, imparting 
  disadvantage on all Survival checks and causing overland movement to be reduced to one-tenth its normal speed. A 
  jinushigami can affect as many creatures as it wishes with this ability, selecting whether it aids or impedes travel for 
  each, as long as it can notice the creature and the creature is within its regional ward. A jinushigami may use this ability 
  while merged with its ward.
  Special 
  Abilities & 
  Qualities
  Merge with Ward As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can 
  observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might 
  have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its 
  ward as a standard action. A kami must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, 
  plant, or object, the kami can emerge mounted on the creature provided the kami’s body is at least one size category 
  smaller than the creature. If its ward is a location, the kami may emerge at any point within that location.
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 300 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Standard 
  Actions
  Quarterstaff Melee 
  weapon attack: +5 to 
  hit, reach 15 ft., one 
  target.  Hit 1d6+12 (16) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  
  Hit  2d8+10 (19) 
  bludgeoning damage.
  Quarterstaff Melee 
  weapon attack: +4 to 
  hit, reach 15 ft., one 
  target.  Hit 1d6+12 (16) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  
  Hit  2d8+10 (19) 
  bludgeoning damage.
  Quarterstaff Melee 
  weapon attack: +6 to 
  hit, reach 20 ft., one 
  target.  Hit  1d6+14 (18) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  
  Hit 2d10+9 (20) 
  bludgeoning damage.
  Quarterstaff Melee 
  weapon attack: +8 to 
  hit, reach 30 ft., one 
  target.  Hit  1d6+16 (20) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  
  Hit 6d8+13 (40) 
  bludgeoning damage.
  Special 
  Actions
  Regional Ward A jinushigami treats an entire region as its ward. This region can be a single forest, swamp, mountain, 
  lake, or any other natural feature, with a maximum radius of 5 miles. Most jinushigami have smaller regional wards, since 
  not all regions are large enough to fill this area, but no region with a radius smaller than 1 mile radius can support (or 
  deserves) a jinushigami. As long as it is within its territory (either merged with it or in its physical form), a jinushigami 
  can observe the world from any point within its regional ward as if it were at that point. While merged with its ward, it 
  can observe all points simultaneously in this way. As a standard action, it can convey information about a creature within 
  its ward (effectively imparting a description and exact location) to all kami within its regional ward.
  Special 
  Actions
  Ward A kami has a specific ward-a creature with a 2 or lower Intelligence (usually an animal or vermin), a plant (not a 
  plant creature), an object, or a location. The type of ward is listed in parentheses in the kami’s stat block. Several of a 
  kami’s abilities function only when it is either merged with its ward or within 120 feet of it. If a kami’s ward is portable 
  and travels with the kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long 
  as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a 
  ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and 
  becomes permanently sickened.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Quarterstaff
  
  212
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  21 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  105
  213
  481
  615
  Speed
  50 ft. Burrow 40 ft. Earth Glide 40 ft.
  Size, Type, 
  Alignment
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 22 (+6)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  20 (+5)
  CHA 22 (+6)
  STR 
  20 (+5)
  DEX 24 (+7)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  20 (+5)
  CHA 22 (+6)
  STR 
  24 (+7)
  DEX 22 (+6)
  CON 24 (+7)
  INT 
  17 (+3)
  WIS 
  20 (+5)
  CHA 24 (+7)
  STR 
  27 (+8)
  DEX 24 (+7)
  CON 26 (+8)
  INT 
  18 (+4)
  WIS 
  22 (+6)
  CHA 26 (+8)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except bludgeoning and cold iron
  Immunities
  Bleed, psychic, Petrification, Polymorph Effects
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +18, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Passive Perception 
  +20, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Passive Perception 
  +23, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Passive Perception 
  +25, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Languages
  Common, Terran, Telepathy 300 ft.
  Challenge
  8
  16
  24
  28
  Special 
  Abilities & 
  Qualities
  Fast Healing As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 20 per round. 
  Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow 
  lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to 
  function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Leader / Elite
    Organization
  Solitary
    Treasure
  Triple
  kami (jinusHigami, elder glaCier)
  
  213
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Manipulate Terrain A jinushigami can help any number of creatures travel within its territory. Creatures aided in this 
  way receive advantage on Survival checks and do not suffer reductions to overland movement from terrain or lack 
  of a highway or other roadway, regardless of the presence of roads or the type of terrain they actually travel through. 
  Alternatively, a jinushigami can make terrain more difficult for any number of creatures to travel through, imparting 
  disadvantage on all Survival checks and causing overland movement to be reduced to one-tenth its normal speed. A 
  jinushigami can affect as many creatures as it wishes with this ability, selecting whether it aids or impedes travel for 
  each, as long as it can notice the creature and the creature is within its regional ward. A jinushigami may use this ability 
  while merged with its ward.
  Special 
  Abilities & 
  Qualities
  Merge with Ward As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can 
  observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might 
  have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its 
  ward as a standard action. A kami must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, 
  plant, or object, the kami can emerge mounted on the creature provided the kami’s body is at least one size category 
  smaller than the creature. If its ward is a location, the kami may emerge at any point within that location.
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 300 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Standard 
  Actions
  Slams Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit  2d8+12 (21) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +4 to hit, reach 
  20 ft., one target.  
  Hit  2d8+12 (21) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  
  Hit 2d10+12 (23) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  
  Hit 4d8+15 (33) 
  bludgeoning damage.
  Special 
  Actions
  Regional Ward A jinushigami treats an entire region as its ward. This region can be a single forest, swamp, mountain, 
  lake, or any other natural feature, with a maximum radius of 5 miles. Most jinushigami have smaller regional wards, since 
  not all regions are large enough to fill this area, but no region with a radius smaller than 1 mile radius can support (or 
  deserves) a jinushigami. As long as it is within its territory (either merged with it or in its physical form), a jinushigami 
  can observe the world from any point within its regional ward as if it were at that point. While merged with its ward, it 
  can observe all points simultaneously in this way. As a standard action, it can convey information about a creature within 
  its ward (effectively imparting a description and exact location) to all kami within its regional ward.
  Special 
  Actions
  Ward A kami has a specific ward-a creature with a 2 or lower Intelligence (usually an animal or vermin), a plant (not a 
  plant creature), an object, or a location. The type of ward is listed in parentheses in the kami’s stat block. Several of a 
  kami’s abilities function only when it is either merged with its ward or within 120 feet of it. If a kami’s ward is portable 
  and travels with the kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long 
  as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a 
  ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and 
  becomes permanently sickened.
  Special 
  Actions
  Glacier Kami An elder jinushigami associated with a vast glacier, be it one that carves mountains or runs along a polar 
  coastline, appears as a humanoid made of blocks of ice. These kami have the cold subtype instead of the earth subtype 
  (and thus gain immunity to cold and vulnerability to fire), and can use cone of cold and wall of ice as spell-like abilities 
  three times per day each.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  214
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  21 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  105
  213
  481
  615
  Speed
  50 ft. Burrow 40 ft. Earth Glide 40 ft.
  Size, Type, 
  Alignment
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 22 (+6)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  20 (+5)
  CHA 22 (+6)
  STR 
  20 (+5)
  DEX 24 (+7)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  20 (+5)
  CHA 22 (+6)
  STR 
  24 (+7)
  DEX 22 (+6)
  CON 24 (+7)
  INT 
  17 (+3)
  WIS 
  20 (+5)
  CHA 24 (+7)
  STR 
  27 (+8)
  DEX 24 (+7)
  CON 26 (+8)
  INT 
  18 (+4)
  WIS 
  22 (+6)
  CHA 26 (+8)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except bludgeoning and cold iron
  Immunities
  Bleed, psychic, Petrification, Polymorph Effects
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +18, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Passive Perception 
  +20, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Passive Perception 
  +23, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Passive Perception 
  +25, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Languages
  Common, Terran, Telepathy 300 ft.
  Challenge
  8
  16
  24
  28
  Special 
  Abilities & 
  Qualities
  Fast Healing As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 20 per round. 
  Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow 
  lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to 
  function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Leader / Elite
    Organization
  Solitary
    Treasure
  Triple
  kami (jinusHigami, elder great reeF)
  
  215
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Manipulate Terrain A jinushigami can help any number of creatures travel within its territory. Creatures aided in this 
  way receive advantage on Survival checks and do not suffer reductions to overland movement from terrain or lack 
  of a highway or other roadway, regardless of the presence of roads or the type of terrain they actually travel through. 
  Alternatively, a jinushigami can make terrain more difficult for any number of creatures to travel through, imparting 
  disadvantage on all Survival checks and causing overland movement to be reduced to one-tenth its normal speed. A 
  jinushigami can affect as many creatures as it wishes with this ability, selecting whether it aids or impedes travel for 
  each, as long as it can notice the creature and the creature is within its regional ward. A jinushigami may use this ability 
  while merged with its ward.
  Special 
  Abilities & 
  Qualities
  Merge with Ward As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can 
  observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might 
  have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its 
  ward as a standard action. A kami must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, 
  plant, or object, the kami can emerge mounted on the creature provided the kami’s body is at least one size category 
  smaller than the creature. If its ward is a location, the kami may emerge at any point within that location.
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 300 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Standard 
  Actions
  Slams Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit  2d8+12 (21) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +4 to hit, reach 
  20 ft., one target.  
  Hit  2d8+12 (21) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  
  Hit 2d10+12 (23) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  
  Hit 4d8+15 (33) 
  bludgeoning damage.
  Special 
  Actions
  Regional Ward A jinushigami treats an entire region as its ward. This region can be a single forest, swamp, mountain, 
  lake, or any other natural feature, with a maximum radius of 5 miles. Most jinushigami have smaller regional wards, since 
  not all regions are large enough to fill this area, but no region with a radius smaller than 1 mile radius can support (or 
  deserves) a jinushigami. As long as it is within its territory (either merged with it or in its physical form), a jinushigami 
  can observe the world from any point within its regional ward as if it were at that point. While merged with its ward, it 
  can observe all points simultaneously in this way. As a standard action, it can convey information about a creature within 
  its ward (effectively imparting a description and exact location) to all kami within its regional ward.
  Special 
  Actions
  Ward A kami has a specific ward-a creature with a 2 or lower Intelligence (usually an animal or vermin), a plant (not a 
  plant creature), an object, or a location. The type of ward is listed in parentheses in the kami’s stat block. Several of a 
  kami’s abilities function only when it is either merged with its ward or within 120 feet of it. If a kami’s ward is portable 
  and travels with the kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long 
  as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a 
  ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and 
  becomes permanently sickened.
  Special 
  Actions
  Great Reef Kami An elder jinushigami whose domain contains a sizable coral reef of considerable age appears as a 
  humanoid constructed of living coral draped with seaweed. Great reef kami have the water subtype instead of the earth 
  subtype, gain the aquatic subtype (and the amphibious special quality), gain a swim speed of 60 ft., and gain the ability 
  to use tsunami once per day as a spell-like ability.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  216
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  21 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  105
  213
  481
  615
  Speed
  50 ft. Burrow 40 ft. Earth Glide 40 ft.
  Size, Type, 
  Alignment
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 22 (+6)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  20 (+5)
  CHA 22 (+6)
  STR 
  20 (+5)
  DEX 24 (+7)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  20 (+5)
  CHA 22 (+6)
  STR 
  24 (+7)
  DEX 22 (+6)
  CON 24 (+7)
  INT 
  17 (+3)
  WIS 
  20 (+5)
  CHA 24 (+7)
  STR 
  27 (+8)
  DEX 24 (+7)
  CON 26 (+8)
  INT 
  18 (+4)
  WIS 
  22 (+6)
  CHA 26 (+8)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except bludgeoning and cold iron
  Immunities
  Bleed, psychic, Petrification, Polymorph Effects
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +18, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Passive Perception 
  +20, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Passive Perception 
  +23, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Passive Perception 
  +25, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Languages
  Common, Terran, Telepathy 300 ft.
  Challenge
  8
  16
  24
  28
  Special 
  Abilities & 
  Qualities
  Fast Healing As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 20 per round. 
  Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow 
  lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to 
  function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Leader / Elite
    Organization
  Solitary
    Treasure
  Triple
  kami (jinusHigami, elder mountain)
  
  217
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Manipulate Terrain A jinushigami can help any number of creatures travel within its territory. Creatures aided in this 
  way receive advantage on Survival checks and do not suffer reductions to overland movement from terrain or lack 
  of a highway or other roadway, regardless of the presence of roads or the type of terrain they actually travel through. 
  Alternatively, a jinushigami can make terrain more difficult for any number of creatures to travel through, imparting 
  disadvantage on all Survival checks and causing overland movement to be reduced to one-tenth its normal speed. A 
  jinushigami can affect as many creatures as it wishes with this ability, selecting whether it aids or impedes travel for 
  each, as long as it can notice the creature and the creature is within its regional ward. A jinushigami may use this ability 
  while merged with its ward.
  Special 
  Abilities & 
  Qualities
  Merge with Ward As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can 
  observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might 
  have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its 
  ward as a standard action. A kami must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, 
  plant, or object, the kami can emerge mounted on the creature provided the kami’s body is at least one size category 
  smaller than the creature. If its ward is a location, the kami may emerge at any point within that location.
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 300 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Standard 
  Actions
  Slams Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit  2d8+12 (21) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +4 to hit, reach 
  20 ft., one target.  
  Hit  2d8+12 (21) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  
  Hit 2d10+12 (23) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  
  Hit 4d8+15 (33) 
  bludgeoning damage.
  Special 
  Actions
  Regional Ward A jinushigami treats an entire region as its ward. This region can be a single forest, swamp, mountain, 
  lake, or any other natural feature, with a maximum radius of 5 miles. Most jinushigami have smaller regional wards, since 
  not all regions are large enough to fill this area, but no region with a radius smaller than 1 mile radius can support (or 
  deserves) a jinushigami. As long as it is within its territory (either merged with it or in its physical form), a jinushigami 
  can observe the world from any point within its regional ward as if it were at that point. While merged with its ward, it 
  can observe all points simultaneously in this way. As a standard action, it can convey information about a creature within 
  its ward (effectively imparting a description and exact location) to all kami within its regional ward.
  Special 
  Actions
  Ward A kami has a specific ward-a creature with a 2 or lower Intelligence (usually an animal or vermin), a plant (not a 
  plant creature), an object, or a location. The type of ward is listed in parentheses in the kami’s stat block. Several of a 
  kami’s abilities function only when it is either merged with its ward or within 120 feet of it. If a kami’s ward is portable 
  and travels with the kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long 
  as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a 
  ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and 
  becomes permanently sickened.
  Special 
  Actions
  Mountain Kami When an elder jinushigami’s ward includes the tallest peak in a range or region, it gains the use of flesh 
  to stone and wall of stone three times per day each.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  218
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  21 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  105
  213
  481
  615
  Speed
  50 ft. Burrow 40 ft. Earth Glide 40 ft.
  Size, Type, 
  Alignment
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 22 (+6)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  20 (+5)
  CHA 22 (+6)
  STR 
  20 (+5)
  DEX 24 (+7)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  20 (+5)
  CHA 22 (+6)
  STR 
  24 (+7)
  DEX 22 (+6)
  CON 24 (+7)
  INT 
  17 (+3)
  WIS 
  20 (+5)
  CHA 24 (+7)
  STR 
  27 (+8)
  DEX 24 (+7)
  CON 26 (+8)
  INT 
  18 (+4)
  WIS 
  22 (+6)
  CHA 26 (+8)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except bludgeoning and cold iron
  Immunities
  Bleed, psychic, Petrification, Polymorph Effects, Fire
  Vulnerabilities
  Cold 
  Senses
  Passive Perception 
  +18, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Passive Perception 
  +20, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Passive Perception 
  +23, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Passive Perception 
  +25, Darkvision 60 ft., 
  Tremorsense 60 ft., 
  Truesight
  Languages
  Common, Terran, Telepathy 300 ft.
  Challenge
  8
  16
  24
  28
  Special 
  Abilities & 
  Qualities
  Fast Healing As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 20 per round. 
  Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow 
  lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to 
  function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Leader / Elite
    Organization
  Solitary
    Treasure
  Triple
  kami (jinusHigami, elder volCano)
  
  219
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Manipulate Terrain A jinushigami can help any number of creatures travel within its territory. Creatures aided in this 
  way receive advantage on Survival checks and do not suffer reductions to overland movement from terrain or lack 
  of a highway or other roadway, regardless of the presence of roads or the type of terrain they actually travel through. 
  Alternatively, a jinushigami can make terrain more difficult for any number of creatures to travel through, imparting 
  disadvantage on all Survival checks and causing overland movement to be reduced to one-tenth its normal speed. A 
  jinushigami can affect as many creatures as it wishes with this ability, selecting whether it aids or impedes travel for 
  each, as long as it can notice the creature and the creature is within its regional ward. A jinushigami may use this ability 
  while merged with its ward.
  Special 
  Abilities & 
  Qualities
  Merge with Ward As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can 
  observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might 
  have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its 
  ward as a standard action. A kami must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, 
  plant, or object, the kami can emerge mounted on the creature provided the kami’s body is at least one size category 
  smaller than the creature. If its ward is a location, the kami may emerge at any point within that location.
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 300 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Standard 
  Actions
  Slams Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit  2d8+12 (21) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +4 to hit, reach 
  20 ft., one target.  
  Hit  2d8+12 (21) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  
  Hit 2d10+12 (23) 
  bludgeoning damage.
  Slams Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  
  Hit 4d8+15 (33) 
  bludgeoning damage.
  Special 
  Actions
  Regional Ward A jinushigami treats an entire region as its ward. This region can be a single forest, swamp, mountain, 
  lake, or any other natural feature, with a maximum radius of 5 miles. Most jinushigami have smaller regional wards, since 
  not all regions are large enough to fill this area, but no region with a radius smaller than 1 mile radius can support (or 
  deserves) a jinushigami. As long as it is within its territory (either merged with it or in its physical form), a jinushigami 
  can observe the world from any point within its regional ward as if it were at that point. While merged with its ward, it 
  can observe all points simultaneously in this way. As a standard action, it can convey information about a creature within 
  its ward (effectively imparting a description and exact location) to all kami within its regional ward.
  Special 
  Actions
  Ward A kami has a specific ward-a creature with a 2 or lower Intelligence (usually an animal or vermin), a plant (not a 
  plant creature), an object, or a location. The type of ward is listed in parentheses in the kami’s stat block. Several of a 
  kami’s abilities function only when it is either merged with its ward or within 120 feet of it. If a kami’s ward is portable 
  and travels with the kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long 
  as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a 
  ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and 
  becomes permanently sickened.
  Special 
  Actions
  Volcano Kami An elder jinushigami that includes in its ward an active volcano appears as a humanoid made of equal parts 
  molten rock and solid stone. A volcano kami has the fire subtype instead of the earth subtype (and thus gains immunity 
  to fire and vulnerability to cold), can use fireball three times per day as a spell-like ability, and can use wall of lava 
  (Advanced Player’s Guide 255) once per day as a spell-like ability.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  220
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  47
  79
  158
  242
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 11 (+0)
  CON 14 (+2)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 15 (+2)
  STR 
  12 (+1)
  DEX 12 (+1)
  CON 14 (+2)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 15 (+2)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 18 (+4)
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 19 (+4)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except cold iron
  Immunities
  Bleed, psychic, Petrification, Polymorph Effects
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Languages
  Common, Telepathy 100 ft.
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Fast Healing As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 3 per round. 
  Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow 
  lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to 
  function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Special 
  Abilities & 
  Qualities
  Merge with Ward As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can 
  observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might 
  have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its 
  ward as a standard action. A kami must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, 
  plant, or object, the kami can emerge mounted on the creature provided the kami’s body is at least one size category 
  smaller than the creature. If its ward is a location, the kami may emerge at any point within that location.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forest
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Group (3-7x), or Grove (8-16x)
    Treasure
  Standard
  kami (kodama)
  
  221
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Distracting Gaze Gaze attack, range 30 feet, effect Staggered for 1d4 rounds, Wisdom save negates. This is a mind-
  affecting effect that requires the kodama to be visible to those it wishes to affect. 
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d3+2 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d6+7 
  (10) slashing damage.
  Special 
  Actions
  Ward A kami has a specific ward-a creature with a 2 or lower Intelligence (usually an animal or vermin), a plant (not a 
  plant creature), an object, or a location. The type of ward is listed in parentheses in the kami’s stat block. Several of a 
  kami’s abilities function only when it is either merged with its ward or within 120 feet of it. If a kami’s ward is portable 
  and travels with the kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long 
  as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a 
  ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and 
  becomes permanently sickened.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  222
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  22
  41
  93
  141
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Tiny monstrosity, lawful 
  neutral
  Tiny monstrosity, lawful 
  neutral
  Tiny monstrosity, lawful 
  neutral
  Tiny monstrosity, lawful 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  6 (-2)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 13 (+1)
  STR 
  6 (-2)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 13 (+1)
  STR 
  10 (+0)
  DEX 16 (+3)
  CON 14 (+2)
  INT 
  13 (+1)
  WIS 
  17 (+3)
  CHA 17 (+3)
  STR 
  10 (+0)
  DEX 16 (+3)
  CON 14 (+2)
  INT 
  13 (+1)
  WIS 
  17 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except cold iron
  Immunities
  Bleed, psychic, Petrification, Polymorph Effects
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Telepathy 300 ft.
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Fast Healing As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 3 per round. 
  Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow 
  lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to 
  function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Special 
  Abilities & 
  Qualities
  Merge with Ward As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can 
  observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might 
  have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its 
  ward as a standard action. A kami must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, 
  plant, or object, the kami can emerge mounted on the creature provided the kami’s body is at least one size category 
  smaller than the creature. If its ward is a location, the kami may emerge at any point within that location.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Gang (3-8x)
    Treasure
  Standard
  kami (sHikigami)
  
  223
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 300 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Ward A kami has a specific ward-a creature with a 2 or lower Intelligence (usually an animal or vermin), a plant (not a 
  plant creature), an object, or a location. The type of ward is listed in parentheses in the kami’s stat block. Several of a 
  kami’s abilities function only when it is either merged with its ward or within 120 feet of it. If a kami’s ward is portable 
  and travels with the kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long 
  as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a 
  ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and 
  becomes permanently sickened.
  Standard 
  Actions
  -
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  224
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  73
  116
  219
  365
  Speed
  60 ft. 30 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Small celestial, neutral 
  good
  Small celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Large celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 20 (+5)
  CON 14 (+2)
  INT 
  13 (+1)
  WIS 
  12 (+1)
  CHA 20 (+5)
  STR 
  9 (-1)
  DEX 20 (+5)
  CON 14 (+2)
  INT 
  13 (+1)
  WIS 
  12 (+1)
  CHA 20 (+5)
  STR 
  13 (+1)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  13 (+1)
  WIS 
  12 (+1)
  CHA 20 (+5)
  STR 
  19 (+4)
  DEX 19 (+4)
  CON 21 (+5)
  INT 
  17 (+3)
  WIS 
  16 (+3)
  CHA 22 (+6)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except cold iron and evil
  Immunities
  Bleed, psychic, Petrification, Polymorph Effects
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +14, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +15, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +17, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +20, Darkvision 60 ft., 
  Truesight
  Languages
  Common, Telepathy 100 ft.
  Challenge
  8
  12
  20
  24
  Special 
  Abilities & 
  Qualities
  Fast Healing As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 10 per round. 
  Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow 
  lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to 
  function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 300 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Leader / Elite
    Organization
  Solitary
    Treasure
  Standard
  kami (tosHigami)
  
  225
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Saving Throw  
  Constitution DC 23
  Touch of Ages When a toshigami hits a target with a touch attack or any melee weapon, the target must succeed at 
  a Constitution save to avoid being magically aged. When a toshigami strikes a foe, it must decide whether it wishes 
  to physically increase the target’s age or mentally reduce the target’s age. If it increases the target’s physical age, the 
  target takes 1 point of Strength, Dexterity, and Constitution damage. If it decreases the target’s mental age, the target 
  takes 1 point of Intelligence, Wisdom, and Charisma damage. Combined with the toshigami’s numerous attacks, this 
  can quickly devastate a target, but once a target succeeds at its saving throw against the touch of ages, it can no longer 
  be affected by this ability for 1 round. This is a magical aging effect, but does not actually alter the victim’s true age-it 
  merely simulates the creeping effect of age on the flesh or the reversion to an increasingly infantile state of mind.  Ability 
  damage suffered via this effect can be restored via restoration or more powerful healing magic.
  Special 
  Abilities & 
  Qualities
  Merge with Ward As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can 
  observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might 
  have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its 
  ward as a standard action. A kami must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, 
  plant, or object, the kami can emerge mounted on the creature provided the kami’s body is at least one size category 
  smaller than the creature. If its ward is a location, the kami may emerge at any point within that location.
  Standard 
  Actions
  Quarterstaff Melee 
  weapon attack: -3 to 
  hit, reach 5 ft., four 
  targets.  Hit  1d6+2 (4) 
  bludgeoning damage.
  Quarterstaff Melee 
  weapon attack: -3 to 
  hit, reach 5 ft., four 
  targets.  Hit 1d6+3 (5) 
  bludgeoning damage.
  Quarterstaff Melee 
  weapon attack: +1 to 
  hit, reach 5 ft., four 
  targets.  Hit  1d6+5 (8) 
  bludgeoning damage.
  Quarterstaff Melee 
  weapon attack: +5 to 
  hit, reach 10 ft., four 
  targets.  Hit 1d6+9 (12) 
  bludgeoning damage.
  Special 
  Actions
  Ward A kami has a specific ward-a creature with a 2 or lower Intelligence (usually an animal or vermin), a plant (not a 
  plant creature), an object, or a location. The type of ward is listed in parentheses in the kami’s stat block. Several of a 
  kami’s abilities function only when it is either merged with its ward or within 120 feet of it. If a kami’s ward is portable 
  and travels with the kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long 
  as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a 
  ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and 
  becomes permanently sickened.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Quarterstaff
  
  226
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  49
  131
  210
  305
  Speed
  Fly 30 ft. (Perfect)
  Size, Type, 
  Alignment
  Small celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Large celestial, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 20 (+5)
  CON 12 (+1)
  INT 
  9 (-1)
  WIS 
  16 (+3)
  CHA 18 (+4)
  STR 
  16 (+3)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  9 (-1)
  WIS 
  16 (+3)
  CHA 18 (+4)
  STR 
  18 (+4)
  DEX 20 (+5)
  CON 18 (+4)
  INT 
  13 (+1)
  WIS 
  18 (+4)
  CHA 20 (+5)
  STR 
  20 (+5)
  DEX 19 (+4)
  CON 20 (+5)
  INT 
  13 (+1)
  WIS 
  18 (+4)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except cold iron
  Immunities
  Bleed, psychic, Petrification, Polymorph Effects
  Vulnerabilities
  -
  Senses
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Languages
  Common, Telepathy 100 ft.
  Challenge
  6
  13
  17
  21
  Special 
  Abilities & 
  Qualities
  Fast Healing As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 5 per round. 
  Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow 
  lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to 
  function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 300 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Soldier / Elite
    Organization
  Solitary, Pair, or Warband (3-8x)
    Treasure
  Double
  kami (ZuisHin)
  
  227
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Merge with Ward As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can 
  observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might 
  have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its 
  ward as a standard action. A kami must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, 
  plant, or object, the kami can emerge mounted on the creature provided the kami’s body is at least one size category 
  smaller than the creature. If its ward is a location, the kami may emerge at any point within that location.
  Special 
  Abilities & 
  Qualities
  Ward A kami has a specific ward-a creature with a 2 or lower Intelligence (usually an animal or vermin), a plant (not a 
  plant creature), an object, or a location. The type of ward is listed in parentheses in the kami’s stat block. Several of a 
  kami’s abilities function only when it is either merged with its ward or within 120 feet of it. If a kami’s ward is portable 
  and travels with the kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long 
  as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a 
  ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and 
  becomes permanently sickened.
  Standard 
  Actions
  Composite Longbow 
  Ranged weapon attack: 
  +6 to hit, one target.  
  Hit 1d8x3 (1) piercing 
  damage.
  Halberd Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit  1d8/
  x3 (8) slashing damage.
  Composite Longbow 
  Ranged weapon attack: 
  +6 to hit, one target.  
  Hit 1d8x3 (1) piercing 
  damage.
  Halberd Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit  
  1d10+7/x3 (12) slashing 
  damage.
  Composite Longbow 
  Ranged weapon attack: 
  +5 to hit, one target.  
  Hit 1d8x3 (1) piercing 
  damage.
  Halberd Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d10+10/x3 (16) 
  slashing damage.
  Halberd Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d8+15/x3 (24) slashing 
  damage.
  Composite Longbow 
  Ranged weapon attack: 
  +5 to hit, one target.  
  Hit 1d8x3 (1) piercing 
  damage.
  Special 
  Actions
  Healing Arrow As a free action, a zuishin can infuse an arrow it fires to carry any of the following effects: breath of life, 
  cure light wounds, heal, neutralize poison, remove curse, remove disease, or restoration. Using one of these effects 
  consumes a use of the same spell-like ability. The zuishin must make a touch attack to deliver the effect to the target-the 
  target takes no damage from the arrow.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Composite longbow; halberd
  
  228
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  21
  64
  119
  185
  Speed
  20 ft. Swim 40 ft.
  Size, Type, 
  Alignment
  Small monstrosity, 
  chaotic neutral
  Small monstrosity, 
  chaotic neutral
  Small monstrosity, 
  chaotic neutral
  Medium monstrosity, 
  chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 15 (+2)
  CON 11 (+0)
  INT 
  6 (-2)
  WIS 
  13 (+1)
  CHA 8 (-1)
  STR 
  10 (+0)
  DEX 15 (+2)
  CON 12 (+1)
  INT 
  6 (-2)
  WIS 
  13 (+1)
  CHA 8 (-1)
  STR 
  14 (+2)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  17 (+3)
  CHA 12 (+1)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  17 (+3)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Aquan, Common
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Head Bowl The basin atop a kappa’s head contains water from its home river or lake. The water is emptied only if the 
  kappa willingly tips its head or a creature pinning the kappa forces it to do so (requiring a grapple check while pinned). If 
  the water is emptied, the kappa becomes immobile and staggered. It can still take actions, but it cannot move from the 
  spot on its own. If the emptied head bowl is refilled with water, the kappa recovers from this condition immediately. This 
  replacement water doesn’t have to be from the kappa’s home, but the kappa refills its head bowl from there at its first 
  opportunity.
  Special 
  Abilities & 
  Qualities
  Rake Against a grappled opponent, you may make two additional Claw attacks. A monster with the rake ability must 
  begin its turn already grappling to use its rake-it can’t begin a grapple and rake in the same turn.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Lake or River
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Bale (3-6x)
    Treasure
  Standard
  kappa
  
  229
  K
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d4+3 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+5 
  (8) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  230
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  44
  77
  126
  253
  Speed
  50 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Large plant, chaotic 
  neutral
  Large plant, chaotic 
  neutral
  Huge plant, chaotic 
  neutral
  Gargantuan plant, chaotic 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  20 (+5)
  DEX 13 (+1)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  24 (+7)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  14 (+2)
  WIS 
  17 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except slashing
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Common, Speak with Plants
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 21
  Blow Smoke Smoke constantly drifts from a kapre’s mouth, and as a standard action it can exhale a 30-foot cone of 
  smoke. Any creature in the area must succeed at a Constiution save or be nauseated for 1 round. This is a poison effect.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 21
  Confounding Aura A magical aura surrounds a kapre, confusing and distracting its foes. Within a kapre’s aura, the DC of 
  all Survival checks is increased by 15, and creatures trained in Survival are no longer able to automatically determine true 
  north. On top of this, any creature within a kapre’s aura must succeed at a Wisdom saving throw when it enters the area 
  or suffer disadvantage on concentration checks, initiative checks, and skill checks. A kapre can suppress this aura at will.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm and Temperate Forests
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary
    Treasure
  None
  kapre
  
  231
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Tree Meld A kapre can meld with any tree, similar to how the spell meld with stone functions. It can remain melded with 
  a tree as long as it wishes.
  Standard 
  Actions
  -
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  invisibility (at will); speak with plants (at will)
  Spellcasting
  -
  Possessions
  -
  
  232
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  13
  52
  114
  189
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Large animal, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 12 (+1)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 1 (-5)
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 4 (-3)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Tail Slap Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) bludgeoning damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) piercing damage.
  Tail Slap Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8 (15) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+4 (11) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Colony (3-6x) / Companion
    Treasure
  None
  kaprosuCHus
  
  233
  K
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  234
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  14 
  (natural armor7
  16 
  (natural armor8
  18 
  (natural armor8
  Hit Points
  32
  73
  136
  233
  Speed
  30 ft. Swim 40 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Huge monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  18 (+4)
  DEX 8 (-1)
  CON 14 (+2)
  INT 
  4 (-3)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  20 (+5)
  DEX 12 (+1)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  23 (+6)
  DEX 10 (+0)
  CON 19 (+4)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  Water Dependency
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Aquan
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 1d8
  Damage 1d10
  Damage 2d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple check (in 
  addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Sideways Scuttle When a karkinoi takes a 5-foot step, it can move up to 10 feet instead of 5 feet as long as it does so in 
  a straight line. It can do this whether it is walking or swimming.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Water
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Gang (2-6x), or Tribe (3-18x)
    Treasure
  Standard
  karkinoi
  
  235
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Water Dependency A karkinoi can survive out of the water for 1 hour per point of Constitution. Beyond this limit, it runs 
  the risk of suffocation, as if it were drowning.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit  
  1d8+6/19-00 (10) 
  slashing damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d4+6 
  (8) bludgeoning damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d10+6/19-00 (12) 
  slashing damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+9 (12) bludgeoning 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d8+8/19-00 (17) 
  slashing damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d8+12 (16) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  3d8+11/19-00 (24) 
  slashing damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  
  Hit 2d6+16 (23) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  236
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  33
  63
  130
  197
  Speed
  40 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Medium fiend, neutral 
  evil
  Medium fiend, neutral evil
  Medium fiend, neutral 
  evil
  Large fiend, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 12 (+1)
  CON 13 (+1)
  INT 
  6 (-2)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 13 (+1)
  INT 
  6 (-2)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  22 (+6)
  DEX 14 (+2)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except good
  Immunities
  poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Abyssal, Infernal, Undercommon
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Change Shape Diminutive spider (as Vermin Shape II).
  Special 
  Abilities & 
  Qualities
  Deft Limbs A karumzek’s front pair of feet are as nimble and dexterous as human hands. It takes a karumzek 
  half the normal amount of time to create alchemical items.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Axis)
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary, Pair, or Swarm (3-12x)
    Treasure
  Standard
  karumZek
  
  237
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Poison Injury; Save Constitution; Frequency 1/round for 6 rounds; Effect 1d3 Strength, Dexterity or 
  Constitution damage (karumzek’s choice); Cure 2 consecutive saves.  Ability damage suffered from this 
  effect is restored following a long rest.
  Special 
  Abilities & 
  Qualities
  Sense Poison As a free action, a karumzek can detect if a creature within 15 feet of it is poisoned. It can 
  attempt to determine the exact type of poison, as if using Detect Poison.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 2d6+3 
  (10) piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  2d619-00 (620) 
  piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+9/19-00 (20) 
  piercing damage.
  Special 
  Actions
  Saving Throw DC 14
  Saving Throw DC 15
  Saving Throw DC 18
  Saving Throw DC 20
  Web You can use webs to support yourself and up to one additional creature of the same size. In addition, 
  you can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum 
  range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category 
  larger than you. An entangled creature can escape with a successful Athletics check  or burst the web with 
  a Strength check. Attempts to burst a web by those caught in it are made at disadvantage. Web spinners 
  can create sheets of sticky webbing up to three times their size. They usually position these sheets to 
  snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed 
  on a Perception check to notice a web; otherwise they stumble into it and become trapped as though by 
  a successful web attack. Attempts to escape or burst the webbing are made at advantage if the trapped 
  creature has something to walk on or grab while pulling free. A creature can move across its own web at its 
  climb speed and can pinpoint the location of any creature touching its web.
  Innate 
  Spellcasting
  invisibility (self only) (3/day); (3/day); prestidigitation (at will); vomit swarm (/day)
  Spellcasting
  -
  Possessions
  -
  
  238
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (breastplate)
  18 
  (breastplate)
  20 
  (breastplate)
  21 
  (breastplate)
  Hit Points
  11
  48
  88
  156
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  lawful good
  Medium humanoid, lawful 
  good
  Medium humanoid, 
  lawful good
  Large humanoid, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 10 (+0)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 14 (+2)
  STR 
  12 (+1)
  DEX 11 (+0)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 14 (+2)
  STR 
  16 (+3)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  14 (+2)
  WIS 
  16 (+3)
  CHA 17 (+3)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 16 (+3)
  INT 
  14 (+2)
  WIS 
  16 (+3)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11
  Passive Perception +11
  Passive Perception +17
  Passive Perception +18
  Languages
  -
  Challenge
  1
  6
  10
  14
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Deserts
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Band (2-6x), Sect (2-20x), or Tribe (20-60x)
    Treasure
  Incidental
  kasatHa
  
  239
  K
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Warhammer Melee 
  weapon attack: +2 to 
  hit, reach 5 ft., one 
  target.  Hit 1d8x3 (1) 
  bludgeoning damage.
  Shield Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Light Crossbow Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Dagger Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d419-00 (210) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d419-00 
  (210) piercing damage.
  Warhammer Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  Hit 
  1d8x3 (1) bludgeoning 
  damage.
  Shield Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Light Crossbow Ranged 
  weapon attack: +0 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Dagger Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d419-00 (210) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d419-00 
  (210) piercing damage.
  Shield Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) bludgeoning 
  damage.
  Warhammer Melee 
  weapon attack: +4 to 
  hit, reach 5 ft., one 
  target.  Hit 1d8x3 (1) 
  bludgeoning damage.
  Crossbow, Light Ranged 
  weapon attack: +4 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Dagger Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d419-00 (210) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d419-00 
  (210) piercing damage.
  Warhammer Melee 
  weapon attack: +5 to hit, 
  reach 10 ft., one target.  
  Hit 2d6+11/x3 (18) 
  bludgeoning damage.
  Shield Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+4 (8) bludgeoning 
  damage.
  Light Crossbow Ranged 
  weapon attack: +2 to hit, 
  one target.  Hit 2d6/19-
  00 (7) piercing damage.
  Dagger Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+8/19-00 (12) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d6+8/19-00 
  (12) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Paladin (CL 6):  
  true strike; cure wounds; 
  healing token; instant 
  armor; bless; create food 
  and water; detect charm; 
  divine favor; grace
  Paladin (CL 10):  
  archon’s trumpet; true 
  strike; cure wounds; 
  healing token; instant 
  armor; bless; create food 
  and water; detect charm; 
  divine favor; grace
  Paladin (CL 14):  
  archon’s trumpet; true 
  strike; cure wounds; 
  healing token; instant 
  armor; bless; create food 
  and water; detect charm; 
  divine favor; grace
  Possessions
  Warhammer; breastplate; shield; light crossbow; crossbow bolts (10x); dagger
  
  240
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  28
  60
  110
  193
  Speed
  40 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  neutral evil
  Medium monstrosity, 
  neutral evil
  Medium monstrosity, 
  neutral evil
  Large monstrosity, 
  neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  10 (+0)
  CHA 9 (-1)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  10 (+0)
  CHA 9 (-1)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 13 (+1)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  Kech
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Rend If you hit with two or more natural attacks in 1 round, you can cause tremendous damage by latching onto the 
  opponent’s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests
    Rarity
  Rare
    Role
  Artillery / Normal
    Organization
  Solitary, Pair, or Tribe (3-36x)
    Treasure
  Standard
  keCH
  
  241
  K
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Longbow Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d8/x3 
  (8) piercing damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Claw Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) slashing damage.
  Longbow Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d8/x3 (8) 
  piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) slashing damage.
  Longbow Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d8/x3 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) slashing 
  damage.
  Longbow Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d8/x3 (8) 
  piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+6 (13) piercing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Longbow; arrows (20x)
  
  242
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  16
  44
  100
  158
  Speed
  40 ft. Swim 40 ft.
  Size, Type, 
  Alignment
  Small fey, neutral evil
  Medium fey, neutral evil
  Medium fey, neutral evil
  Large fey, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 17 (+3)
  CON 9 (-1)
  INT 
  6 (-2)
  WIS 
  10 (+0)
  CHA 15 (+2)
  STR 
  13 (+1)
  DEX 14 (+2)
  CON 13 (+1)
  INT 
  6 (-2)
  WIS 
  10 (+0)
  CHA 15 (+2)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 18 (+4)
  STR 
  19 (+4)
  DEX 16 (+3)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Aquan, Common, Sylvan, Telepathy (1 mile, other moonflowers only)
  Challenge
  4
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Captivating Lure Once per day, a kelpie can use a powerful mental attack to lure in a single creature within 60 feet. The 
  target must make a Wisdom saving throw or become captivated by the kelpie, thinking it is a desirable woman in mortal 
  danger or (if in hippocampus or horse form) a valuable steed. A victim under the effects of the captivating lure moves 
  toward the kelpie using the most direct means available. If the path leads it into a dangerous area such as through fire or 
  off a cliff, that creature receives a second saving throw to end the effect before moving into peril; the victim does not 
  consider water a dangerous area, and will enter the water even if it cannot swim or breathe. A captivated creature can 
  take no actions other than to move toward the kelpie and defend itself, even if it is drowning. A victim within 5 feet of 
  the kelpie simply stands and offers no resistance to its attacks. This effect continues as long as the kelpie is alive and the 
  victim is within 1 mile of the kelpie. This is a mind-affecting charm effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Water
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary or Shoal (2-5x)
    Treasure
  Standard
  kelpie
  
  243
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 1 mile that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Special 
  Abilities & 
  Qualities
  Change Shape You have the ability to assume the appearance of a specific creature or type of creature (usually a 
  humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size 
  category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your 
  ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can remain 
  in an alternate form indefinitely.
  Standard 
  Actions
  Slam Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit  1d4 
  (4) bludgeoning damage.
  Slam Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d8+4 (8) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  244
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  102
  178
  301
  410
  Speed
  Swim 60 ft.
  Size, Type, 
  Alignment
  Gargantuan monstrosity, 
  chaotic neutral
  Gargantuan monstrosity, 
  chaotic neutral
  Gargantuan monstrosity, 
  chaotic neutral
  Gargantuan monstrosity, 
  chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  7 (-2)
  WIS 
  13 (+1)
  CHA 15 (+2)
  STR 
  22 (+6)
  DEX 10 (+0)
  CON 21 (+5)
  INT 
  7 (-2)
  WIS 
  13 (+1)
  CHA 15 (+2)
  STR 
  27 (+8)
  DEX 6 (-2)
  CON 23 (+6)
  INT 
  7 (-2)
  WIS 
  13 (+1)
  CHA 15 (+2)
  STR 
  30 (+10)
  DEX 10 (+0)
  CON 25 (+7)
  INT 
  11 (+0)
  WIS 
  17 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except lawful
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +14, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +15, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +17, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +20, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  Common, Telepathy 200 ft.
  Challenge
  8
  12
  18
  22
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Chaotic for the purpose of resolving 
  resistance.
  Fighter Training The herald counts its Hit Dice as fighter levels for the purpose of qualifying for feats and other abilities.
  Telepathy You can mentally communicate with any other creature within 200 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Water
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  Double
  kelpie’s wratH (Herald oF tHe pirate Queen)
  
  245
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d4 per 5’
  Damage 1d6 per 5’
  Damage 2d4 per 5’
  Damage 2d6 per 5’
  Keelhaul If the herald hits a creature with two or more incorporeal touch attacks in 1 round, it can perform one additional 
  attack roll as a free action without provoking an attack of opportunity. If successful, the herald may make a normal move 
  action.  If the herald moves the target into or through a square adjacent to it (including over or under itself ), the target 
  takes slashing or bludgeoning damage (herald’s choice) for every 5 feet of this movement. If this movement results in 
  the target being underwater, the target must hold its breath or begin to drown. Alternatively, if the herald can reposition 
  the target to the center of its space, it can attempt to force the target into its cargo hold and snap the doors shut, 
  holding the target in place as the swallow whole ability. The herald can hold up to four Medium or smaller creatures or 
  one Large creature with this ability.
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Swallow Whole The creature makes one bite Attack against a target at least one size category smaller than you. If the 
  Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks 
  and other Effects outside the creature. The creature can have only one target swallowed at a time.  If the creature dies, 
  a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting 
  prone.
  Special 
  Abilities & 
  Qualities
  Rush Once per minute for 1 round, the herald can move at a swim speed of 150 feet, even downward.
  Standard 
  Actions
  Incorporeal Touch Melee 
  weapon attack: +5 to 
  hit, reach 20 ft., one 
  target.  Hit  2d6+12 (19) 
  bludgeoning damage.
  Incorporeal Touch Melee 
  weapon attack: +6 to 
  hit, reach 20 ft., one 
  target.  Hit  2d6+15 (22) 
  bludgeoning damage.
  Incorporeal Touch Melee 
  weapon attack: +7 to 
  hit, reach 30 ft., one 
  target.  Hit 3d6+15 (26) 
  bludgeoning damage.
  Incorporeal Touch Melee 
  weapon attack: +9 to 
  hit, reach 30 ft., one 
  target.  Hit 3d6+17 (28) 
  bludgeoning damage.
  Special 
  Actions
  Summon Draugr Once per day, can Summon 11-20 draugr 100% as a standard action.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  charm person (3/day); cloudkill (3/day); commune with nature (at will); control winds (3/day); dancing lights 
  (at will); fog cloud (3/day); major image (3/day); plane shift (3/day); seeming (3/day); telekinesis (at will); 
  teleport (3/day); water breathing (3/day)
  Spellcasting
  -
  Possessions
  -
  
  246
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  21
  43
  115
  195
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  5 (-3)
  WIS 
  8 (-1)
  CHA 11 (+0)
  STR 
  9 (-1)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  5 (-3)
  WIS 
  8 (-1)
  CHA 11 (+0)
  STR 
  13 (+1)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 15 (+2)
  STR 
  17 (+3)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Undercommon
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Lost Time As a touch attack, a khaei can touch a creature and prematurely age it. The creature touched must succeed at a 
  Constitution save or take 1d4 points of Constitution damage and be permanently aged 1d10 years. This effect also deals 
  1d4 points of damage to the khaei.  Ability damage lost to this effect may only be recovered via restoration or more 
  powerful healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Gang (3-5x), or Village (6-30x)
    Treasure
  Standard
  kHaei
  
  247
  K
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Club Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) bludgeoning damage.
  Club Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 1d4 (4) 
  bludgeoning damage.
  Sling Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 1d3 (4) 
  bludgeoning damage.
  Club Melee weapon 
  attack: -3 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) bludgeoning damage.
  Club Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 1d4 (4) 
  bludgeoning damage.
  Sling Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 1d3 (4) 
  bludgeoning damage.
  Club Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d4+2 (4) bludgeoning 
  damage.
  Club Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d4+2 (4) 
  bludgeoning damage.
  Sling Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d3+2 (4) 
  bludgeoning damage.
  Club Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+5 
  (8) bludgeoning damage.
  Club Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d4+5 (8) 
  bludgeoning damage.
  Sling Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d3+5 (7) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  blur (at will); dancing lights (at will)
  Spellcasting
  -
  Possessions
  Club
  
  248
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  47
  110
  179
  262
  Speed
  60 ft. Fly 120 ft. (Good)
  Size, Type, 
  Alignment
  Medium monstrosity, 
  lawful good
  Large monstrosity, lawful 
  good
  Large monstrosity, lawful 
  good
  Huge monstrosity, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 20 (+5)
  CON 12 (+1)
  INT 
  16 (+3)
  WIS 
  18 (+4)
  CHA 18 (+4)
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  16 (+3)
  WIS 
  18 (+4)
  CHA 18 (+4)
  STR 
  19 (+4)
  DEX 21 (+5)
  CON 18 (+4)
  INT 
  18 (+4)
  WIS 
  20 (+5)
  CHA 20 (+5)
  STR 
  22 (+6)
  DEX 20 (+5)
  CON 20 (+5)
  INT 
  18 (+4)
  WIS 
  20 (+5)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Languages
  Abyssal, Auran, Celestial, Common, Draconic
  Challenge
  5
  9
  13
  17
  Standard 
  Actions
  Gore Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit  
  1d6+4 (8) piercing 
  damage.
  Hooves Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit  
  1d4+4 (6) bludgeoning 
  damage.
  Gore Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+5 
  (10) piercing damage.
  Hooves Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Hooves Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+3 (8) bludgeoning 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+9 (20) piercing 
  damage.
  Hooves Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+4 (11) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Elite
    Organization
  Solitary or Pair
    Treasure
  Standard
  kirin
  
  249
  K
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  Sorcerer (Arcane) Spells 
  (CL 7)
  Sorcerer (Arcane) Spells 
  (CL 10)
  Sorcerer (Arcane) Spells 
  (CL 13)
  Sorcerer (Arcane) Spells 
  (CL 17)
  sleet storm; acid arrow; blur; alarm; burning hands; cause fear; charm person; acid splash; create food and 
  water; light
  Possessions
  -
  
  250
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  13 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  4
  26
  70
  131
  Speed
  20 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 9 (-1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  7 (-2)
  CHA 6 (-2)
  STR 
  4 (-3)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  7 (-2)
  CHA 6 (-2)
  STR 
  9 (-1)
  DEX 14 (+2)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 10 (+0)
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 10 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +8, 
  Darkvision 60 ft.
  Passive Perception +8, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Claw Melee weapon 
  attack: -4 to hit, reach 5 
  ft., one target.  Hit 1d4+0 
  (2) slashing damage.
  Claw Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) slashing damage.
  Claw Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) slashing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit 
  1d8+3 (8) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forests
    Rarity
  Common
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Group (3-5x) / Companion
    Treasure
  None
  koala
  
  251
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  4
  21
  65
  127
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small humanoid, lawful 
  evil
  Small humanoid, lawful 
  evil
  Small humanoid, lawful 
  evil
  Medium humanoid, 
  lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  7 (-2)
  DEX 11 (+0)
  CON 8 (-1)
  INT 
  8 (-1)
  WIS 
  7 (-2)
  CHA 6 (-2)
  STR 
  8 (-1)
  DEX 11 (+0)
  CON 8 (-1)
  INT 
  8 (-1)
  WIS 
  7 (-2)
  CHA 6 (-2)
  STR 
  12 (+1)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  12 (+1)
  WIS 
  11 (+0)
  CHA 10 (+0)
  STR 
  17 (+3)
  DEX 14 (+2)
  CON 16 (+3)
  INT 
  12 (+1)
  WIS 
  11 (+0)
  CHA 10 (+0)
  Saving Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  Dazzled in Bright Light
  Senses
  Passive Perception +8, 
  Darkvision 60 ft.
  Passive Perception +8, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Languages
  Draconic, Dwarven, Gnomish
  Challenge
  1
  5
  9
  13
  Standard 
  Actions
  Longspear Melee weapon 
  attack: -2 to hit, reach 
  5 ft., one target.  Hit  
  1d6+0/x3 (4) piercing 
  damage.
  Sling Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d3+0 (2) 
  bludgeoning damage.
  Longspear Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit  1d6/
  x3 (6) piercing damage.
  Sling Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d3 (4) 
  bludgeoning damage.
  Longspear Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit  1d6x3 (1) piercing 
  damage.
  Sling Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d3+2 (4) 
  bludgeoning damage.
  Longspear Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+9/x3 (12) piercing 
  damage.
  Sling Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d3+4 (6) 
  bludgeoning damage.
  Spellcasting
  -
  Possessions
  Longspear; sling; sling bullets (20x)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Underground or Deep Forest
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Gang (2-4x), Nest (5-30x+), or Tribe (31-300x+)
    Treasure
  Incidental
  koBold
  
  252
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  93
  140
  249
  386
  Speed
  40 ft. Fly 160 ft. (Average)
  Size, Type, 
  Alignment
  Large dragon, unaligned
  Large dragon, unaligned
  Huge dragon, unaligned
  Gargantuan dragon, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  7 (-2)
  WIS 
  12 (+1)
  CHA 15 (+2)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  7 (-2)
  WIS 
  12 (+1)
  CHA 15 (+2)
  STR 
  24 (+7)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  7 (-2)
  WIS 
  12 (+1)
  CHA 15 (+2)
  STR 
  29 (+9)
  DEX 17 (+3)
  CON 24 (+7)
  INT 
  11 (+0)
  WIS 
  16 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except magic
  Immunities
  Magical unconscious, paralyzed
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Draconic
  Challenge
  8
  12
  21
  24
  Special 
  Abilities & 
  Qualities
  Compression The creature can move through an area as small as one-quarter its space without squeezing or one-eighth 
  its space when squeezing.
  Special 
  Abilities & 
  Qualities
  Piercing Beak A kongamato’s beak is extremely hard and adept at breaking objects. When attempting to damage an item, 
  a kongamato’s beak attack does double damage and is treated as if it were adamantine for the purposes of overcoming 
  the object’s hardness.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Tropical Forests
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary or Pair
    Treasure
  Standard
  kongamato
  
  253
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 2d4
  Damage 3d6
  Damage 6d6
  Wailing Dive When a kongamato makes a charge while flying, the creature’s body becomes infused with energy, causing 
  its bite to deal extra sonic damage on that attack.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  1d10+10 (16) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  1d6+10 (14) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Wings Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d6+10 (14) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  1d10+15 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  1d6+15 (18) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit  1d10+15 (20) 
  bludgeoning damage.
  Wings Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit  1d6+15 (18) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+12 (19) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  1d8+12 (16) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Wings Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  1d8+6 (10) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+17 (31) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  3d6+17 (28) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Wings Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  3d6+8 (18) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  254
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  84
  147
  209
  304
  Speed
  40 ft. Climb 40 ft. Fly 80 ft. (Clumsy) Swim 40 ft.
  Size, Type, 
  Alignment
  Large dragon, unaligned
  Huge dragon, unaligned
  Huge dragon, unaligned
  Gargantuan dragon, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 13 (+1)
  STR 
  20 (+5)
  DEX 13 (+1)
  CON 16 (+3)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 13 (+1)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 17 (+3)
  STR 
  24 (+7)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, Magical unconscious, paralyzed, unconscious
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Draconic
  Challenge
  8
  13
  17
  21
  Special 
  Abilities & 
  Qualities
  Compression The creature can move through an area as small as one-quarter its space without squeezing or one-eighth 
  its space when squeezing.
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple check (in 
  addition to any other effects caused by a successful check, including additional damage).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Jungles
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary or Nest (2-5x)
    Treasure
  Standard
  korir-kokemBe
  
  255
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 22
  Disease Injury, save Constitution, onset 1 round, 1d3 Dexterity damage and 1d3 Strength damage per round, cure 2 
  consecutive saves.  Ability damage lost to this effect can be restored via restoration or more potent healing magic.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 22
  Frightful Presence Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an 
  attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is 40 
  feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can 
  resist the effects with a successful Wisdom save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. 
  An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is 
  a mind-affecting fear effect.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  1d10+10 (16) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  1d10+7 (12) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+7/19-00 (14) 
  slashing damage.
  Tail Slap Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+3 (10) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+10/19-00 (20) 
  slashing damage.
  Tail Slap Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+5 (16) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  4d6+15 (29) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  4d6+12/19-00 (26) 
  slashing damage.
  Tail Slap Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  4d6+6 (20) bludgeoning 
  damage.
  Special 
  Actions
  Rake Against a grappled opponent, you may make two additional Claw attacks. A monster with the rake ability must 
  begin its turn already grappling to use its rake-it can’t begin a grapple and rake in the same turn.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  entangle (3/day); freedom of movement (at will); insect plague (3/day)
  Spellcasting
  -
  Possessions
  -
  
  256
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  30
  50
  103
  169
  Speed
  20 ft.
  20 ft.
  30 ft.
  30 ft.
  Size, Type, 
  Alignment
  Small fey, chaotic neutral
  Small fey, chaotic neutral
  Small fey, chaotic neutral
  Medium fey, chaotic 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 15 (+2)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 11 (+0)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 11 (+0)
  STR 
  19 (+4)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  14 (+2)
  WIS 
  16 (+3)
  CHA 15 (+2)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  14 (+2)
  WIS 
  16 (+3)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Common, Sylvan
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Saving Throw  
  Dexterity DC 15
  Saving Throw  
  Dexterity DC 18
  Saving Throw  
  Dexterity DC 20
  Animated Hair A korred’s hair is constantly writhing and twitching. As a free action, a korred can cause its long hair to 
  reach out and interfere with adjacent creatures - tugging at clothes and weapons, tangling feet and arms, tickling, and 
  generally making a nuisance of itself. The korred can select which adjacent targets are affected by its animated hair. 
  These targets must make a successful Dexterity save each round to avoid becoming entangled for 1 round.
  Special 
  Abilities & 
  Qualities
  Stone Stride This ability works like tree stride, except it requires loose boulders at least as large as the korred, and only 
  has a range of 30 feet. The korred can use this ability once per round as a standard action.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Gang (3-6x)
    Treasure
  Standard
  korred
  
  257
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Stunning Laugh Three times per day as a standard action, a korred can unleash a strange laugh that stuns all creatures 
  within a 30-foot burst for 1d2 rounds (Constitution save negates). This is a sonic, mind-affecting effect. Fey are immune 
  to this ability.
  Standard 
  Actions
  Club Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d4+4 
  (6) bludgeoning damage.
  Club Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d4+4 (6) 
  bludgeoning damage.
  Rock Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d6+6 (10) 
  bludgeoning damage.
  Club Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d4+4 
  (6) bludgeoning damage.
  Club Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d4+4 (6) 
  bludgeoning damage.
  Rock Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d6+6 (10) 
  bludgeoning damage.
  Club Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+7 (10) bludgeoning 
  damage.
  Club Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d4+7 (10) 
  bludgeoning damage.
  Rock Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d6+10 (14) 
  bludgeoning damage.
  Club Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d4+9 (12) bludgeoning 
  damage.
  Club Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d4+9 (12) 
  bludgeoning damage.
  Rock Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d6+13 (16) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  rope trick (at will); shatter (at will); stone shape (at will)
  Spellcasting
  -
  Possessions
  Club
  
  258
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  128
  178
  275
  447
  Speed
  10 ft. Swim 40 ft. Jet 280 ft.
  Size, Type, 
  Alignment
  Huge monstrosity, 
  neutral evil
  Huge monstrosity, neutral 
  evil
  Gargantuan monstrosity, 
  neutral evil
  Gargantuan monstrosity, 
  neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  18 (+4)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  20 (+5)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  18 (+4)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  22 (+6)
  DEX 8 (-1)
  CON 22 (+6)
  INT 
  18 (+4)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  26 (+8)
  DEX 10 (+0)
  CON 26 (+8)
  INT 
  20 (+5)
  WIS 
  19 (+4)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Cold, psychic, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +17, 
  Darkvision 120 ft.
  Passive Perception +18, 
  Darkvision 120 ft.
  Passive Perception +19, 
  Darkvision 120 ft.
  Passive Perception +21, 
  Darkvision 120 ft.
  Languages
  Aquan, Common
  Challenge
  12
  16
  20
  24
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple check (in 
  addition to any other effects caused by a successful check, including additional damage).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Ocean
    Rarity
  Rare
    Role
  Brute / Solo
    Organization
  Solitary
    Treasure
  Triple
  kraken
  
  259
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 22
  Saving Throw  
  Constitution DC 25
  Ink Cloud A kraken can emit a cloud of black, venomous ink in an 80-foot spread once per minute as a free action while 
  underwater. This cloud provides total concealment, which the kraken can use to escape a fight that is going badly. 
  Creatures within the cloud are considered to be in darkness. In addition, the ink is toxic, functioning as contact poison 
  against all creatures caught within it. The ink cloud persists for 1 minute before dispersing. Kraken Ink; Ink cloud-
  contact; save Constitution; frequency 1/round for 10 rounds; effect 1 Strength damage plus nausea; cure 2 consecutive 
  saves.  Ability damage suffered from this effect is recovered following a long rest.
  Special 
  Abilities & 
  Qualities
  Jet A kraken can jet backward as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not 
  provoke attacks of opportunity while jetting.
  Tenacious Grapple A kraken does not gain the grappled condition if it grapples a foe with its arms or tentacles.
  Special 
  Abilities & 
  Qualities
  Rend Ship As a full-round action, a kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. 
  It makes an attack roll opposed by the ship’s captain’s skill check, but the kraken gets advantage on the check if it is a 
  larger size category than the ship is. If the kraken grapples the ship, it holds the ship motionless; it can attack targets 
  anywhere on or within the ship with its tentacles, but can only attack foes on deck with its free arms and can’t attack 
  foes at all with its beak. Each round it maintains its hold on the ship, it automatically inflicts bite damage on the ship’s 
  hull.
  Standard 
  Actions
  Arm Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  1d10+12/19-00 (18) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  2d6+12 (19) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  
  Hit  1d6+12 (16) 
  bludgeoning damage.
  Arm Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit  
  1d10+12/19-00 (18) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit  
  2d6+12 (19) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  
  Hit  1d6+12 (16) 
  bludgeoning damage.
  Arm Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  2d6+10/19-00 (17) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  2d8+10 (19) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  1d8+5 (10) bludgeoning 
  damage.
  Arm Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  4d6+14/19-00 (28) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  4d8+14 (32) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  3d6+7 (18) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  control weather (3/day); control winds (1/day); dominate animal (1/day); protection from energy (1/day)
  Spellcasting
  -
  Possessions
  -
  
  260
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  6
  36
  85
  161
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  4 (-3)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  9 (-1)
  DEX 12 (+1)
  CON 12 (+1)
  INT 
  4 (-3)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  13 (+1)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Sylvan, Cannot Speak
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 12
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Skullface As a standard action, a krenshar can pull the skin back from its face, revealing the musculature and bony 
  structures of its skull. This counts as using Intimidate to demoralize an opponent, and is an extraordinary ability. The 
  krenshar can emit a loud screech while peeling back its skin, causing potent fear in a single creature within 100 feet that 
  can see the krenshar. The target creature must make a Wisdom save or become frightened (if the target has 6 or fewer 
  Hit Dice) or shaken (if the target has more than 6 Hit Dice) for 1d4 rounds. A creature that successfully saves cannot be 
  affected again by the same krenshar’s skullface ability for 24 hours. This is a sonic, mind-affecting fear effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests or Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Pride (6-10x)
    Treasure
  None
  krensHar
  
  261
  K
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Claw Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) slashing damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (8) piercing damage.
  Claw Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d8+2 (6) piercing 
  damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d6+2 (6) slashing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  262
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  27
  58
  122
  202
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small fiend, lawful evil
  Medium fiend, lawful evil
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 18 (+4)
  CON 8 (-1)
  INT 
  9 (-1)
  WIS 
  10 (+0)
  CHA 10 (+0)
  STR 
  13 (+1)
  DEX 15 (+2)
  CON 12 (+1)
  INT 
  9 (-1)
  WIS 
  10 (+0)
  CHA 10 (+0)
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  13 (+1)
  WIS 
  14 (+2)
  CHA 14 (+2)
  STR 
  19 (+4)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  13 (+1)
  WIS 
  14 (+2)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except good and silver
  Immunities
  Cold
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common, Infernal
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of 
  resolving resistance.
  Special 
  Abilities & 
  Qualities
  Chain Armor The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of 
  arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary or Cabal (1+)
    Treasure
  Incidental
  kyton
  
  263
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 12
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Dancing Chains A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or 
  move as it wishes. In addition, a kyton can increase these chains’ length by up to 15 feet and cause them to sprout 
  razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature’s possession, 
  the creature can attempt a Wisdom save to break the kyton’s power over that chain. If the save is successful, the kyton 
  cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. A 
  kyton can climb chains it controls at its normal speed without making Climb checks.
  Special 
  Abilities & 
  Qualities
  Regeneration The extent of a kyton’s regeneration varies according to type, and can be neutralized by good weapons, 
  good spells, and silver weapons.  You are difficult to kill. You heal damage at 2 points per round, as with fast healing, but 
  you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points 
  are below 0). Good weapons and spells, or silver weapons cause your regeneration to stop functioning on the round 
  following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal 
  hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are 
  brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Standard 
  Actions
  Chains Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit  2d4 
  (5) bludgeoning damage.
  Chains Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 2d4+2 
  (7) bludgeoning damage.
  Chains Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  2d4+5 (10) bludgeoning 
  damage.
  Chains Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d4+7 (12) bludgeoning 
  damage.
  Special 
  Actions
  Saving Throw  
  Wisdom DC 12
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Unnerving Gaze All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An 
  unnerving gaze has a range of 30 feet, and can be negated by a Wisdom save.  Failure means the target creature is dazed 
  for 1d4 rounds. All kytons are immune to the unnerving gazes of other kytons. Unnerving gaze is always a mind-affecting 
  fear effect. 
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  264
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  9
  33
  87
  160
  Speed
  20 ft. Fly 50 ft. (Perfect)
  Size, Type, 
  Alignment
  Tiny fiend, lawful evil
  Tiny fiend, lawful evil
  Tiny fiend, lawful evil
  Small fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  6 (-2)
  DEX 15 (+2)
  CON 10 (+0)
  INT 
  11 (+0)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  7 (-2)
  DEX 15 (+2)
  CON 10 (+0)
  INT 
  11 (+0)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  12 (+1)
  DEX 18 (+4)
  CON 14 (+2)
  INT 
  15 (+2)
  WIS 
  14 (+2)
  CHA 9 (-1)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  15 (+2)
  WIS 
  14 (+2)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except good or silver
  Immunities
  Cold
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common, Infernal (cannot speak)
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of 
  resolving resistance.
  Special 
  Abilities & 
  Qualities
  Damage 1d2
  Damage 1d3
  Damage 1d4
  Damage 1d6
  Bleed You can cause wounds that continue to bleed, inflicting additional damage each round at the start of the affected 
  creature’s turn. This bleeding can be stopped by a successful DC 15 Medicine skill check or through the application of 
  any magical healing.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Shadow)
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, Pack (3-5x), or Squad (6-8x)
    Treasure
  Standard
  kyton (augur)
  
  265
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Regeneration The extent of a kyton’s regeneration varies according to type, and can be neutralized by good weapons, 
  good spells, and silver weapons.  You are difficult to kill. You heal damage at 2 points per round, as with fast healing, but 
  you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points 
  are below 0). Good weapons and spells, or silver weapons cause your regeneration to stop functioning on the round 
  following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal 
  hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are 
  brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 12
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 18
  Unnerving Gaze All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An 
  unnerving gaze has a range of 30 feet, and can be negated by a Wisdom save.  Failure means the target creature is dazed 
  for 1d4 rounds. All kytons are immune to the unnerving gazes of other kytons. Unnerving gaze is always a mind-affecting 
  fear effect. 
  Standard 
  Actions
  Gore Melee weapon 
  attack: -3 to hit, reach 0 
  ft., one target.  Hit 1d4+0 
  (2) piercing damage.
  Gore Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 1d6+0 
  (4) piercing damage.
  Gore Melee weapon 
  attack: +0 to hit, reach 
  0 ft., one target.  Hit 
  1d6+2 (6) piercing 
  damage.
  Gore Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  266
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  94
  182
  347
  463
  Speed
  40 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Medium fiend, lawful evil
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Huge fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 20 (+5)
  CON 20 (+5)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 20 (+5)
  STR 
  20 (+5)
  DEX 22 (+6)
  CON 20 (+5)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 22 (+6)
  STR 
  26 (+8)
  DEX 20 (+5)
  CON 24 (+7)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 24 (+7)
  STR 
  26 (+8)
  DEX 22 (+6)
  CON 26 (+8)
  INT 
  20 (+5)
  WIS 
  20 (+5)
  CHA 26 (+8)
  Saving Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except good and silver
  Immunities
  Cold, Fear
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +17, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +19, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +20, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +22, Darkvision 60 ft., 
  Truesight
  Languages
  Common, Infernal
  Challenge
  8
  14
  20
  24
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of 
  resolving resistance.
  Special 
  Abilities & 
  Qualities
  Regeneration The extent of a kyton’s regeneration varies according to type, and can be neutralized by good weapons, 
  good spells, and silver weapons.  You are difficult to kill. You heal damage at 15 points per round, as with fast healing, 
  but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit 
  points are below 0). Good weapons and spells, or silver weapons cause your regeneration to stop functioning on the 
  round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t 
  deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are 
  brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Shadow)
    Rarity
  Rare
    Role
  Leader / Solo
    Organization
  Solitary, Pair, or Cell (3-5x)
    Treasure
  Double
  kyton (eremite overlord)
  
  267
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 21
  Saving Throw  
  Constitution DC 23
  Saving Throw  
  Constitution DC 25
  Evisceration When an eremite grapples a foe, it can quickly eviscerate or otherwise surgically alter its victim by excising a 
  bit of flesh or a part of an internal organ as a swift action, causing the victim to take ability damage-the exact ability score 
  drained is chosen by the eremite. The victim can resist this effect with a Constitution save.  Ability damage suffered from 
  this effect can be restored via restoration or more potent healing magic.
  Special 
  Abilities & 
  Qualities
  Graft Flesh Once per day, an eremite may graft any bit of flesh or bone harvested via its evisceration ability within the 
  previous hour to its own body as a full-round action that provokes an attack of opportunity. Doing so grants the eremite 
  the effects of a heal and a greater restoration spell (caster level 20th).
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 2d6+7 
  (14) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 2d6+7 
  (14) slashing damage.
  Wings Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 2d6+8 
  (15) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 2d6+8 
  (15) slashing damage.
  Wings Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  3d6+14 (24) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  3d6+14 (24) slashing 
  damage.
  Wings Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  6d6+14 (35) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  6d6+14 (35) slashing 
  damage.
  Wings Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d6+7 (21) bludgeoning 
  damage.
  Special 
  Actions
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 21
  Saving Throw  
  Constitution DC 23
  Saving Throw  
  Constitution DC 25
  Pain Any creature struck by an eremite’s natural attacks must make a Constitution save or become staggered for 1 round 
  from the pain. As long as a creature is staggered by this effect, it suffers disadvantage on all saving throws made to resist 
  the eremite’s spell-like and extraordinary abilities.
  Special 
  Actions
  Shadow Traveler When an eremite uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination 
  with complete accuracy. When an eremite uses shadow walk, it moves at a rate of 100 miles per hour.
  Special 
  Actions
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 21
  Saving Throw  
  Wisdom DC 23
  Saving Throw  
  Wisdom DC 25
  Unnerving GAze All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An 
  unnerving gaze has a range of 30 feet, and can be negated by a Wisdom save-the exact effects caused by a particular 
  kyton’s unnerving gaze depend on the type of kyton. All kytons are immune to the unnerving gazes of other kytons. 
  Unnerving gaze is always a mind-affecting fear effect.  A creature that succumbs to an eremite’s unnerving gaze 
  becomes paralyzed with fear for 1d4 rounds as it finds itself almost longing to submit its flesh to the kyton. At the 
  end of any round it remains paralyzed in this way, the victim must make a Wisdom save or take 1d4 points of Wisdom 
  damage from encroaching madness. This is a mind-affecting fear effect.  Ability damage suffered from this effect remains 
  until removed via restoration magic or more potent magical healing.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  268
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  105
  167
  315
  498
  Speed
  40 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Small fiend, lawful evil
  Small fiend, lawful evil
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 20 (+5)
  CON 20 (+5)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 20 (+5)
  STR 
  20 (+5)
  DEX 22 (+6)
  CON 20 (+5)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 22 (+6)
  STR 
  22 (+6)
  DEX 20 (+5)
  CON 22 (+6)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 24 (+7)
  STR 
  26 (+8)
  DEX 22 (+6)
  CON 26 (+8)
  INT 
  20 (+5)
  WIS 
  20 (+5)
  CHA 26 (+8)
  Saving Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except good and silver
  Immunities
  Cold, Fear
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +17, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +18, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +20, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +22, Darkvision 60 ft., 
  Truesight
  Languages
  Common, Infernal
  Challenge
  8
  12
  20
  24
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of 
  resolving resistance.
  Special 
  Abilities & 
  Qualities
  Regeneration The extent of a kyton’s regeneration varies according to type, and can be neutralized by good weapons, 
  good spells, and silver weapons.  You are difficult to kill. You heal damage at 15 points per round, as with fast healing, 
  but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit 
  points are below 0). Good weapons and spells, or silver weapons cause your regeneration to stop functioning on the 
  round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t 
  deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are 
  brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Shadow)
    Rarity
  Rare
    Role
  Leader / Solo
    Organization
  Solitary, Pair, or Cell (3-5x)
    Treasure
  Double
  kyton (eremite)
  
  269
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 23
  Saving Throw  
  Constitution DC 25
  Evisceration When an eremite grapples a foe, it can quickly eviscerate or otherwise surgically alter its victim by excising a 
  bit of flesh or a part of an internal organ as a swift action, causing the victim to take ability damage-the exact ability score 
  drained is chosen by the eremite. The victim can resist this effect with a Constitution save.  Ability damage suffered from 
  this effect can be restored via restoration or more potent healing magic.
  Special 
  Abilities & 
  Qualities
  Graft Flesh Once per day, an eremite may graft any bit of flesh or bone harvested via its evisceration ability within the 
  previous hour to its own body as a full-round action that provokes an attack of opportunity. Doing so grants the eremite 
  the effects of a heal and a greater restoration spell (caster level 20th).
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d10+10 (16) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d10+10 (16) slashing 
  damage.
  Wings Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  1d6+10 (14) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d10+12 (18) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d10+12 (18) slashing 
  damage.
  Wings Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  1d6+12 (16) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+10 (17) slashing 
  damage.
  Wings Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  4d6+14 (28) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  4d6+14 (28) slashing 
  damage.
  Wings Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  3d6+7 (18) bludgeoning 
  damage.
  Special 
  Actions
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 23
  Saving Throw  
  Constitution DC 25
  Pain Any creature struck by an eremite’s natural attacks must make a Constitution save or become staggered for 1 round 
  from the pain. As long as a creature is staggered by this effect, it suffers disadvantage on all saving throws made to resist 
  the eremite’s spell-like and extraordinary abilities.
  Special 
  Actions
  Shadow Traveler When an eremite uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination 
  with complete accuracy. When an eremite uses shadow walk, it moves at a rate of 100 miles per hour.
  Special 
  Actions
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 23
  Saving Throw  
  Wisdom DC 25
  Unnerving GAze All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An 
  unnerving gaze has a range of 30 feet, and can be negated by a Wisdom save-the exact effects caused by a particular 
  kyton’s unnerving gaze depend on the type of kyton. All kytons are immune to the unnerving gazes of other kytons. 
  Unnerving gaze is always a mind-affecting fear effect.  A creature that succumbs to an eremite’s unnerving gaze 
  becomes paralyzed with fear for 1d4 rounds as it finds itself almost longing to submit its flesh to the kyton. At the 
  end of any round it remains paralyzed in this way, the victim must make a Wisdom save or take 1d4 points of Wisdom 
  damage from encroaching madness. This is a mind-affecting fear effect.  Ability damage suffered from this effect remains 
  until removed via restoration magic or more potent magical healing.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  270
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  34
  60
  111
  223
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium fiend, lawful evil
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Huge fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 15 (+2)
  INT 
  13 (+1)
  WIS 
  18 (+4)
  CHA 17 (+3)
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 15 (+2)
  INT 
  13 (+1)
  WIS 
  18 (+4)
  CHA 17 (+3)
  STR 
  19 (+4)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  13 (+1)
  WIS 
  18 (+4)
  CHA 17 (+3)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 22 (+6)
  INT 
  17 (+3)
  WIS 
  20 (+5)
  CHA 19 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except silver or good
  Immunities
  Cold
  Vulnerabilities
  -
  Senses
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Languages
  Common, Infernal
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of 
  resolving resistance.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Shadow)
    Rarity
  Rare
    Role
  Skirmisher / Elite
    Organization
  Solitary, Pair, or Gang (3-5x)
    Treasure
  Standard
  kyton (interloCutor)
  
  271
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Regeneration The extent of a kyton’s regeneration varies according to type, and can be neutralized by good weapons, 
  good spells, and silver weapons.  You are difficult to kill. You heal damage at 5 points per round, as with fast healing, but 
  you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points 
  are below 0). Good weapons and spells, or silver weapons cause your regeneration to stop functioning on the round 
  following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal 
  hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are 
  brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Special 
  Abilities & 
  Qualities
  Damage 1d2
  Damage 1d3
  Damage 1d4
  Damage 1d6
  Bleed You can cause wounds that continue to bleed, inflicting additional damage each round at the start of the affected 
  creature’s turn. This bleeding can be stopped by a successful DC 15 Medicine skill check or through the application of 
  any magical healing.
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 1d8
  Damage 2d6
  Damage 2d8
  Rend If you hit with two or more natural attacks in 1 round, you can cause tremendous damage by latching onto the 
  opponent’s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d6+7 (10) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit  1d6+7 
  (10) slashing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) slashing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+11 (22) slashing 
  damage.
  Special 
  Actions
  Surgical Strikes An interlocutor’s claws threaten a critical hit on a roll of 19-20. On a successful critical hit, that claw 
  deals twice the bleed damage.
  Special 
  Actions
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 22
  Unnerving Gaze All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An 
  unnerving gaze has a range of 30 feet, and can be negated by a Wisdom save-the exact effects caused by a particular 
  kyton’s unnerving gaze depend on the type of kyton. All kytons are immune to the unnerving gazes of other kytons. 
  Unnerving gaze is always a mind-affecting fear effect.  A creature that succumbs to an interlocutor’s unnerving gaze 
  becomes staggered for 1 round as it becomes convinced that it recognizes some of its own body parts entangled in the 
  interlocutor’s body.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  272
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  28
  60
  118
  187
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium fiend, lawful evil
  Medium fiend, lawful evil
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 13 (+1)
  CON 12 (+1)
  INT 
  9 (-1)
  WIS 
  8 (-1)
  CHA 10 (+0)
  STR 
  9 (-1)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  9 (-1)
  WIS 
  8 (-1)
  CHA 10 (+0)
  STR 
  14 (+2)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  13 (+1)
  WIS 
  12 (+1)
  CHA 14 (+2)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  13 (+1)
  WIS 
  12 (+1)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except good or silver
  Immunities
  Cold
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common, Infernal, Shadowtongue
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Regeneration The extent of a kyton’s regeneration varies according to type, and can be neutralized by good 
  weapons, good spells, and silver weapons.  Lampadarii are difficult to kill. They heals damage at 2 points 
  per round, as with fast healing, but cannot die as long as their regeneration is still functioning (although 
  they still falls unconscious when their hit points are below 0). Good weapons and effects or silver weapons 
  cause their regeneration to stop functioning on the round following the attack. During this round, they 
  cannot heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed 
  by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. 
  You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought 
  together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Shadow Plane)
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary, Pair, or Choir (3-5x)
    Treasure
  Standard
  kyton (lapidarius)
  
  273
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  See in Darkness Kytons can see perfectly in darkness of any kind, including that created by magical darkness.
  Special 
  Abilities & 
  Qualities
  Semi-Incorporeal Some of a lampadarius’s body is composed of incorporeal shadow. As a result, it has a 
  25% chance of taking no damage from any nonmagical attack. It takes only 75% of the damage from magic 
  weapons, spells, spell-like effects, and supernatural effects. However, it takes full damage from incorporeal 
  creatures and effects, force effects, and ghost touch weapons.
  Special 
  Abilities & 
  Qualities
  Strength Damage A lampadarius’s touch deals 1d6 points of Strength damage to a living creature. This is a 
  negative energy effect.  Ability damage suffered from this effect is restored following a long rest.
  Standard 
  Actions
  Incorporeal Touch Melee 
  weapon attack: -1 to hit, 
  reach 5 ft., one target.  
  Hit 1d6 (6) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) bludgeoning damage.
  Incorporeal Touch Melee 
  weapon attack: -2 to hit, 
  reach 5 ft., one target.  
  Hit 1d8 (8) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (8) bludgeoning damage.
  Incorporeal Touch Melee 
  weapon attack: +2 to 
  hit, reach 5 ft., one 
  target.  Hit 1d8+3 (8) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) bludgeoning 
  damage.
  Incorporeal Touch Melee 
  weapon attack: +5 to 
  hit, reach 10 ft., one 
  target.  Hit 2d6+7 (14) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) bludgeoning 
  damage.
  Special 
  Actions
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Unnerving Gaze All kytons have a gaze attack that manipulates the perceptions of those who look upon 
  them. An unnerving gaze has a range of 30 feet, and can be negated by a Wisdom save-the exact effects 
  caused by a particular kyton’s unnerving gaze depend on the type of kyton. All kytons are immune to the 
  unnerving gazes of other kytons. Unnerving gaze is always a mind-affecting fear effect. The save DC is 
  Charisma-based.  A lampadarius can make an opponent feel like its own shadow is attempting to claw its 
  face. Those who fail their saves are shaken for 1d3 rounds. This ability has no effect if there is no light 
  present to create shadows. In dim illumination, the DC increases by 2. This is a mind-affecting fear effect.
  Innate 
  Spellcasting
  dancing lights (at will); darkness (3/day); detect magic (at will); invisibility (self only) (3/day); levitate (self 
  only) (3/day)
  Spellcasting
  -
  Possessions
  -
  
  274
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  13
  48
  112
  170
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small fiend, lawful evil
  Medium fiend, lawful evil
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  6 (-2)
  DEX 17 (+3)
  CON 8 (-1)
  INT 
  17 (+3)
  WIS 
  16 (+3)
  CHA 17 (+3)
  STR 
  8 (-1)
  DEX 13 (+1)
  CON 12 (+1)
  INT 
  17 (+3)
  WIS 
  16 (+3)
  CHA 17 (+3)
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 18 (+4)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Cold, Magic Missile
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Common, Infernal, Telepathy 100 ft.
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Aligned A creature that succumbs to an ostiarius’s unnerving gaze becomes sickened for 1d4 rounds. This is a mind-
  affecting fear effect
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Shadow)
    Rarity
  Rare
    Role
  Leader / Normal
    Organization
  Solitary, Pair, or Synod (5-9x)
    Treasure
  Standard
  kyton (ostiarius)
  
  275
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Regeneration The extent of a kyton’s regeneration varies according to type, and can be neutralized by good weapons, 
  good spells, and silver weapons.  You are difficult to kill. You heal damage at 2 points per round, as with fast healing, but 
  you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points 
  are below 0). Good weapons and spells, or silver weapons cause your regeneration to stop functioning on the round 
  following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal 
  hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are 
  brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Bleed You can cause wounds that continue to bleed, inflicting additional damage each round at the start of the affected 
  creature’s turn. This bleeding can be stopped by a successful DC 15 Medicine skill check or through the application of 
  any magical healing.
  Special 
  Abilities & 
  Qualities
  Shadow Traveler When an ostiarius uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination 
  with complete accuracy. When an ostiarius uses shadow walk, it moves at 100 miles per hour.
  Standard 
  Actions
  Touch Melee weapon 
  attack: -3 to hit, reach 
  5 ft., one target.  Hit  
  1d1+0 (1) bludgeoning 
  damage.
  Touch Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Touch Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d1+2 (3) bludgeoning 
  damage.
  Touch Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d1+4 (5) bludgeoning 
  damage.
  Special 
  Actions
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Special 
  Actions
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Unnerving Gaze All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An 
  unnerving gaze has a range of 30 feet, and can be negated by a Wisdom save-the exact effects caused by a particular 
  kyton’s unnerving gaze depend on the type of kyton. All kytons are immune to the unnerving gazes of other kytons. 
  Unnerving gaze is always a mind-affecting fear effect.  A creature that succumbs to an ostiarius’s unnerving gaze 
  becomes sickened for 1d4 rounds. This is a mind-affecting fear effect.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  calm emotions (at will); darkness (at will); enthrall (at will); major image (at will); plane shift (material plane 
  or plane of shadow only, LE creatures only) (1/day); shield (at will); silence (3/day)
  Spellcasting
  -
  Possessions
  -
  
  276
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  35
  60
  116
  228
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small fiend, lawful evil
  Small fiend, lawful evil
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 17 (+3)
  CON 15 (+2)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 13 (+1)
  STR 
  14 (+2)
  DEX 17 (+3)
  CON 15 (+2)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 13 (+1)
  STR 
  17 (+3)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 13 (+1)
  STR 
  22 (+6)
  DEX 16 (+3)
  CON 22 (+6)
  INT 
  15 (+2)
  WIS 
  16 (+3)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except silver or good
  Immunities
  Cold
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Infernal
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of 
  resolving resistance.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Shadow)
    Rarity
  Rare
    Role
  Skirmisher / Elite
    Organization
  Solitary, Pair, Bodyguard (1d4x+), or Entourage (2d6x+)
    Treasure
  Standard
  kyton (saCristan)
  
  277
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Regeneration The extent of a kyton’s regeneration varies according to type, and can be neutralized by good weapons, 
  good spells, and silver weapons.  You are difficult to kill. You heal damage at 5 points per round, as with fast healing, but 
  you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points 
  are below 0). Good weapons and spells, or silver weapons cause your regeneration to stop functioning on the round 
  following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal 
  hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are 
  brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 21
  Shadow Scream Once per hour as a standard action, a sacristan can burst the bonds sealing its mouth and unleash 
  a cacophony of darkness and soul-shaking howls from the pits of the Shadow Plane. The area within 25 feet of the 
  sacristan is affected by deeper darkness. All creatures within the area are deafened for as long as they remain in the 
  area and must succeed at a Wisdom save or be confused. The confusion effect lasts for as long as the creature is in 
  the shadow scream’s area of effect and for 1d4 rounds after leaving. Any creature that falls unconscious while under 
  the effects of this confusion effect must succeed at an additional Wisdom save or be afflicted by a random insanity. A 
  sacristan’s shadow scream lasts for 3 rounds and remains centered on the kyton even if it moves. The sacristan can end 
  the shadow scream at will. The scream also ends if the sacristan is killed or is affected by the spell dimensional lock, 
  which prevents this ability’s use for as long as the spell in effect.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 21
  Unnerving Gaze All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An 
  unnerving gaze has a range of 30 feet, and can be negated by a Wisdom save-the exact effects caused by a particular 
  kyton’s unnerving gaze depend on the type of kyton. All kytons are immune to the unnerving gazes of other kytons. 
  Unnerving gaze is always a mind-affecting fear effect.  A creature that succumbs to a sacristan’s unnerving gaze becomes 
  staggered for 1 round.
  Standard 
  Actions
  Spiked Chain Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit  +X (0) bludgeoning 
  damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d3+3 
  (5) slashing damage.
  Spiked Chain Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit  +X (0) bludgeoning 
  damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d3+3 
  (5) slashing damage.
  Spiked Chain Melee 
  weapon attack: +3 to 
  hit, reach 5 ft., one 
  target.  Hit  2d4+7 (12) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d4+5 (8) slashing 
  damage.
  Spiked Chain Melee 
  weapon attack: +5 to 
  hit, reach 10 ft., one 
  target.  Hit  2d6+15 (22) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9 (14) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  278
  K
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  101
  165
  280
  434
  Speed
  20 ft. Fly 40 ft. (Clumsy)
  Size, Type, 
  Alignment
  Medium fiend, lawful evil
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Huge fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 18 (+4)
  CON 20 (+5)
  INT 
  14 (+2)
  WIS 
  20 (+5)
  CHA 18 (+4)
  STR 
  19 (+4)
  DEX 18 (+4)
  CON 20 (+5)
  INT 
  14 (+2)
  WIS 
  20 (+5)
  CHA 18 (+4)
  STR 
  21 (+5)
  DEX 17 (+3)
  CON 22 (+6)
  INT 
  14 (+2)
  WIS 
  20 (+5)
  CHA 18 (+4)
  STR 
  26 (+8)
  DEX 18 (+4)
  CON 26 (+8)
  INT 
  17 (+3)
  WIS 
  22 (+6)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except good and silver
  Immunities
  Cold
  Vulnerabilities
  -
  Senses
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Passive Perception +23, 
  Darkvision 60 ft.
  Languages
  Common, Infernal, Telepathy 100 ft.
  Challenge
  8
  12
  17
  21
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of 
  resolving resistance.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Shadow)
    Rarity
  Rare
    Role
  Soldier / Elite
    Organization
  Solitary, Pair, or Circle (3-5x)
    Treasure
  Standard
  kyton (termagent)
  
  279
  K
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Regeneration The extent of a kyton’s regeneration varies according to type, and can be neutralized by good weapons, 
  good spells, and silver weapons.  You are difficult to kill. You heal damage at 10 points per round, as with fast healing, 
  but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit 
  points are below 0). Good weapons and spells, or silver weapons cause your regeneration to stop functioning on the 
  round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t 
  deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are 
  brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Special 
  Abilities & 
  Qualities
  Damage 1d8
  Damage 2d4
  Damage 2d6
  Damage 2d8
  Bleed You can cause wounds that continue to bleed, inflicting additional damage each round at the start of the affected 
  creature’s turn. This bleeding can be stopped by a successful DC 15 Medicine skill check or through the application of 
  any magical healing.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 22
  Saving Throw  
  Constitution DC 25
  Flux Infusion Poison Injury; save Constitution; frequency 1/round for 10 rounds; effect 1d4 ability damage: randomize 
  among Constitution, Dexterity, or Strength; Cure 2 consecutive saves.  Ability damage suffered to this effect may be 
  recovered via a long rest.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  1d6+10 (14) 
  bludgeoning damage.
  Tentacle Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  1d4+10 (12) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d6+10/19-00 (14) 
  bludgeoning damage.
  Tentacle Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  1d4+10 (12) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9/19-00 (14) 
  bludgeoning damage.
  Tentacle Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d6+4 (8) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  15 ft., one target.  Hit 
  3d6+13/19-00 (24) 
  bludgeoning damage.
  Tentacle Melee weapon 
  attack: +8 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Special 
  Actions
  Saving Throw  
  Dexterity DC 18
  Saving Throw  
  Dexterity DC 19
  Saving Throw  
  Dexterity DC 22
  Saving Throw  
  Dexterity DC 25
  Rupture When killed, a termagant explodes in a blast of its flux infusion poison. All living creatures within 15 feet must 
  make a Dexterity save or be poisoned.
  Special 
  Actions
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 22
  Saving Throw  
  Constitution DC 25
  Shared Rupture Any creature killed while poisoned by a termagant explodes. All living creatures within 10 feet of the 
  creature must succeed at a Constitution save or be poisoned.
  Special 
  Actions
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Special 
  Actions
  Saving Throw  
  Will DC 18
  Saving Throw  
  Will DC 19
  Saving Throw  
  Will DC 22
  Saving Throw  
  Will DC 25
  Unnerving Gaze All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An 
  unnerving gaze has a range of 30 feet, and can be negated by a Wisdom save-the exact effects caused by a particular 
  kyton’s unnerving gaze depend on the type of kyton. All kytons are immune to the unnerving gazes of other kytons. 
  Unnerving gaze is always a mind-affecting fear effect.  A creature that succumbs to a termagant’s unnerving gaze 
  becomes nauseated for 1d4 rounds as its mind attempts to comprehend the horrors it has witnessed.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  280
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  24
  62
  114
  210
  Speed
  60 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Huge monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 8 (-1)
  INT 
  11 (+0)
  WIS 
  15 (+2)
  CHA 11 (+0)
  STR 
  16 (+3)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  15 (+2)
  CHA 11 (+0)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  15 (+2)
  WIS 
  18 (+4)
  CHA 15 (+2)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 19 (+4)
  INT 
  15 (+2)
  WIS 
  18 (+4)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Abyssal, Common
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Wisdom Drain A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack.  Lamias try to use this 
  power early in an encounter to make foes more susceptible to charm monster and suggestion.  Ability damage lost to 
  this effect may be recovered following a long rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Deserts
    Rarity
  Rare
    Role
  Leader / Elite
    Organization
  Solitary, Pair, or Cult (3-12x)
    Treasure
  Double
  lamia
  
  281
  L
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Dagger Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d4/19-00 
  (3) piercing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit  
  1d3+2 (4) slashing 
  damage.
  Touch Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit  
  1d1+2 (3) bludgeoning 
  damage.
  Dagger Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d4/19-00 (3) 
  piercing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Touch Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Dagger Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d4+6/19-00 (8) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d4+6/19-
  00 (8) piercing damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d6+3 (6) slashing 
  damage.
  Touch Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Dagger Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  1d8/19-00 (8) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d4+8/19-00 
  (10) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) slashing 
  damage.
  Touch Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d1 (2) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  charm monster (3/day); sleep (1/day); disguise self (at will); major image (3/day); mirror image (1/day); 
  suggestion (3/day)
  Spellcasting
  -
  Possessions
  Dagger (4x)
  
  282
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  42
  101
  167
  269
  Speed
  40 ft. Climb 40 ft. Swim 40 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Huge monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 18 (+4)
  CON 11 (+0)
  INT 
  14 (+2)
  WIS 
  14 (+2)
  CHA 18 (+4)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 15 (+2)
  INT 
  14 (+2)
  WIS 
  14 (+2)
  CHA 18 (+4)
  STR 
  19 (+4)
  DEX 19 (+4)
  CON 18 (+4)
  INT 
  17 (+3)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  21 (+5)
  DEX 18 (+4)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  17 (+3)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Languages
  6
  12
  16
  20
  12
  16
  Special 
  Abilities & 
  Qualities
  Wisdom Drain A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack.  Lamias try to use this 
  power early in an encounter to make foes more susceptible to charm monster and suggestion.  Ability damage lost to 
  this effect may be recovered following a long rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Leader / Elite
    Organization
  Solitary, Pair, or Cult (3-6x)
    Treasure
  Double
  lamia matriarCH
  
  283
  L
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Scimitar Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d6/18-00 4 slashing 
  damage.
  Touch Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit  
  1d1+1 (2) bludgeoning 
  damage.
  Scimitar Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d6+6/15+00 (10) 
  slashing damage.
  Touch Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Scimitar Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+8/15+00 (12) 
  slashing damage.
  Touch Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d1 (2) bludgeoning 
  damage.
  Scimitar Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+12/15+00 (19) 
  slashing damage.
  Touch Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d1 (2) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  charm monster (at will); sleep (3/day); dream (3/day); major image (3/day); mirror image (1/day); suggestion 
  (3/day)
  Spellcasting
  Sorcerer Spells (CL 8):
  Sorcerer Spells (CL 12):
  Sorcerer Spells (CL 16):
  Sorcerer Spells (CL 20):
  haste; invisibility; cure wounds; divine favor; mage armor; magic missile; dancing lights; detect magic; mage 
  hand; mending; prestidigitation
  Possessions
  Scimitar (2x)
  
  284
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  46
  107
  172
  262
  Speed
  30 ft. Fly 60 ft. (Average)
  Size, Type, 
  Alignment
  Medium monstrosity, 
  lawful good
  Large monstrosity, lawful 
  good
  Large monstrosity, lawful 
  good
  Huge monstrosity, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 14 (+2)
  CON 15 (+2)
  INT 
  14 (+2)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 10 (+0)
  CON 18 (+4)
  INT 
  14 (+2)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  21 (+5)
  DEX 14 (+2)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 16 (+3)
  STR 
  23 (+6)
  DEX 12 (+1)
  CON 22 (+6)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Celestial, Common
  Challenge
  5
  9
  13
  17
  Standard 
  Actions
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d6+6 (10) slashing 
  damage.
  Wings Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d4+6 (8) bludgeoning 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 1d8+6 
  (10) slashing damage.
  Wings Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d6+6 (10) bludgeoning 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+9 (16) slashing 
  damage.
  Wings Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9 (14) bludgeoning 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+11 (22) slashing 
  damage.
  Wings Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  
  Hit 2d6+11 (18) 
  bludgeoning damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Deserts
    Rarity
  Rare
    Role
  Controller / Elite
    Organization
  Solitary
    Treasure
  Standard
  lammasu
  
  285
  L
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  Known Spells (CL 7):
  Known Spells (CL 9):
  Known Spells (CL 13):
  Known Spells (CL 17):
  darkness; bane; cause fear; command; calm emotions; doom; detect magic; guidance; light; spark; vigor
  Possessions
  -
  
  286
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  19
  59
  111
  179
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small fey, chaotic neutral
  Medium fey, chaotic 
  neutral
  Medium fey, chaotic 
  neutral
  Large fey, chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  6 (-2)
  DEX 20 (+5)
  CON 12 (+1)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 18 (+4)
  STR 
  8 (-1)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 18 (+4)
  STR 
  12 (+1)
  DEX 20 (+5)
  CON 18 (+4)
  INT 
  16 (+3)
  WIS 
  18 (+4)
  CHA 20 (+5)
  STR 
  17 (+3)
  DEX 19 (+4)
  CON 20 (+5)
  INT 
  16 (+3)
  WIS 
  18 (+4)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 90 ft.
  Passive Perception +15, 
  Darkvision 90 ft.
  Passive Perception +18, 
  Darkvision 90 ft.
  Passive Perception +19, 
  Darkvision 90 ft.
  Languages
  Aklo, Common, Druidic, Undercommon
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Insane Beauty This ability affects all humanoids within 30 feet who are viewing a lampad in conditions brighter than dim 
  light. Those who look directly upon the lampad must succeed at a Wisdom save or gain the confused condition for 1d6 
  rounds. A creature that succeeds at the save is immune to the same lampad’s insane beauty for 24 hours. A lampad can 
  suppress or resume this ability as a free action.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary
    Treasure
  Standard
  lampad
  
  287
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Weep As a standard action, a lampad can unsettle those near her when she cries. Any creature within 30 feet who can 
  hear a lampad weeping becomes shaken unless it succeeds at a Wisdom saving throw. This ability can’t cause a creature 
  to become frightened or panicked. This is a mind-affecting fear effect that relies on audible components.
  Standard 
  Actions
  Dagger Melee weapon 
  attack: -3 to hit, reach 
  5 ft., one target.  Hit 
  1d4+0/19-00 (2) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 1d4+0/19-00 
  (2) piercing damage.
  Sling Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 1d4+0 (2) 
  bludgeoning damage.
  Dagger Melee weapon 
  attack: -2 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (4) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 1d4/19-00 (3) 
  piercing damage.
  Sling Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 1d4 (4) 
  bludgeoning damage.
  Dagger Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d4/19-00 
  (3) piercing damage.
  Sling Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d4+2 (4) 
  bludgeoning damage.
  Dagger Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d6+6/19-00 (10) 
  bludgeoning damage.
  Dagger Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d6+7/19-
  00 (10) bludgeoning 
  damage.
  Sling Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d6+6 (10) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  meld into stone (at will)
  Spellcasting
  Druid Spells (CL 5th):
  Druid Spells (CL 7th):
  Druid Spells (CL 11th):
  Druid Spells (CL 15th):
  stone shape; spider climb; stone call; cure wounds; faerie fire; magic stone; detect magic; light; mending
  Possessions
  Dagger (2x); sling; sling bullets (20x)
  
  288
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  9
  44
  94
  150
  Speed
  Swim 30 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  2 (-4)
  DEX 12 (+1)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  3 (-4)
  DEX 12 (+1)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  8 (-1)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 4 (-3)
  STR 
  13 (+1)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Attach When you hit with a bite attack, you automatically grapple your foe, inflicting automatic bite damage each round.
  Special 
  Abilities & 
  Qualities
  Blood Drain A Lamprey drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Strength damage.  
  Ability damage suffered from this effect is recovered following a long rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Oceans
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or School (3-12x)
    Treasure
  None
  lamprey
  
  289
  L
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d8+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit 
  2d6+4 (11) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  290
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  82
  105
  175
  224
  Speed
  40 ft. Fly 60 ft. (Perfect)
  Size, Type, 
  Alignment
  Huge construct, lawful 
  neutral
  Huge construct, lawful 
  neutral
  Gargantuan construct, 
  lawful neutral
  Gargantuan construct, 
  lawful neutral
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  19 (+4)
  CHA 17 (+3)
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  19 (+4)
  CHA 17 (+3)
  STR 
  21 (+5)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  19 (+4)
  CHA 17 (+3)
  STR 
  28 (+9)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  16 (+3)
  WIS 
  21 (+5)
  CHA 19 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except chaotic
  Immunities
  Acid, Critical Hits, Electricity, Precision Damage, Rust
  Vulnerabilities
  -
  Senses
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Passive Perception +22, 
  Darkvision 60 ft.
  Languages
  Celestial, Common, Draconic, Infernal
  Challenge
  8
  12
  18
  22
  Special 
  Abilities & 
  Qualities
  Always Armed Heralds can summon their signature weapon as a standard action. If its herald doesn’t have a 
  signature weapon, it can summon any nonmagical weapon as a standard action (including special materials); 
  the weapon disappears if it leaves the herald’s grasp.
  All-Around Vision You can see in all directions at once. You cannot be flanked.
  Special 
  Abilities & 
  Qualities
  Change Shape As an immediate action, the herald can take physical form, losing its incorporeal special 
  quality and subtype and its deflection bonus to AC, but gaining a Strength score of 20 and a natural armor 
  bonus equal to its incorporeal deflection bonus.  A giant eagle (per Beastiary) or two-headed golden eagle 
  (same stats as an eagle, but with two bite attacks) as Beast Shape IV.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Solo
    Organization
  Solitary
    Treasure
  Standard
  lawgiver
  
  291
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Emissary Heralds can always be summoned by the faithful using greater planar ally or gate, regardless of 
  limitations of that spell, even if it’s not an outsider.
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation 
  with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple 
  people at the same time.
  Special 
  Abilities & 
  Qualities
  Construct Traits Constructs are immune to death effects, disease, mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, 
  and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). 
  Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy 
  drain. Constructs are not at risk of death from massive damage.
  Standard 
  Actions
  Axiomatic Warhammer 
  Melee weapon attack: 
  +5 to hit, reach 15 ft., 
  one target.  Hit 3d6+8/
  x3 (18) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Axiomatic Warhammer 
  Melee weapon attack: 
  +5 to hit, reach 15 ft., 
  one target.  Hit 3d6+8/
  x3 (18) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Axiomatic Warhammer 
  Melee weapon attack: 
  +6 to hit, reach 20 ft., 
  one target.  Hit 4d6+10/
  x3 (24) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  2d6+9 (16) bludgeoning 
  damage.
  Axiomatic Warhammer 
  Melee weapon attack: 
  +7 to hit, reach 30 ft., 
  one target.  Hit 6d6+18/
  x3 (39) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  
  Hit 4d6+15 (29) 
  bludgeoning damage.
  Special 
  Actions
  Freeze The Lawgiver can hold itself so still it appears to be a statue. When using freeze it can take 20 on its 
  Stealth check to hide in plain sight as a metal statue.
  Special 
  Actions
  See in Darkness Kytons can see perfectly in darkness of any kind, including that created by magical darkness.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  cure wounds (3/day); lesser restoration (3/day); remove blindness/deafness (3/day); remove curse (3/day)
  Spellcasting
  -
  Possessions
  -
  
  292
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  17
  43
  104
  183
  Speed
  5 ft. Fly 40 ft. (Average)
  Size, Type, 
  Alignment
  Small plant, unaligned
  Small plant, unaligned
  Small plant, unaligned
  Medium plant, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 2 (-4)
  STR 
  11 (+0)
  DEX 14 (+2)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 2 (-4)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 6 (-2)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Poison Sting-injury; save Constitution; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save.  Ability 
  damage suffered to this effect is recovered following a long rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary or Rustle (2-20x)
    Treasure
  None
  leaF ray (Fall)
  
  293
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Seed Once per day, a leaf ray can implant a seed into a helpless target with its stinger. As a full-round action, the leaf ray 
  stings its victim, depositing a seed into the victim’s flesh. This process deals 1 hit point of damage to the victim, but the 
  implanted creature isn’t subject to the leaf ray’s poison in this process. The seed germinates inside the victim, making 
  it sickened while it harbors the leaf ray seed, and dealing 1d2 points of Constitution damage to the victim each day the 
  seed grows within. This damage is negated with a successful Constitution save. The seed feeds off the victim’s body 
  and only grows into a new leaf ray tree when the victim dies from Constitution damage. Removing an implanted seed 
  requires a successful DC 20 Medicine check (a full-round action); each attempt deals 1 hit point of damage. Although 
  immunity to disease offers no special protection against a leaf ray seed’s implantation, remove disease, heal, or similar 
  effects automatically destroy any implanted seeds.
  Standard 
  Actions
  Stinger Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) piercing damage.
  Stinger Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Stinger Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) piercing 
  damage.
  Stinger Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  294
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  16
  47
  105
  174
  Speed
  5 ft. Fly 40 ft. (Average)
  Size, Type, 
  Alignment
  Small plant, unaligned
  Small plant, unaligned
  Small plant, unaligned
  Medium plant, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 2 (-4)
  STR 
  11 (+0)
  DEX 14 (+2)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 2 (-4)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 6 (-2)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Poison Sting-injury; save Constitution; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save.  Ability 
  damage suffered to this effect is recovered following a long rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary or Rustle (2-20x)
    Treasure
  None
  leaF ray (spring/summer)
  
  295
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Seed Once per day, a leaf ray can implant a seed into a helpless target with its stinger. As a full-round action, the leaf ray 
  stings its victim, depositing a seed into the victim’s flesh. This process deals 1 hit point of damage to the victim, but the 
  implanted creature isn’t subject to the leaf ray’s poison in this process. The seed germinates inside the victim, making 
  it sickened while it harbors the leaf ray seed, and dealing 1d2 points of Constitution damage to the victim each day the 
  seed grows within. This damage is negated with a successful Constitution save. The seed feeds off the victim’s body 
  and only grows into a new leaf ray tree when the victim dies from Constitution damage. Removing an implanted seed 
  requires a successful DC 20 Medicine check (a full-round action); each attempt deals 1 hit point of damage. Although 
  immunity to disease offers no special protection against a leaf ray seed’s implantation, remove disease, heal, or similar 
  effects automatically destroy any implanted seeds.
  Standard 
  Actions
  Stinger Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) piercing damage.
  Stinger Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Stinger Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) piercing 
  damage.
  Stinger Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  296
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  17
  53
  109
  178
  Speed
  5 ft. Fly 40 ft. (Average)
  Size, Type, 
  Alignment
  Small plant, unaligned
  Small plant, unaligned
  Small plant, unaligned
  Medium plant, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 2 (-4)
  STR 
  11 (+0)
  DEX 14 (+2)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 2 (-4)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 6 (-2)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Poison Sting-injury; save Constitution; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save.  Ability 
  damage suffered to this effect is recovered following a long rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary or Rustle (2-20x)
    Treasure
  None
  leaF ray (winter)
  
  297
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Seed Once per day, a leaf ray can implant a seed into a helpless target with its stinger. As a full-round action, the leaf ray 
  stings its victim, depositing a seed into the victim’s flesh. This process deals 1 hit point of damage to the victim, but the 
  implanted creature isn’t subject to the leaf ray’s poison in this process. The seed germinates inside the victim, making 
  it sickened while it harbors the leaf ray seed, and dealing 1d2 points of Constitution damage to the victim each day the 
  seed grows within. This damage is negated with a successful Constitution save. The seed feeds off the victim’s body 
  and only grows into a new leaf ray tree when the victim dies from Constitution damage. Removing an implanted seed 
  requires a successful DC 20 Medicine check (a full-round action); each attempt deals 1 hit point of damage. Although 
  immunity to disease offers no special protection against a leaf ray seed’s implantation, remove disease, heal, or similar 
  effects automatically destroy any implanted seeds.
  Standard 
  Actions
  Stinger Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) piercing damage.
  Stinger Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Stinger Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) piercing 
  damage.
  Stinger Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  298
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  20 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  60
  104
  157
  228
  Speed
  30 ft. Fly 30 ft. (Good)
  Size, Type, 
  Alignment
  Small fey, chaotic neutral
  Medium fey, chaotic 
  neutral
  Medium fey, chaotic 
  neutral
  Large fey, chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 18 (+4)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  10 (+0)
  CHA 18 (+4)
  STR 
  8 (-1)
  DEX 15 (+2)
  CON 16 (+3)
  INT 
  11 (+0)
  WIS 
  10 (+0)
  CHA 18 (+4)
  STR 
  13 (+1)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  15 (+2)
  WIS 
  14 (+2)
  CHA 20 (+5)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  15 (+2)
  WIS 
  14 (+2)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Sylvan, Tongues
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Change Shape You have the ability to assume the appearance of a specific creature or type of creature (usually a 
  humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size 
  category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your 
  ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can remain 
  in an alternate form indefinitely.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 21
  Life Drain A leanan sidhe immediately knows if a creature uses her skill blessing or spell blessing. As a standard action 
  at any range, she can drain 1 point of Constitution from that creature. The leanan sidhe heals 5 hit points each time 
  she uses this ability.  Ability damage suffered from this effect must be recovered via restoration or more potent healing 
  magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Leader / Solo
    Organization
  Solitary or Retinue (1x+)
    Treasure
  Double
  leanan sidHe
  
  299
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Skill Blessing As a standard action, a leanan sidhe can create a special token that takes the form of a artisan’s tool for one 
  skill. The intended recipient of this tool gains advantage on skill checks made with the token. Like with a cursed item, the 
  recipient prefers to use the token, refuses to get rid of it, and finds that it returns if stolen or discarded. The leanan sidhe 
  can destroy the token as a standard action at any range. She can have 3 tokens in existence.
  Standard 
  Actions
  Dagger Melee weapon 
  attack: -5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+0/19-00 (2) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 1d4+0/19-00 
  (2) piercing damage.
  Touch Melee weapon 
  attack: -5 to hit, reach 
  5 ft., one target.  Hit  
  1d1+0 (1) bludgeoning 
  damage.
  Dagger Melee weapon 
  attack: -2 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (4) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d4/19-00 (4) 
  piercing damage.
  Touch Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Dagger Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d4/19-00 
  (3) piercing damage.
  Touch Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d1+2 (3) bludgeoning 
  damage.
  Dagger Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d6+7/19-00 (10) 
  bludgeoning damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d6+7/19-
  00 (10) bludgeoning 
  damage.
  Touch Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d1+5 (6) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  calm emotions (at will); imension door (self plus lbs. of objects only) (at will); charm person (3/day); tongues 
  (at will)
  Spellcasting
  -
  Possessions
  -
  
  300
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  Hit Points
  12
  35
  67
  88
  Speed
  5 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 10 (+0)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  10 (+0)
  DEX 10 (+0)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  12 (+1)
  DEX 10 (+0)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  12 (+1)
  DEX 10 (+0)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  Susceptible to Salt A handful of salt burns a leech as if it were a flask of acid, causing 1d6 
  points of damage per use.
  Senses
  Passive Perception 
  +9, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +9, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +9, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +9, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  6
  12
  15
  Special 
  Abilities & 
  Qualities
  Attach When a giant leech hits with a bite attack, it latches onto its target and automatically grapplies. 
  The giant leech loses its Dexterity bonus to AC and has an AC of 10, but holds on with great tenacity and 
  automatically inflicts bite damage each round. A giant leech has advantage to maintain its grapple on a 
  foe once it is attached. An attached giant leech can be struck with a weapon or grappled itself-if its prey 
  manages to win a grapple check or ability check against it, the giant leech is removed.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Marshes
    Rarity
  Common
    Role
  Lurker / Normal
    Organization
  Cluster, Pair, or Brood (3-6x)
    Treasure
  None
  leeCH (giant)
  
  301
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Blood Drain A giant leech drains blood at the end of each turn it is attached, inflicting 1 point of Strength 
  and Constitution damage.  Ability damage lost in this manner may be restored following a long rest.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d6+2 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  302
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  35
  71
  135
  210
  Speed
  5 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 16 (+3)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 16 (+3)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  4 (-3)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  8 (-1)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Flanking, psychic, Weapon Damage
  Vulnerabilities
  Susceptible to Salt A handful of salt burns a leech as if it were a flask of acid, causing 1d6 
  points of damage per use.
  Senses
  Passive Perception 
  +9, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +9, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +11, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +11, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Blood Drain Any living creature that begins its turn with a leech swarm in its space is drained of its blood 
  and takes 1d3 points of Str and Con damage.  Ability damage suffered from this effect is recovered following 
  a long rest.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 21
  Distraction You can nauseate creatures that you damage. Any living creature that takes damage from you is 
  nauseated for 1 round; a Constitution save negates the effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Marshes
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Infestation (3-6x)
    Treasure
  None
  leeCH swarm
  
  303
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 21
  Poison Swarm-injury; save Constitution; frequency 1/round for 2 rounds; effect 1d4 Dexterity damage; cure 
  1 save.  Ability damage suffered from this effect is restored following a long rest.
  Standard 
  Actions
  Swarm Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 2d6+0 
  (7) bludgeoning damage.
  Swarm Melee weapon 
  attack: -6 to hit, reach 
  0 ft., one target.  Hit 
  3d6+0 (10) bludgeoning 
  damage.
  Swarm Melee weapon 
  attack: -4 to hit, reach 
  0 ft., one target.  Hit 
  3d6+0 (10) bludgeoning 
  damage.
  Swarm Melee weapon 
  attack: -1 to hit, reach 0 
  ft., one target.  Hit 4d6 
  (8) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  304
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  5
  16
  48
  94
  Speed
  15 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 10 (+0)
  CON 4 (-3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 2 (-4)
  STR 
  1 (-5)
  DEX 10 (+0)
  CON 4 (-3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 2 (-4)
  STR 
  5 (-3)
  DEX 14 (+2)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 6 (-2)
  STR 
  10 (+0)
  DEX 12 (+1)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d8+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+0 (4) piercing 
  damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 10 
  ft., one target.  Hit 2d6+1 
  (8) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Slice (3-30x) / Companion
    Treasure
  None
  lemming
  
  305
  L
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  306
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  64
  119
  200
  344
  Speed
  40 ft. Climb 40 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Huge monstrosity, 
  chaotic evil
  Gargantuan monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 20 (+5)
  CON 18 (+4)
  INT 
  18 (+4)
  WIS 
  15 (+2)
  CHA 18 (+4)
  STR 
  18 (+4)
  DEX 22 (+6)
  CON 18 (+4)
  INT 
  18 (+4)
  WIS 
  15 (+2)
  CHA 18 (+4)
  STR 
  20 (+5)
  DEX 22 (+6)
  CON 20 (+5)
  INT 
  18 (+4)
  WIS 
  15 (+2)
  CHA 18 (+4)
  STR 
  24 (+7)
  DEX 23 (+6)
  CON 24 (+7)
  INT 
  20 (+5)
  WIS 
  18 (+4)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Cold, Confusion and Insanity Effects, poisoned, Sonic
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +15, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +16, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +17, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +20, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  Aklo, Tongues
  Challenge
  5
  10
  15
  19
  Special 
  Abilities & 
  Qualities
  Fast Healing You regain hit points at 10 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise 
  stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at 
  negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Mountains
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary, Pair, or Nest (3-12x)
    Treasure
  Standard
  leng spider
  
  307
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 23
  Poison Bite - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d4 Constitution damage plus 
  confusion for 1 round; cure 2 consecutive saves. A Leng spider’s venom causes flesh to blister and rot away 
  and the mind to experience vivid and horrific hallucinations - these visions cause the poisoned creature to 
  react in an unpredictable manner, as if confused. The hallucination element of this poison is mind-affecting.  
  Ability damage suffered from this effect requires restoration or more potent healing magic to restore.
  Special 
  Abilities & 
  Qualities
  Ability Check DC 17
  Ability Check DC 18
  Ability Check DC 20
  Ability Check DC 23
  Web You can use webs to support yourself and up to one additional creature of the same size. In addition, 
  you can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum 
  range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category 
  larger than you. An entangled creature can escape with a successful Athletics check  or burst the web with 
  a Strength check. Attempts to burst a web by those caught in it are made at disadvantage. Web spinners 
  can create sheets of sticky webbing up to three times their size. They usually position these sheets to 
  snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed 
  on a Perception check to notice a web; otherwise they stumble into it and become trapped as though by 
  a successful web attack. Attempts to escape or burst the webbing are made at advantage if the trapped 
  creature has something to walk on or grab while pulling free. A creature can move across its own web at its 
  climb speed and can pinpoint the location of any creature touching its web.
  Special 
  Abilities & 
  Qualities
  Web Weaponry A Leng spider is talented at using its webs to construct  weapons. This technique of weapon 
  creation allows the spider to effectively create a flail or bolas by attaching a heavy object such as a rock or 
  chunk of metal to a cord of webbing. The spider attaches one end of this webbing to a leg and can then 
  wield the weighted cords as a  flail or a  bolas. It can only wield one such weapon at a time - it must use 
  its other legs to walk. If a Leng spider drops or loses a web weapon, it can create a new one as a full-round 
  action, provided it has access to heavy-weight objects of the correct size (such as loose rocks or skulls).
  Standard 
  Actions
  Bolas Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 1d8+7 (12) 
  bludgeoning damage.
  Flail Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  3d6+9 (20) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  1d10+9 (14) piercing 
  damage.
  Bolas Ranged weapon 
  attack: +7 to hit, one 
  target.  Hit 1d8+7 (12) 
  bludgeoning damage.
  Flail Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  3d6+9 (20) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  1d10+9 (14) piercing 
  damage.
  Bolas Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 1d8+9 (14) 
  bludgeoning damage.
  Flail Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  3d6+8 (18) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  2d6+8 (15) piercing 
  damage.
  Bolas Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 2d6+15 (22) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
  Flail Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  
  Hit 4d6+14 (28) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  wind walk (3/day); arcane sight (at will); charm monster (1/day); dispel magic (at will); fabricate (webs only) 
  (at will); freedom of movement (at will); feeblemind (1/day); invisibility (3/day); major image (3/day); mirage 
  arcane (1/day); tongues (at will)
  Spellcasting
  -
  Possessions
  Bolas; flail
  
  308
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  18
  42
  85
  152
  Speed
  40 ft.
  40 ft.
  45 ft.
  45 ft.
  Size, Type, 
  Alignment
  Small fey, chaotic neutral
  Small fey, chaotic neutral
  Small fey, chaotic neutral
  Medium fey, chaotic 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  5 (-3)
  DEX 14 (+2)
  CON 11 (+0)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 14 (+2)
  STR 
  5 (-3)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 14 (+2)
  STR 
  9 (-1)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 17 (+3)
  STR 
  13 (+1)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Elvish, Halfling, Sylvan
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Leprechaun Magic When a leprechaun uses any of its spell-like abilities to deceive, trick, or humiliate a 
  creature (at the GM’s discretion), the spell-like ability resolves at caster level +4. If a leprechaun uses its 
  spell-like abilities in this manner, it has advantage on all checks related to it.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Band (3-6x), or Family (7-10x)
    Treasure
  Standard
  lepreCHaun
  
  309
  L
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Leprechaun Shillelagh 
  Melee weapon attack: 
  -5 to hit, reach 5 ft., one 
  target.  Hit 1d8+0 (4) 
  slashing damage.
  Leprechaun Shillelagh 
  Ranged weapon attack: 
  +3 to hit, one target.  Hit 
  1d8+0 (4) bludgeoning 
  damage.
  Leprechaun Shillelagh 
  Melee weapon attack: 
  -5 to hit, reach 5 ft., one 
  target.  Hit 1d8+0 (4) 
  slashing damage.
  Leprechaun Shillelagh 
  Ranged weapon attack: 
  +2 to hit, one target.  Hit 
  1d8+0 (4) bludgeoning 
  damage.
  Leprechaun Shillelagh 
  Melee weapon attack: 
  -3 to hit, reach 5 ft., one 
  target.  Hit 1d8+1 (6) 
  slashing damage.
  Leprechaun Shillelagh 
  Ranged weapon attack: 
  +5 to hit, one target.  Hit 
  1d8+1 (6) bludgeoning 
  damage.
  Leprechaun Shillelagh 
  Melee weapon attack: 
  +0 to hit, reach 5 ft., one 
  target.  Hit 1d8+4 (8) 
  slashing damage.
  Leprechaun Shillelagh 
  Ranged weapon attack: 
  +3 to hit, one target.  Hit 
  1d8+4 (8) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  color spray (3/day); dancing lights (at will); fabricate (1 cubic foot of material only) (3/day); invisibility (self 
  only) (at will); mage hand (at will); major image (visual and auditory elements only) (at will); prestidigitation 
  (at will); shillelagh (at will)
  Spellcasting
  -
  Possessions
  -
  
  310
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  15
  38
  94
  165
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Small plant, unaligned
  Small plant, unaligned
  Small plant, unaligned
  Medium plant, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  5 (-3)
  WIS 
  12 (+1)
  CHA 13 (+1)
  STR 
  8 (-1)
  DEX 14 (+2)
  CON 14 (+2)
  INT 
  5 (-3)
  WIS 
  12 (+1)
  CHA 13 (+1)
  STR 
  12 (+1)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  9 (-1)
  WIS 
  16 (+3)
  CHA 17 (+3)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  9 (-1)
  WIS 
  16 (+3)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Electricity, psychic, paralyzed, poisoned, Polymorph, unconscious, Sonic, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Druidic, Plantspeech (fungi), Sylvan
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Change Shape You have the ability to assume the appearance of a specific creature or type of creature 
  (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form 
  more than one size category smaller or larger than your original form. This ability functions as a polymorph 
  spell, but you do not adjust your ability scores (although you gain any other abilities of the creature 
  you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.  All leshys can 
  transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows 
  transformation into Small plants of the same type of growth the leshy is related to. In this form, the leshy 
  appears as a particularly healthy specimen of that particular plant. A leshy can assume plant form or revert to 
  its true form as a swift action.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Swamp or Underground
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary or Cluster (2-16x)
    Treasure
  Standard
  lesHy (Fungus)
  
  311
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Puffball A fungus leshy can spit a puffball as a standard action. If it hits, this attack deals 1 point of damage 
  (this damage is not modified by Strength) and affects the target struck (but not adjacent targets) with the 
  fungus leshy’s spores. The puffball has a range increment of 20 feet.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Spores A fungus leshy is riddled with molds and spores. Anytime a fungus leshy takes damage, a cloud of 
  spores bursts from its body, forcing all adjacent creatures to make a Constitution save or have their vision 
  reduced to 10 feet for 1 minute. Spending a full-round action to wash one’s eyes with water ends this effect. 
  Special 
  Abilities & 
  Qualities
  Damage 2d8
  Damage 6d8
  Damage 10d8
  Damage 14d8
  Verdant Burst When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet 
  of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same 
  type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth 
  is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to 
  a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an 
  hour.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Claw Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d3 
  (4) slashing damage.
  Ranged Puffball Ranged 
  weapon attack: +2 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (8) piercing damage.
  Claw Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) slashing damage.
  Ranged Puffball Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d8+2 (6) piercing 
  damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d4+2 (4) slashing 
  damage.
  Ranged Puffball Ranged 
  weapon attack: +5 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) slashing damage.
  Ranged Puffball Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  312
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  3
  41
  81
  144
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Small plant, unaligned
  Small plant, unaligned
  Small plant, unaligned
  Medium plant, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 13 (+1)
  CON 12 (+1)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 13 (+1)
  STR 
  4 (-3)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 13 (+1)
  STR 
  9 (-1)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 17 (+3)
  STR 
  14 (+2)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Electricity, psychic, paralyzed, poisoned, Polymorph, unconscious, Sonic, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Druidic, Plantspeech (gourds), Sylvan
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Change Shape You have the ability to assume the appearance of a specific creature or type of creature 
  (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form 
  more than one size category smaller or larger than your original form. This ability functions as a polymorph 
  spell, but you do not adjust your ability scores (although you gain any other abilities of the creature 
  you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.  All leshys can 
  transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows 
  transformation into Small plants of the same type of growth the leshy is related to. In this form, the leshy 
  appears as a particularly healthy specimen of that particular plant. A leshy can assume plant form or revert to 
  its true form as a swift action.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Hills or Plains
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary or Patch (2-16x)
    Treasure
  Standard
  lesHy (gourd)
  
  313
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Saving Throw  
  Dexterity DC 14
  Saving Throw  
  Dexterity DC 17
  Saving Throw  
  Dexterity DC 19
  Ensnare The seeds and slam attack of a gourd leshy entangle the target in vines for 2d4 rounds unless the 
  target makes a Dexterity save. The target can attempt to burst these entangling vines before the duration 
  expires with a Strength check as a full-round action. 
  Special 
  Abilities & 
  Qualities
  Keepsake Gourd leshys can pop off the top of their heads and store a single Fine-sized object such as a 
  dagger or potion inside. While within the leshy’s head, the item is warded by nondetection. In addition, after 
  24 hours, the item within is cleaned and polished, and, if damaged, repaired as if by a mending spell. Both 
  spell effects have a caster level equal to twice the leshy’s Hit Dice.
  Special 
  Abilities & 
  Qualities
  Seed A gourd leshy can hurl its seeds as a ranged attack. If it hits, this attack deals 1 point of damage (this 
  damage is not modified by Strength) and affects the target with the gourd leshy’s ensnare ability. This attack 
  has a 10-foot range increment.
  Standard 
  Actions
  Ranged Seed Ranged 
  weapon attack: +2 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: -4 to hit, reach 5 
  ft., one target.  Hit 1d3+0 
  (2) bludgeoning damage.
  Ranged Seed Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d4+0 
  (2) bludgeoning damage.
  Ranged Seed Ranged 
  weapon attack: +4 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) bludgeoning damage.
  Ranged Seed Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) bludgeoning damage.
  Special 
  Actions
  Damage 2d8
  Damage 6d8
  Damage 10d8
  Damage 14d8
  Verdant Burst When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet 
  of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same 
  type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth 
  is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to 
  a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an 
  hour.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  314
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  6
  39
  86
  158
  Speed
  20 ft. Climb 10 ft. Fly 10 ft. (Clumsy)
  Size, Type, 
  Alignment
  Small plant, unaligned
  Small plant, unaligned
  Small plant, unaligned
  Medium plant, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  3 (-4)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  4 (-3)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  3 (-4)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  8 (-1)
  DEX 16 (+3)
  CON 15 (+2)
  INT 
  7 (-2)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  12 (+1)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  7 (-2)
  WIS 
  14 (+2)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Electricity, psychic, paralyzed, poisoned, Polymorph, unconscious, Sonic, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Druidic, Plantspeech (trees), Sylvan
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Change Shape You have the ability to assume the appearance of a specific creature or type of creature 
  (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form 
  more than one size category smaller or larger than your original form. This ability functions as a polymorph 
  spell, but you do not adjust your ability scores (although you gain any other abilities of the creature 
  you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.  All leshys can 
  transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows 
  transformation into Small plants of the same type of growth the leshy is related to. In this form, the leshy 
  appears as a particularly healthy specimen of that particular plant. A leshy can assume plant form or revert to 
  its true form as a swift action.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forests or Hills
    Rarity
  Uncommon
    Role
  Artillery / Minion
    Organization
  Solitary or Grove (2-16x)
    Treasure
  Standard
  lesHy (leaF)
  
  315
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Glide A leaf leshy cannot use its fly speed to hover. When flying, a leaf leshy must end its movement at least 
  5 feet lower in elevation than it started.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 19
  Seedpods Leaf leshys sprout explosive acorns, pine cones, or other seedpods, and can hurl these as 
  ranged attacks. A seedpod has a range increment of 10 feet and detonates on contact to deal 1 point of 
  bludgeoning damage (this damage is not modified by Strength). Anyone struck by a seedpod must succeed 
  at a Constitution save or be deafened for 1 round. 
  Special 
  Abilities & 
  Qualities
  Damage 2d8
  Damage 6d8
  Damage 10d8
  Damage 14d8
  Verdant Burst When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet 
  of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same 
  type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth 
  is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to 
  a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an 
  hour.
  Standard 
  Actions
  Ranged Seedpods 
  Ranged weapon attack: 
  +1 to hit, one target.  Hit 
  1d1 (2) bludgeoning 
  damage.
  Ranged Seedpods Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Ranged Seedpods 
  Ranged weapon attack: 
  +4 to hit, one target.  Hit 
  1d1 (2) bludgeoning 
  damage.
  Ranged Seedpods 
  Ranged weapon attack: 
  +2 to hit, one target.  Hit 
  1d1 (2) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  316
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  30
  60
  118
  187
  Speed
  20 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Small plant, unaligned
  Small plant, unaligned
  Small plant, unaligned
  Medium plant, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  7 (-2)
  WIS 
  13 (+1)
  CHA 10 (+0)
  STR 
  8 (-1)
  DEX 12 (+1)
  CON 12 (+1)
  INT 
  7 (-2)
  WIS 
  13 (+1)
  CHA 10 (+0)
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  11 (+0)
  WIS 
  17 (+3)
  CHA 14 (+2)
  STR 
  16 (+3)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  11 (+0)
  WIS 
  17 (+3)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Electricity, psychic, paralyzed, poisoned, Polymorph, unconscious, Sonic, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Druidic, Plantspeech (seaweed), Sylvan
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Change Shape You have the ability to assume the appearance of a specific creature or type of creature 
  (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form 
  more than one size category smaller or larger than your original form. This ability functions as a polymorph 
  spell, but you do not adjust your ability scores (although you gain any other abilities of the creature 
  you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.  All leshys can 
  transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows 
  transformation into Small plants of the same type of growth the leshy is related to. In this form, the leshy 
  appears as a particularly healthy specimen of that particular plant. A leshy can assume plant form or revert to 
  its true form as a swift action.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Coastal
    Rarity
  Uncommon
    Role
  Artillery / Normal
    Organization
  Solitary or Pod (2-9x)
    Treasure
  None
  lesHy (seaweed)
  
  317
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Air Cyst Seaweed leshys constantly grow small bulbs filled with air. As a move action, they can detach a bulb 
  and give it to another creature. If consumed as a standard action, this air cyst grants water breathing (as the 
  spell) for 10 minutes. Seaweed leshys can have a maximum of four usable air cysts at any one time, and air 
  cysts regrow at a rate of one per 24 hours.
  Special 
  Abilities & 
  Qualities
  Damage 2d8
  Damage 6d8
  Damage 10d8
  Damage 14d8
  Verdant Burst When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet 
  of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same 
  type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth 
  is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to 
  a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an 
  hour.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Water Jet A seaweed leshy can expel a high-pressure jet of water from its mouth to a range of 30 feet. It 
  must make a ranged touch attack to strike a target-if it hits, the blast deals 1 point of bludgeoning damage 
  (this damage is not modified by Strength). In addition, the creature hit must make a Constitution save or be 
  blinded by the water for 1 round. 
  Standard 
  Actions
  Ranged Water Jet Ranged 
  weapon attack: -1 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) bludgeoning damage.
  Ranged Water Jet Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: -3 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (8) bludgeoning damage.
  Ranged Water Jet Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d1+1 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d8+2 (6) bludgeoning 
  damage.
  Ranged Water Jet Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d1+1 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  2d6+4 (11) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  318
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  62
  105
  178
  257
  Speed
  60 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Huge monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 10 (+0)
  CON 16 (+3)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 15 (+2)
  STR 
  18 (+4)
  DEX 10 (+0)
  CON 16 (+3)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 15 (+2)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 18 (+4)
  STR 
  23 (+6)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 21
  Lure At any point that a leucrotta’s targets are unaware of it (for example, if the leucrotta is hiding or 
  concealed in darkness), the leucrotta can call out to the targets, who must be in line of sight and within 
  60 feet. When the leucrotta calls out, the targets must make a Wisdom save or fall under the effects of 
  a suggestion to approach the sound of the leucrotta’s voice. This effect functions identically to a mass 
  suggestion spell with a caster level of 18. A creature that saves cannot be affected again by the same 
  leucrotta’s lure for 24 hours. The lure is a language-dependent effect, and if the leucrotta uses the victim’s 
  name during the lure, the victim suffers disadvantage on its saving throw. This is a sonic mind-affecting 
  charm effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Tropical Forests or Hills
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Pack (3-12x)
    Treasure
  Standard
  leuCrotta
  
  319
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Sound Mimicry The creature perfectly imitates certain sounds or even specific voices. The creature makes 
  check to recognize the mimicry, although if the listener isn’t familiar with the person or type of creatures 
  mimicked, it suffers disadvantage on that check.  The creature has advantage on checks to mimic sounds 
  (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. The 
  creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy’s captivating 
  song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to 
  speak or understand languages it doesn’t know.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7/19-00 (14) 
  piercing damage.
  Hoof Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d6+2 (6) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+9/19-00 (20) 
  piercing damage.
  Hoof Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 1d8+3 
  (8) bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+12/19-00 (22) 
  piercing damage.
  Hoof Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  4d6+16/19-00 (30) 
  piercing damage.
  Hoof Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+5 (12) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  320
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  25
  56
  102
  167
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+9/19-00 (16) 
  piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+9/19-00 (20) 
  piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+9/19-00 (20) 
  piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  4d6+12/19-00 (26) 
  piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Tropical Forests or Hills
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Pack (3-12x)
    Treasure
  Standard
  leuCrotta (CroCotta)
  
  321
  L
  Illustration 3: Lich
  
  322
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  62
  103
  166
  216
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Large undead, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  18 (+4)
  WIS 
  12 (+1)
  CHA 14 (+2)
  STR 
  8 (-1)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  18 (+4)
  WIS 
  12 (+1)
  CHA 14 (+2)
  STR 
  13 (+1)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  20 (+5)
  WIS 
  16 (+3)
  CHA 17 (+3)
  STR 
  17 (+3)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  20 (+5)
  WIS 
  16 (+3)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except bludgeoning and magic
  Immunities
  Cold, diseased, Electricity, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Dwarven, Elvish, Giant, Gnoll, 
  Gnomish, Goblin, Halfling, Ignan, Infernal, Orc, Read Lips, Undercommon
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Fear Aura Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Wisdom 
  save or become frightened. Creatures with 5 HD or more must succeed at a Wisdom save or be shaken for a 
  number of rounds equal to the lich’s Hit Dice. A creature that successfully saves cannot be affected again by 
  the same lich’s aura for 24 hours. This is a mind-affecting fear effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Elite
    Organization
  Solitary
    Treasure
  Incidental
  liCH
  
  323
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Grave Touch As a standard action, you can make a melee touch attack that causes a living creature to 
  become shaken for 9 rounds. If you touch a shaken creature with this ability, it becomes frightened for 1 
  round if it has fewer that 19 Hit Dice. You can use this ability a number of times per day equal to your Hit 
  Dice, minus 2.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Paralyzing Touch Any living creature a lich hits with its touch attack must succeed on a Constitution save 
  or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The 
  effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a 
  DC 15 Medicine check reveals that the victim is still alive.
  Special 
  Abilities & 
  Qualities
  Rejuvenation When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far 
  from where it chooses to dwell) immediately begins to rebuild the undead spellcaster’s body nearby. This 
  process takes 1d10 days-if the body is destroyed before that time passes, the phylactery merely starts the 
  process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its 
  old body), usually with a burning need for revenge against those who previously destroyed it.
  Standard 
  Actions
  Touch Melee weapon 
  attack: -5 to hit, reach 
  5 ft., one target.  Hit  
  1d6+3 (6) bludgeoning 
  damage.
  Touch Melee weapon 
  attack: -2 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) bludgeoning 
  damage.
  Touch Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7 (12) bludgeoning 
  damage.
  Touch Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  2d6+9 (16) bludgeoning 
  damage.
  Spellcasting
  Wizard Spells (CL 7):
  Wizard Spells (CL 11):
  Wizard Spells (CL 15):
  Wizard Spells (CL 19):
  control undead; globe of 
  invulnerability; cmagic 
  missile; dimension door; 
  enervation; fire shield; 
  wall of ice; dispel magic; 
  fireball; suggestion; 
  vampiric touch; darkness; 
  false life; scorching ray; 
  see invisibility; mage 
  hand; mage armor; ray 
  of enfeeblement; shield; 
  detect magic; ray of frost
  bestow curse; charm 
  monster; stoneskin; 
  control undead; globe of 
  invulnerability; cloudkill; 
  cone of cold; magic 
  missile; dimension door; 
  enervation; fire shield; 
  wall of ice; dispel magic; 
  fireball; suggestion; 
  vampiric touch; darkness; 
  false life; scorching ray; 
  see invisibility; mage 
  hand; mage armor; ray 
  of enfeeblement; shield; 
  detect magic; ray of frost
  bestow curse; charm 
  monster; incendiary 
  cloud; stoneskin; 
  prismatic wall; fire 
  storm; control undead; 
  delayed blast fireball; 
  finger of death; circle 
  of death; globe of 
  invulnerability; cloudkill; 
  cone of cold; magic 
  missile; dimension 
  door; enervation; fire 
  shield; wall of ice; 
  dispel magic; fireball; 
  suggestion; vampiric 
  touch; darkness; false 
  life; scorching ray; see 
  invisibility; mage hand; 
  mage armor; ray of 
  enfeeblement; shield; 
  detect magic; ray of frost
  meteor swarm; power 
  word kill; bestow 
  curse; charm monster; 
  incendiary cloud; 
  stoneskin; prismatic 
  wall; fire storm; control 
  undead; delayed blast 
  fireball; finger of death; 
  circle of death; globe of 
  invulnerability; cloudkill; 
  cone of cold; magic 
  missile; dimension door; 
  enervation; fire shield; 
  wall of ice; dispel magic; 
  fireball; suggestion; 
  vampiric touch; darkness; 
  false life; scorching ray; 
  see invisibility; mage 
  hand; mage armor; ray 
  of enfeeblement; shield; 
  detect magic; ray of frost
  
  324
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  18
  46
  90
  147
  Speed
  20 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Medium fey, chaotic 
  neutral
  Medium fey, chaotic 
  neutral
  Medium fey, chaotic 
  neutral
  Large fey, chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  6 (-2)
  DEX 15 (+2)
  CON 12 (+1)
  INT 
  13 (+1)
  WIS 
  10 (+0)
  CHA 13 (+1)
  STR 
  7 (-2)
  DEX 15 (+2)
  CON 12 (+1)
  INT 
  13 (+1)
  WIS 
  10 (+0)
  CHA 13 (+1)
  STR 
  12 (+1)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  17 (+3)
  WIS 
  14 (+2)
  CHA 17 (+3)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  17 (+3)
  WIS 
  14 (+2)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  unconscious
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common, Elvish, Sylvan
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Repartee Three times per day, when a liminal sprite successfully aids another creature’s Charisma-based skill 
  check, the creature gains a +2d4 bonus on the skill check and advantage. A creature can receive this bonus 
  from only one liminal sprite per skill check.
  Standard 
  Actions
  -
  Legendary 
  Actions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Urban
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Court (3-6x)
    Treasure
  Standard
  liminal sprite
  
  325
  L
    Low
    Moderate
    Advanced
    Elite
  Innate 
  Spellcasting
  invisibility (self only) (3/day); memory lapse (3/day); prestidigitation (at will)
  Spellcasting
  -
  Possessions
  -
  
  326
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  116
  177
  308
  465
  Speed
  40 ft. Climb 40 ft. Fly 100 ft. (Average)
  Size, Type, 
  Alignment
  Huge dragon, chaotic evil
  Huge dragon, chaotic evil
  Gargantuan dragon, chaotic evil
  Gargantuan dragon, chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 20 (+5)
  CON 18 (+4)
  INT 
  3 (-4)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  22 (+6)
  DEX 21 (+5)
  CON 18 (+4)
  INT 
  3 (-4)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  26 (+8)
  DEX 19 (+4)
  CON 20 (+5)
  INT 
  3 (-4)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  30 (+10)
  DEX 20 (+5)
  CON 24 (+7)
  INT 
  7 (-2)
  WIS 
  19 (+4)
  CHA 22 (+6)
  Saving Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  Acid, Curse Effects, Magical unconscious, psychic, Immunity to Negative Energy, 
  paralyzed, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +16, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +17, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +19, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +21, Darkvision 60 ft., 
  Truesight
  Languages
  Aklo, Draconic, Sylvan
  Challenge
  8
  12
  20
  24
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 18
  Damage 6d8 acid
  Saving Throw  
  Dexterity DC 19
  Damage 12d8 acid
  Saving Throw  
  Dexterity DC 21
  Damage 18d8 acid
  Saving Throw  
  Dexterity DC 24
  Damage 24d8 acid
  Breath Weapon With Recharge 2 as a standard action, a cairn linnorm can expel a 60-foot cone of acidic bile, 
  dealing acid damage to all creatures struck. In addition, this bile is infused with negative energy, and reduces 
  maximum hit point totals by 1d6 on all creatures struck by it. A successful Dexterity save halves the damage 
  and completely negates the necrotic energy effect.  Maximum hit point values are restored following a long 
  rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Hills
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  Triple
  linnorm (Cairn)
  
  327
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 4d6
  Damage 8d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 21
  Saving Throw  
  Wisdom DC 24
  Death Curse When a creature slays a linnorm, it becomes targeted by that linnorm’s death curse. The exact 
  effects of a death curse vary, depending upon the type of linnorm. Curse of Decay: save Wisdom; effect the 
  creature takes 1 point of Constitution damage per day, and ages at an accelerated rate of 1 year per day, 
  eventually incurring all of the penalties of old age but none of the benefits.  Ability damage suffered from 
  this effect requires removal of the curse, and then restoration or more powerful healing magic.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Damage 2d6 acid
  Saving Throw  
  Constitution DC 19
  Damage 3d6 acid
  Saving Throw  
  Constitution DC 21
  Damage 4d6 acid
  Saving Throw  
  Constitution DC 24
  Damage 6d6 acid
  Poison Bite-injury; save Constitution; frequency 1/round for 10 rounds; effect acid damage and 1d6 Con 
  damage; cure 2 consecutive saves.  Ability damage suffered from this effect requires restoration or more 
  potent healing magic.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  3d6+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  1d10+10 (16) slashing 
  damage.
  Tail Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  
  Hit  2d6+10 (17) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit  
  3d6+15 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit  
  1d10+15 (20) slashing 
  damage.
  Tail Melee weapon attack: 
  +6 to hit, reach 15 ft., one 
  target.  Hit  2d6+15 (22) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  3d8+13 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  2d6+13 (20) slashing 
  damage.
  Tail Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  3d6+6 (16) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  9d6+18 (50) piercing 
  damage.
  Claw Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  4d6+18 (32) slashing 
  damage.
  Tail Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  6d6+9 (30) bludgeoning 
  damage.
  Special 
  Actions
  Regeneration You are difficult to kill. You heal damage at 10 points per round, but you cannot die as long 
  as your regeneration is still functioning (although you still fall unconscious when their hit points are below 
  0). Evil weapons and effects cause your regeneration to stop functioning on the round following the attack. 
  During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point 
  damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts 
  if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die 
  normally.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  328
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  120
  187
  301
  418
  Speed
  40 ft. Fly 100 ft. (Average) Swim 60 ft.
  Size, Type, 
  Alignment
  Huge dragon, unaligned
  Gargantuan dragon, 
  unaligned
  Gargantuan dragon, 
  unaligned
  Gargantuan dragon, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  3 (-4)
  WIS 
  16 (+3)
  CHA 18 (+4)
  STR 
  24 (+7)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  3 (-4)
  WIS 
  16 (+3)
  CHA 18 (+4)
  STR 
  26 (+8)
  DEX 18 (+4)
  CON 22 (+6)
  INT 
  7 (-2)
  WIS 
  18 (+4)
  CHA 20 (+5)
  STR 
  28 (+9)
  DEX 17 (+3)
  CON 24 (+7)
  INT 
  7 (-2)
  WIS 
  18 (+4)
  CHA 20 (+5)
  Saving Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  Curse Effects, Fire, Magical unconscious, psychic, paralyzed, poisoned, unconscious
  Vulnerabilities
  -
  Senses
  Passive Perception +17, 
  Darkvision 120 ft.; True 
  Seeing
  Passive Perception +18, 
  Darkvision 120 ft.; True 
  Seeing
  Passive Perception +20, 
  Darkvision 120 ft.; True 
  Seeing
  Passive Perception +21, 
  Darkvision 120 ft.; True 
  Seeing
  Languages
  Aklo, Draconic, Sylvan
  Challenge
  11
  15
  19
  23
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Hills
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  Triple
  linnorm (Crag)
  
  329
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 18
  Damage 10d8
  Saving Throw  
  Dexterity DC 20
  Damage 15d8
  Saving Throw  
  Dexterity DC 22
  Damage 20d8
  Saving Throw  
  Dexterity DC 24
  Damage 25d8
  Breath Weapon With Recharge 2 as a standard action, a crag linnorm can expel a 120-foot line of magma, 
  dealing fire damage to all creatures struck (Dexterity save halves). This line of magma remains red-hot 
  for 1 round after the linnorm creates it. Creatures that took damage on the first round take one-half this 
  fire damage the second round (Dexterity save negates), as does any creature that walks across the line 
  of magma. If the magma was expelled while the linnorm was airborne, it instead rains downward during 
  the second round as a sheet of fire no more than 60 feet high that does half this damage (Dexterity save 
  negates) to any creature that passes through it. On the third round, the line of magma cools to a thin layer 
  of brittle stone that quickly degrades to powder and sand over the course of several hours; magma that’s 
  turned to a sheet of fire is consumed entirely during the second round, leaving behind only a stain of smoke 
  in the air that swiftly disperses.
  Special 
  Abilities & 
  Qualities
  Damage 2d6
  Damage 4d6
  Damage 6d6
  Damage 8d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 22
  Saving Throw  
  Wisdom DC 24
  Death Curse When a creature slays a crag linnorm, the slayer is affected by the curse of fire. Curse of Fire: 
  save Wisdom negates; effect creature gains vulnerability to fire.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Damage 2d6 fire
  Saving Throw  
  Constitution DC 20
  Damage 4d6 fire
  Saving Throw  
  Constitution DC 22
  Damage 6d6 fire
  Saving Throw  
  Constitution DC 24
  Damage 8d6 fire
  Poison Bite - Injury; Save Constitution; Frequency 1/round for 10 rounds; Effect fire damage and 1d4 
  Constitution damage; Cure 2 consecutive saves.  Ability damage suffered from this effect must be restored 
  using restoration or more powerful healing magic.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit  
  2d6+15/19-00 (22) 
  piercing damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit  
  1d6+15 (18) slashing 
  damage.
  Tail Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  
  Hit  1d10+15 (20) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  2d8+12/19-00 (21) 
  piercing damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  1d8+12 (16) slashing 
  damage.
  Tail Melee weapon attack: 
  +6 to hit, reach 20 ft., one 
  target.  Hit 2d6+6 (13) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  3d8+14/19-00 (28) 
  piercing damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  2d6+14 (21) slashing 
  damage.
  Tail Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  2d6+7 (14) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  4d8+16/19-00 (34) 
  piercing damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  3d6+16 (26) slashing 
  damage.
  Tail Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  3d6+8 (18) bludgeoning 
  damage.
  Special 
  Actions
  Regeneration You are difficult to kill. You heal damage at 10 points per round, but you cannot die as long 
  as your regeneration is still functioning (although you still fall unconscious when their hit points are below 
  0). Evil weapons and effects cause your regeneration to stop functioning on the round following the attack. 
  During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point 
  damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts 
  if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die 
  normally.
  
  330
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  109
  162
  247
  390
  Speed
  30 ft. Fly 100 ft. (Average) Swim 60 ft.
  Size, Type, 
  Alignment
  Huge dragon, chaotic evil
  Huge dragon, chaotic evil
  Gargantuan dragon, 
  chaotic evil
  Gargantuan dragon, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 20 (+5)
  CON 19 (+4)
  INT 
  2 (-4)
  WIS 
  18 (+4)
  CHA 20 (+5)
  STR 
  22 (+6)
  DEX 20 (+5)
  CON 19 (+4)
  INT 
  2 (-4)
  WIS 
  18 (+4)
  CHA 20 (+5)
  STR 
  25 (+7)
  DEX 18 (+4)
  CON 21 (+5)
  INT 
  2 (-4)
  WIS 
  18 (+4)
  CHA 20 (+5)
  STR 
  29 (+9)
  DEX 20 (+5)
  CON 25 (+7)
  INT 
  6 (-2)
  WIS 
  20 (+5)
  CHA 22 (+6)
  Saving Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  Cold, Curse Effects, Magical unconscious, psychic, paralyzed, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +17, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +18, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +19, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +21, Darkvision 60 ft., 
  Truesight
  Languages
  Aklo, Draconic, Sylvan
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 18
  Damage 6d8
  Saving Throw  
  Dexterity DC 19
  Damage 12d8
  Saving Throw  
  Dexterity DC 20
  Damage 16d8
  Saving Throw  
  Dexterity DC 23
  Damage 20d8
  Breath Weapon With Recharge 2 as a standard action, a fjord linnorm can expel a 120-foot line of icy fluid, 
  dealing cold damage to all creatures struck (Dexterity save for half damage). The freezing liquid quickly 
  hardens to sheets of ice, causing any creature that takes damage to move at only half its normal speed for 
  1d4 rounds. A Strength check with the same DC made as a full-round action allows a character to break free 
  of the ice before this duration expires. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Mountains and Coastlines
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  Triple
  linnorm (Fjord)
  
  331
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 4d6
  Damage 6d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 2
  Death Curse When a creature slays a crag linnorm, the slayer is affected by the curse of fire. Curse of 
  Drowning: save Wisdom; effect creature can never gain the benefit of water breathing, and if it possesses 
  this ability, loses it as long as it suffers the curse. In addition, the creature can hold its breath only half as 
  long as normal, and whenever the cursed creature holds its breath, it functions as if sickened.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Damage 1d6
  Saving Throw  
  Constitution DC 19
  Damage 2d6
  Saving Throw  
  Constitution DC 20
  Damage 3d6
  Saving Throw  
  Constitution DC 23
  Damage 4d6
  Poison Bite-injury; save Constitution; frequency 1/round for 10 rounds; effect cold damage and 1d6 
  Constitution damage; cure 2 consecutive saves.  Ability damage suffered from this effect must be restored 
  via restoration or more powerful healing magic.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  2d6+10 (17) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  1d10+10 (16) slashing 
  damage.
  Tail Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit  
  2d6+15 (22) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit  
  1d10+15 (20) slashing 
  damage.
  Tail Melee weapon attack: 
  +6 to hit, reach 15 ft., 
  one target.  Hit  1d10+15 
  (20) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  2d8+13 (22) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  2d6+13 (20) slashing 
  damage.
  Tail Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  4d8+17 (35) piercing 
  damage.
  Claw Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  4d6+17 (31) slashing 
  damage.
  Tail Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Special 
  Actions
  Regeneration You are difficult to kill. You heal damage at 10 points per round, but you cannot die as long 
  as your regeneration is still functioning (although you still fall unconscious when their hit points are below 
  0). Evil weapons and effects cause your regeneration to stop functioning on the round following the attack. 
  During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point 
  damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts 
  if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die 
  normally.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  332
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  138
  191
  278
  404
  Speed
  40 ft. Climb 40 ft. Fly 100 ft. (Average) Swim 40 ft.
  Size, Type, 
  Alignment
  Gargantuan dragon, 
  chaotic evil
  Gargantuan dragon, 
  chaotic evil
  Gargantuan dragon, 
  chaotic evil
  Gargantuan dragon, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  24 (+7)
  DEX 20 (+5)
  CON 20 (+5)
  INT 
  3 (-4)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  24 (+7)
  DEX 20 (+5)
  CON 20 (+5)
  INT 
  3 (-4)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  26 (+8)
  DEX 18 (+4)
  CON 22 (+6)
  INT 
  3 (-4)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  28 (+9)
  DEX 20 (+5)
  CON 24 (+7)
  INT 
  7 (-2)
  WIS 
  19 (+4)
  CHA 20 (+5)
  Saving Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  Cold, Curse Effects, Magical unconscious, psychic, paralyzed, poisoned, unconscious
  Vulnerabilities
  -
  Senses
  Passive Perception +17, 
  Darkvision 120 ft.; True 
  seeing
  Passive Perception +18, 
  Darkvision 120 ft.; True 
  seeing
  Passive Perception +19, 
  Darkvision 120 ft.; True 
  seeing
  Passive Perception +21, 
  Darkvision 120 ft.; True 
  seeing
  Languages
  Aklo, Draconic, Sylvan
  Challenge
  10
  14
  18
  22
  Special 
  Abilities & 
  Qualities
  Save Dexterity DC 19
  Damage 10d8
  Save Dexterity DC 20
  Damage 15d8
  Save Dexterity DC 22
  Damage 20d8
  Save Dexterity DC 24
  Damage 25d8
  Breath Weapon With Recharge 2 as a standard action, an ice linnorm can expel a 60-foot cone of freezing, 
  viscous ooze, dealing cold damage to all creatures struck (Dexterity save halves). The freezing ooze clings 
  to those struck, and 1 round later the ooze hardens into thick sheets of ice. Creatures that were damaged 
  are frozen motionless unless they can break free with a Strength check (same DC). Each round a creature 
  remains frozen it takes 1d6 points of cold damage. Another creature can free a frozen target by tearing 
  away the ice (this takes 1d4 rounds) or dealing at least 20 points of fire damage to the frozen target. Left 
  unattended, the ice crumbles away in 2d4 rounds on its own. Creatures with the fire subtype cannot be 
  frozen in place by this breath weapon. Flying creatures that don’t have supernatural flight fall if frozen, and 
  swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Hills or Mountains
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  Triple
  linnorm (iCe)
  
  333
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 4d6
  Damage 6d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 22
  Saving Throw  
  Wisdom DC 24
  Death Curse When a creature slays an ice linnorm, the slayer is affected by the curse of frost. Curse of Frost: 
  save Wisdom ; effect creature gains vulnerability to cold.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 19
  Damage 1d6
  Saving Throw  
  Constitution DC 20
  Damage 2d6
  Saving Throw  
  Constitution DC 22
  Damage 3d6
  Saving Throw  
  Constitution DC 24
  Damage 4d6
  Poison Bite-injury; save Constitution; frequency 1/round for 10 rounds; effect cold damage and 1d6 
  Constitution damage; cure 3 consecutive saves.  Ability damage suffered from this effect requires 
  restoration or more potent healing magic to restore.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  3d6+18/19-00 (28) 
  piercing damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  1d10+18 (24) slashing 
  damage.
  Tail Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  
  Hit  2d6+18 (25) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  3d6+18/19-00 (28) 
  piercing damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  1d10+18 (24) slashing 
  damage.
  Tail Melee weapon attack: 
  +7 to hit, reach 20 ft., one 
  target.  Hit  2d6+18 (25) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  3d8+14/19-00 (28) 
  piercing damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  2d6+14 (21) slashing 
  damage.
  Tail Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  3d6+7 (18) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  6d6+16/19-00 (37) 
  piercing damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  3d6+16 (26) slashing 
  damage.
  Tail Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  3d6+8 (18) bludgeoning 
  damage.
  Special 
  Actions
  Regeneration You are difficult to kill. You heal damage at 10 points per round, but you cannot die as long 
  as your regeneration is still functioning (although you still fall unconscious when their hit points are below 
  0). Evil weapons and effects cause your regeneration to stop functioning on the round following the attack. 
  During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point 
  damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts 
  if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die 
  normally.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  334
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  119
  193
  364
  483
  Speed
  40 ft. Fly 100 ft. (Average) Swim 60 ft.
  Size, Type, 
  Alignment
  Gargantuan dragon, 
  chaotic evil
  Gargantuan dragon, 
  chaotic evil
  Gargantuan dragon, 
  chaotic evil
  Gargantuan dragon, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  21 (+5)
  DEX 20 (+5)
  CON 20 (+5)
  INT 
  4 (-3)
  WIS 
  18 (+4)
  CHA 20 (+5)
  STR 
  22 (+6)
  DEX 22 (+6)
  CON 20 (+5)
  INT 
  4 (-3)
  WIS 
  18 (+4)
  CHA 21 (+5)
  STR 
  28 (+9)
  DEX 20 (+5)
  CON 22 (+6)
  INT 
  4 (-3)
  WIS 
  18 (+4)
  CHA 21 (+5)
  STR 
  30 
  (+10)
  DEX 22 (+6)
  CON 24 (+7)
  INT 
  8 (-1)
  WIS 
  20 (+5)
  CHA 23 (+6)
  Saving Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  Curse Effects, Electricity, Magical unconscious, psychic, paralyzed, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +17, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +18, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +21, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +23, Darkvision 60 ft., 
  Truesight
  Languages
  Aklo, Draconic, Sylvan
  Challenge
  8
  12
  21
  25
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 18
  Damage 8d8
  Saving Throw  
  Dexterity DC 19
  Damage 16d8
  Saving Throw  
  Dexterity DC 23
  Damage 20d8
  Saving Throw  
  Dexterity DC 25
  Damage 24d8
  Breath Weapon With Recharge 2 as aa standard action, a taiga linnorm can expel a 60-foot cone of 
  electrified vapor, dealing electricity damage to all creatures struck (Dexterity save halves). The vapor itself 
  persists for 1d4 rounds, filling its cone-shaped area with electrified mist that deals half this electricity 
  damage (no save) to any creature that ends its turn in the mist. The mist does not hinder vision. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Forests
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  Triple
  linnorm (taiga)
  
  335
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 4d6
  Damage 6d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 23
  Saving Throw  
  Wisdom DC 25
  Death Curse When a creature slays a linnorm, it becomes targeted by that linnorm’s death curse. The exact 
  effects of a death curse vary, depending upon the type of linnorm. Curse of Electrocution: save Wisdom; 
  effect the creature gains vulnerability to electricity.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Damage 1d6
  Saving Throw  
  Constitution DC 19
  Damage 2d6
  Saving Throw  
  Constitution DC 23
  Damage 4d6
  Saving Throw  
  Constitution DC 25
  Damage 6d6
  Poison Bite-injury; save Constitution; frequency 1/round for 10 rounds; effect electricity damage and 1d8 
  Dexterity damage; cure 3 consecutive saves.  Ability damage suffered from this effect must be recovered via 
  restoration or more potent healing magic.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  3d6+13 (24) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  1d10+13 (18) slashing 
  damage.
  Tail Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  
  Hit  2d6+13 (20) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit  
  3d6+15 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit  
  1d10+15 (20) slashing 
  damage.
  Tail Melee weapon attack: 
  +6 to hit, reach 20 ft., one 
  target.  Hit  2d6+15 (22) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  3d8+16 (30) piercing 
  damage.
  Claw Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  2d6+16 (23) slashing 
  damage.
  Tail Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  3d6+8 (18) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  6d6+18 (39) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  3d6+18 (28) slashing 
  damage.
  Tail Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  4d6+9 (23) bludgeoning 
  damage.
  Special 
  Actions
  Regeneration You are difficult to kill. You heal damage at 10 points per round, but you cannot die as long 
  as your regeneration is still functioning (although you still fall unconscious when their hit points are below 
  0). Evil weapons and effects cause your regeneration to stop functioning on the round following the attack. 
  During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point 
  damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts 
  if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die 
  normally.
  Special 
  Actions
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Damage 2d8
  Spines Any creature that makes a melee attack against a taiga linnorm takes piercing damage per attack from 
  the linnorm’s spines. A melee weapon with reach provides protection from these spines.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  336
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  221
  296
  402
  524
  Speed
  40 ft. Fly 100 ft. (Average) Swim 80 ft.
  Size, Type, 
  Alignment
  Gargantuan dragon, 
  chaotic evil
  Gargantuan dragon, 
  chaotic evil
  Gargantuan dragon, 
  chaotic evil
  Gargantuan dragon, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  26 (+8)
  DEX 22 (+6)
  CON 21 (+5)
  INT 
  5 (-3)
  WIS 
  20 (+5)
  CHA 20 (+5)
  STR 
  26 (+8)
  DEX 22 (+6)
  CON 21 (+5)
  INT 
  5 (-3)
  WIS 
  20 (+5)
  CHA 20 (+5)
  STR 
  28 (+9)
  DEX 20 (+5)
  CON 23 (+6)
  INT 
  5 (-3)
  WIS 
  20 (+5)
  CHA 20 (+5)
  STR 
  30 (+10)
  DEX 22 (+6)
  CON 25 (+7)
  INT 
  9 (-1)
  WIS 
  22 (+6)
  CHA 22 (+6)
  Saving Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  Curse Effects, Magical unconscious, psychic, paralyzed, poisoned, unconscious
  Vulnerabilities
  -
  Senses
  Passive Perception +20, 
  Darkvision 120 ft.; True 
  Seeing
  Passive Perception +21, 
  Darkvision 120 ft.; True 
  Seeing
  Passive Perception +22, 
  Darkvision 120 ft.; True 
  Seeing
  Passive Perception +24, 
  Darkvision 120 ft.; True 
  Seeing
  Languages
  Aklo, Draconic, Sylvan
  Challenge
  14
  18
  22
  26
  Special 
  Abilities & 
  Qualities
  Saving Throw DC 20
  Damage 10d8
  Saving Throw DC 21
  Damage 15d8
  Saving Throw DC 23
  Damage 20d8
  Saving Throw DC 25
  Damage 25d8
  Breath Weapon With Recharge 2 as a standard action, a tarn linnorm can expel a 120-foot line or a 60-foot 
  cone of acid, dealing acid damage to all creatures struck (Dexterity save halves). This acid creates toxic 
  fumes when it consumes organic material-on the round after a creature takes acid damage from this attack, 
  it must make a Constiution save or take 2d6 points of Strength damage from the poisonous fumes (this 
  secondary effect is a poison effect). As a full-round action, the linnorm may breathe acid with one head 
  and bite with the other (but not use its other weapons).  Alternatively, as a full-round action, it can breathe 
  acid from both heads to create two adjacent 60-footlong cones or two separate 120-foot-long lines. In this 
  case it cannot use its breath weapon again for 2d4 rounds.  Ability damage suffered from this effect may be 
  recovered following a long rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Lakes and Swamps
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  Triple
  linnorm (tarn)
  
  337
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 2d6
  Damage 4d6
  Damage 6d6
  Damage 8d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 21
  Saving Throw  
  Wisdom DC 23
  Saving Throw  
  Wisdom DC 25
  Death Curse When a creature slays a tarn linnorm, the slayer is affected by the curse of death. Curse of 
  Death: save Wisdom; effect creature can no longer be affected by healing spells and does not heal damage 
  naturally from rest.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 20
  Damage 2d6
  Saving Throw  
  Constitution DC 21
  Damage 3d6
  Saving Throw  
  Constitution DC 23
  Damage 4d6
  Saving Throw  
  Constitution DC 25
  Damage 6d6
  Poison Bite-injury; save Constitution; frequency 1/round for 10 rounds; effect acid damage and 1d8 
  Constitution damage; cure 3 consecutive saves.  Ability damage suffered from this condition may be 
  restored via restoriation or more potent healing magic.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  Hit  
  3d6+21/19-00 (32) 
  piercing damage.
  Claw Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  Hit  
  1d10+21 (26) slashing 
  damage.
  Tail Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  
  Hit  2d6+21 (28) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  3d6+21/19-00 (32) 
  piercing damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  1d10+21 (26) slashing 
  damage.
  Tail Melee weapon attack: 
  +7 to hit, reach 20 ft., one 
  target.  Hit  2d6+21 (28) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  3d8+16/19-00 (30) 
  piercing damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  2d6+16 (23) slashing 
  damage.
  Tail Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  3d6+8 (18) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  6d6+18/19-00 (39) 
  piercing damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  3d6+18 (28) slashing 
  damage.
  Tail Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  3d6+9 (20) bludgeoning 
  damage.
  Special 
  Actions
  Regeneration You are difficult to kill. You heal damage at 15 points per round, but you cannot die as long 
  as your regeneration is still functioning (although you still fall unconscious when their hit points are below 
  0). Evil weapons and effects cause your regeneration to stop functioning on the round following the attack. 
  During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point 
  damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts 
  if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die 
  normally.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  338
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  100
  150
  374
  517
  Speed
  40 ft. Climb 40 ft. Fly 100 ft. (Average) Swim 60 ft.
  Size, Type, 
  Alignment
  Gargantuan dragon, 
  chaotic evil
  Gargantuan dragon, 
  chaotic evil
  Gargantuan dragon, 
  chaotic evil
  Gargantuan dragon, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  23 (+6)
  DEX 22 (+6)
  CON 22 (+6)
  INT 
  5 (-3)
  WIS 
  20 (+5)
  CHA 21 (+5)
  STR 
  23 (+6)
  DEX 22 (+6)
  CON 22 (+6)
  INT 
  5 (-3)
  WIS 
  20 (+5)
  CHA 21 (+5)
  STR 
  30 (+10)
  DEX 22 (+6)
  CON 24 (+7)
  INT 
  5 (-3)
  WIS 
  20 (+5)
  CHA 21 (+5)
  STR 
  32 (+10)
  DEX 24 (+7)
  CON 26 (+8)
  INT 
  9 (-1)
  WIS 
  22 (+6)
  CHA 23 (+6)
  Saving Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  Curse Effects, Fire, Magical unconscious, psychic, paralyzed, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +15, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +15, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +15, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +16, Darkvision 60 ft., 
  Truesight
  Languages
  Aklo, Draconic, Sylvan
  Challenge
  8
  12
  24
  28
  Special 
  Abilities & 
  Qualities
  Saving Throw DC 19
  Damage 12d8
  Saving Throw DC 20
  Damage 18d8
  Saving Throw DC 24
  Damage 26d8
  Saving Throw DC 26
  Damage 30d8
  Breath Weapon With Rehcarge 2 as a standard action, a tor linnorm can expel a 60- foot cone of flame and 
  ash, dealing fire damage to all creatures struck (Dexterity save for half damage). One round after this breath 
  weapon is used, the area affected by the attack becomes covered in a cloud of thick, scorching smoke that 
  burns both the lungs and eyes, dealing an additional half this fire damage to all creatures in the area. Each 
  creature that begins its turn in the smoke-covered area and breathes must make a (DC + 1 per previous 
  check) Constitution save each round or spend that round choking and coughing. Creatures that keep their 
  eyes open for more than 1 round while in the area of the smoke must make a Constitution save or go blind 
  for 1d3 hours. The smoke dissipates after 2d4 rounds. This duration is halved in strong winds and quartered 
  in more powerful winds. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Volcanic Mountains
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  Triple
  linnorm (tor)
  
  339
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 2d6
  Damage 4d6
  Damage 6d6
  Damage 9d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 24
  Saving Throw  
  Wisdom DC 26
  Death Curse When a creature slays a linnorm, it becomes targeted by that linnorm’s death curse. The exact 
  effects of a death curse vary, depending upon the type of linnorm.  Curse of Boiling Blood: save Wisdom; 
  effect creature gains vulnerability to fire and is permanently staggered from the pain of its boiling blood. 
  Special 
  Abilities & 
  Qualities
  Lava Affinity A tor linnorm can breathe and swim while submerged in lava and magma.
  Standard 
  Actions
  4 Claws Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  1d10+16 (22) slashing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  3d6+16 (26) piercing 
  damage.
  Tail Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  
  Hit  2d6+16 (23) 
  bludgeoning damage.
  4 Claws Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit  
  1d10+16 (22) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit  
  3d6+16 (26) piercing 
  damage.
  Tail Melee weapon attack: 
  +6 to hit, reach 20 ft., one 
  target.  Hit  2d6+16 (23) 
  bludgeoning damage.
  4 Claws Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  2d6+18 (25) slashing 
  damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  3d8+18 (32) piercing 
  damage.
  Tail Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  3d6+9 (20) bludgeoning 
  damage.
  4 Claws Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  3d6+20 (30) slashing 
  damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  6d6+20 (41) piercing 
  damage.
  Tail Melee weapon attack: 
  +9 to hit, reach 30 ft., 
  one target.  Hit 4d6+10 
  (24) bludgeoning 
  damage.
  Special 
  Actions
  Saving Throw  
  Constitution DC 19
  Damage 2d6
  Saving Throw  
  Constitution DC 20
  Damage 3d6
  Saving Throw  
  Constitution DC 24
  Damage 4d6
  Saving Throw  
  Constitution DC 26
  Damage 6d6
  Poison Bite-injury; save Constitution; frequency 1/round for 10 rounds; effect fire damage and 1d8 
  Constitution damage; cure 3 consecutive saves.  Ability damage suffered to this effect must be recovered via 
  restoration or more potent healing magic.
  Special 
  Actions
  Regeneration You are difficult to kill. You heal damage at 20 points per round, but you cannot die as long 
  as your regeneration is still functioning (although you still fall unconscious when their hit points are below 
  0). Evil weapons and effects cause your regeneration to stop functioning on the round following the attack. 
  During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point 
  damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts 
  if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die 
  normally.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  340
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  26
  59
  113
  187
  Speed
  40 ft.
  40 ft.
  45 ft.
  45 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 15 (+2)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  18 (+4)
  DEX 15 (+2)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  23 (+6)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Rake Against a grappled opponent, you may make two additional Bite attacks. A monster with the rake ability 
  must begin its turn already grappling to use its rake-it can’t begin a grapple and rake in the same turn.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Plains
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Pride (3-10x)
    Treasure
  None
  lion
  
  341
  L
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d4+5 (8) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 2d6+6 
  (13) piercing damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 1d6+6 
  (10) slashing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8 (15) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d6+8 (12) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+11 (22) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+11 (16) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  342
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  33
  62
  134
  222
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 13 (+1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 8 (-1)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 12 (+1)
  STR 
  25 (+7)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  8
  14
  20
  Special 
  Abilities & 
  Qualities
  Rake Against a grappled opponent, you may make two additional Bite attacks. A monster with the rake ability 
  must begin its turn already grappling to use its rake-it can’t begin a grapple and rake in the same turn.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Plains or Hills
    Rarity
  Uncommon
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Pride (3-8x)
    Treasure
  Incidental
  lion (dire)
  
  343
  L
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit  
  1d6+7 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit  
  1d4+7 (10) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 1d8+7 
  (12) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 1d6+7 
  (10) slashing damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+10 (14) slashing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+13 (20) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  344
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  49
  84
  145
  218
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium plant, unaligned
  Medium plant, unaligned
  Medium plant, unaligned
  Large plant, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 16 (+3)
  INT 
  5 (-3)
  WIS 
  9 (-1)
  CHA 7 (-2)
  STR 
  15 (+2)
  DEX 12 (+1)
  CON 16 (+3)
  INT 
  5 (-3)
  WIS 
  9 (-1)
  CHA 7 (-2)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  9 (-1)
  WIS 
  13 (+1)
  CHA 11 (+0)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 20 (+5)
  INT 
  9 (-1)
  WIS 
  13 (+1)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except slashing
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  Vulnerability to Fire
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common (cannot speak), Sylvan (cannot speak)
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Assimilate As a full-round action, a living topiary can consume undergrowth or bushy plant matter it’s 
  currently touching and incorporate that material into its form. It can do this at a rate of 5 cubic feet per 
  round, healing 1d8 points of damage each time. If the topiary is at maximum hit points, this ability has no 
  effect.
  Special 
  Abilities & 
  Qualities
  Hedge Stride This ability functions as tree stride, but rather than allowing for teleportation from tree to 
  tree, it permits the living topiary to teleport from one area of brush or hedges to another area of similar 
  vegetation within 1,500 feet.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Garden (2-4x), or Boscage (5-7x)
    Treasure
  None
  living topiary
  
  345
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Move Through Hedges A living topiary may move through any mass of brambles or other dense plant growth 
  without penalty. It must begin and end its turn outside of the mass.
  Special 
  Abilities & 
  Qualities
  Sculpt Shape As a standard action, a living topiary can alter itself to take on the basic form of any creature. 
  The change is purely cosmetic, and does not change its size, grant it any special powers, or alter its abilities.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit  
  1d6+5 (8) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit  
  1d8+5 (10) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit  1d8+12 (16) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  2d6+16 (23) 
  bludgeoning damage.
  Special 
  Actions
  Vulnerability to Fire You take half again as much (+50%) damage as normal from Fire, regardless of whether 
  a saving throw is allowed, or if the save is a success or failure
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  pass without trace (at will)
  Spellcasting
  -
  Possessions
  -
  
  346
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  45
  71
  107
  142
  Speed
  10 ft.
  Size, Type, 
  Alignment
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 1 (-5)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  16 (+3)
  DEX 2 (-4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 6 (-2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  STR 
  21 (+5)
  DEX 4 (-3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except slashing
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Damage 2d6
  Damage 3d6
  Damage 5d6
  Damage 7d6
  Crushing Push A living wall adjacent to a creature that is also adjacent to a barrier (such as a dungeon wall, 
  gate, or another living wall) can spend a standard action to crush that creature against the barrier, dealing 
  bludgeoning damage. 
  Special 
  Abilities & 
  Qualities
  Fast Healing You regain hit points at 1 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise 
  stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at 
  negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Ruins or Underground
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary or Pack (2-8x)
    Treasure
  Incidental
  living wall
  
  347
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Fleshy Link A living wall that is adjacent to another living wall automatically links with it, forming an 
  impassible solid barrier. Linked living walls coordinate their attacks and move as one creature. Any linked 
  wall can unlink itself as a free action. Any damage to one linked living wall is divided evenly among all linked 
  living walls (for example, if three walls are linked and one takes 15 points of damage, each wall instead takes 
  5 points of damage). Two or three linked living walls count as a Huge creature for the purpose of effects 
  affected or limited by size (such as bull rush), four or five count as Gargantuan, and six or more count as 
  Colossal.
  Standard 
  Actions
  -
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  348
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  6
  24
  55
  99
  Speed
  20 ft. Climb 20 ft.
  25 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Tiny beast, unaligned
  Tiny beast, unaligned
  Tiny beast, unaligned
  Small beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 6 (-2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 14 (+2)
  CON 6 (-2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  6 (-2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 4 (-3)
  STR 
  10 (+0)
  DEX 16 (+3)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d4+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -3 to hit, reach 
  0 ft., one target.  Hit 
  1d4+0 (2) piercing 
  damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate or Warm
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Nest (3-8x)
    Treasure
  None
  liZard
  
  349
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  3
  18
  51
  95
  Speed
  20 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Tiny beast, neutral good
  Tiny beast, neutral good
  Tiny beast, neutral good
  Small beast, neutral good
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 6 (-2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  2 (-4)
  DEX 13 (+1)
  CON 6 (-2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  7 (-2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 4 (-3)
  STR 
  12 (+1)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except evil
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Attack +1 
  Damage +1
  Attack +6 
  Damage +6
  Attack +10 
  Damage +10
  Attack +14 
  Damage +14
  Smite Evil 1/day as a free action. Add bonus to attack rolls and damage against evil foes; smite persists until 
  target is dead or the celestial creature rests.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d4+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -3 to hit, reach 
  0 ft., one target.  Hit 
  1d4+0 (2) piercing 
  damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate or Warm
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Nest (3-8x)
    Treasure
  None
  liZard (Celestial)
  
  350
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  7
  27
  59
  110
  Speed
  20 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Tiny beast, neutral evil
  Tiny beast, neutral evil
  Tiny beast, neutral evil
  Small beast, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 6 (-2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  2 (-4)
  DEX 13 (+1)
  CON 6 (-2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  7 (-2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 4 (-3)
  STR 
  12 (+1)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except good
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Attack +1 
  Damage +1
  Attack +6 
  Damage +6
  Attack +10 
  Damage +10
  Attack +14 
  Damage +14
  Smite Good 1/day as a free action. Add bonus to attack rolls and damage against good foes; smite persists 
  until target is dead or the fiendish creature rests.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d4+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -3 to hit, reach 
  0 ft., one target.  Hit 
  1d4+0 (2) piercing 
  damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate or Warm
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Nest (3-8x)
    Treasure
  None
  liZard (FiendisH)
  
  351
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  32
  66
  130
  197
  Speed
  40 ft. Climb 40 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 13 (+1)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 5 (-3)
  STR 
  14 (+2)
  DEX 14 (+2)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 5 (-3)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 9 (-1)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 9 (-1)
  Saving Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Tongue A giant chameleon can grab a foe with its tongue and draw the victim to its mouth. This tongue 
  attack has a reach of 15 feet. The attack does no damage, but allows the creature to grab. A giant chameleon 
  does not gain the grappled condition while using its tongue in this manner.
  Standard 
  Actions
  Bite Melee weapon attack: 
  +3 to hit, reach 10 ft., one 
  target.  Hit 2d6+3 (10) 
  piercing damage.
  Tongue Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 1d1+3 
  (4) bludgeoning damage.
  Bite Melee weapon attack: 
  +2 to hit, reach 10 ft., one 
  target.  Hit 3d6+3 (14) 
  piercing damage.
  Tongue Melee weapon 
  attack: +2 to hit, reach 10 ft., 
  one target.  Hit 1d1+3 (4) 
  bludgeoning damage.
  Bite Melee weapon attack: 
  +5 to hit, reach 10 ft., one 
  target.  Hit 3d6+5 (16) 
  piercing damage.
  Tongue Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 1d1+5 
  (6) bludgeoning damage.
  Bite Melee weapon attack: 
  +4 to hit, reach 15 ft., one 
  target.  Hit 4d6+8 (22) 
  piercing damage.
  Tongue Melee weapon 
  attack: +4 to hit, reach 15 
  ft., one target.  Hit 1d1+8 
  (9) bludgeoning damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests and Mountains
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Blend (3-6x)
    Treasure
  None
  liZard (giant CHameleon)
  
  352
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  66 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  27
  66
  117
  188
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 15 (+2)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 8 (-1)
  STR 
  18 (+4)
  DEX 11 (+0)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 12 (+1)
  STR 
  22 (+6)
  DEX 13 (+1)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  7
  11
  15
  Standard 
  Actions
  Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  1d10+4 (10) piercing 
  damage.
  Tail Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  1d6+4 (8) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 2d6+5 
  (12) piercing damage.
  Tail Melee weapon attack: 
  +6 to hit, reach 10 ft., 
  one target.  Hit 1d8+2 (6) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  3d6+8 (18) piercing 
  damage.
  Tail Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+4 (11) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  4d6+10 (24) piercing 
  damage.
  Tail Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+5 (16) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests, Plains, or Hills
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Blend (3-6x)
    Treasure
  None
  liZard (giant Frilled)
  
  353
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  15
  35
  79
  136
  Speed
  40 ft. Climb 40 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 9 (-1)
  Saving Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Expert Climber A gecko’s feet allow it to climb virtually any surface, no matter how slick or sheer. In effect, 
  geckos are treated as constantly being under a natural version of the spell spider climb.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d8+6 (10) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+9 (16) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests or Mountains
    Rarity
  Common
    Role
  Brute / Minion
    Organization
  Solitary, Pair, or Nest (3-6x)
    Treasure
  None
  liZard (giant geCko)
  
  354
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  4
  22
  53
  103
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 10 (+0)
  CON 6 (-2)
  INT 
  1 (-5)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 10 (+0)
  CON 6 (-2)
  INT 
  1 (-5)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  5 (-3)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  10 (+0)
  DEX 12 (+1)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 5 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Blood Squirt Once per day as a standard action that doesn’t provoke attacks of opportunity, a horned lizard 
  can squirt a 5-foot-long stream of blood from the corners of its eyes. The animal’s blood contains noxious 
  chemicals, and a creature hit by the blood must succeed at a Constitution save or be sickened for 1d4 
  rounds.
  Special 
  Abilities & 
  Qualities
  Camouflage While in desert terrain, a horned lizard can use the Stealth skill to hide even if the terrain doesn’t 
  grant cover or concealment.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Desert
    Rarity
  Common
    Role
  Brute / Minion
    Organization
  Solitary, Pair, or Flock (3-12x)
    Treasure
  None
  liZard (Horned)
  
  355
  L
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) piercing damage.
  Blood Squirt Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d8+0 
  (4) piercing damage.
  Blood Squirt Ranged 
  weapon attack: +0 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: -5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+0 (4) piercing 
  damage.
  Blood Squirt Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 10 
  ft., one target.  Hit 2d6+1 
  (8) piercing damage.
  Blood Squirt Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  356
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  16
  44
  93
  166
  Speed
  30 ft. Swim 30 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 13 (+1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  16 (+3)
  DEX 13 (+1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  21 (+5)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Poison Bite-injury; save Constitution; onset 1 minute; frequency 1/hour for 6 hours; effect 1d2 Dexterity 
  damage; cure 1 save.  Ability damage suffered to this effect is recovered following a long rest.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 2d6+6 
  (13) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+9 (16) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests or Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Pack (3-8x)
    Treasure
  None
  liZard (monitor)
  
  357
  L
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  358
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  13
  38
  87
  144
  Speed
  30 ft. Swim 15 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  unaligned
  Medium humanoid, 
  unaligned
  Medium humanoid, 
  unaligned
  Large humanoid, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 8 (-1)
  CON 11 (+0)
  INT 
  7 (-2)
  WIS 
  8 (-1)
  CHA 8 (-1)
  STR 
  12 (+1)
  DEX 8 (-1)
  CON 11 (+0)
  INT 
  7 (-2)
  WIS 
  8 (-1)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 12 (+1)
  CON 15 (+2)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 12 (+1)
  STR 
  19 (+4)
  DEX 10 (+0)
  CON 18 (+4)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9
  Passive Perception +9
  Passive Perception +15
  Passive Perception +16
  Languages
  Draconic
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Hold Breath A lizardfolk can hold its breath for 84 rounds before it risks drowning.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Swamps
    Rarity
  Common
    Role
  Soldier / Minion
    Organization
  Solitary, Pair, Band (3-12x), or Tribe (13-60x)
    Treasure
  Incidental
  liZardFolk
  
  359
  L
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Javelin Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 1d6+1 (4) 
  bludgeoning damage.
  Morningstar Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+1 (6) piercing/
  bludgeoning damage.
  Shield Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) slashing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) piercing damage.
  Javelin Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 1d6+2 (6) 
  bludgeoning damage.
  Morningstar Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+2 (6) piercing/
  bludgeoning damage.
  Shield Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) bludgeoning damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Morningstar Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+5 (10) piercing/
  bludgeoning damage.
  Shield Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+2 (4) bludgeoning 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) slashing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) piercing 
  damage.
  Javelin Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d6+4 (8) 
  bludgeoning damage.
  Morningstar Melee 
  weapon attack: +5 to 
  hit, reach 10 ft., one 
  target.  Hit 1d8+10 (14) 
  piercing/bludgeoning 
  damage.
  Shield Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d4+3 (6) bludgeoning 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Javelin Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 1d6+7 (10) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Javelin (4x); Shield; morningstar
  
  360
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  9
  33
  73
  149
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 11 (+0)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  11 (+0)
  DEX 11 (+0)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  16 (+3)
  DEX 15 (+2)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 11 (+0)
  STR 
  18 (+4)
  DEX 13 (+1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Spit Once per hour, a llama can regurgitate the contents of its stomach, spitting the foul material at a single 
  target within 10 feet. The target must succeed at a Constitution save or be sickened for 1d4 rounds.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d8+1 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d8+6 (10) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+9 (16) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold or Temperate Hills or Mountains
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Herd (3-15x)
    Treasure
  None
  llama
  
  361
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  11
  30
  70
  120
  Speed
  10 ft. Swim 60 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  unaligned
  Medium humanoid, 
  unaligned
  Medium humanoid, 
  unaligned
  Large humanoid, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 10 (+0)
  CON 8 (-1)
  INT 
  11 (+0)
  WIS 
  11 (+0)
  CHA 9 (-1)
  STR 
  8 (-1)
  DEX 11 (+0)
  CON 8 (-1)
  INT 
  11 (+0)
  WIS 
  11 (+0)
  CHA 9 (-1)
  STR 
  12 (+1)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  15 (+2)
  WIS 
  15 (+2)
  CHA 13 (+1)
  STR 
  17 (+3)
  DEX 14 (+2)
  CON 16 (+3)
  INT 
  15 (+2)
  WIS 
  15 (+2)
  CHA 13 (+1)
  Saving Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Aquan
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Light Crossbow Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Longspear Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit  1d8/
  x3 (8) piercing damage.
  Light Crossbow Ranged 
  weapon attack: +0 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Longspear Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit  1d8/
  x3 (8) piercing damage.
  Light Crossbow Ranged 
  weapon attack: +4 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Longspear Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit  1d8x3 (1) piercing 
  damage.
  Crossbow, Light Ranged 
  weapon attack: +2 to hit, 
  one target.  Hit 2d6/19-
  00 (8) piercing damage.
  Longspear Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  2d6+8/x3 (15) piercing 
  damage.
  Possessions
  Light crossbow; crossbow bolts (20x); longspear
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Aquatic
    Rarity
  Common
    Role
  Soldier / Minion
    Organization
  Solitary, Band (2-10x), or Tribe (11-30x+)
    Treasure
  Standard
  loCatHaH
  
  362
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  83
  107
  163
  254
  Speed
  30 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Large fiend, chaotic evil
  Large fiend, chaotic evil
  Large fiend, chaotic evil
  Huge fiend, chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 8 (-1)
  CON 12 (+1)
  INT 
  9 (-1)
  WIS 
  11 (+0)
  CHA 13 (+1)
  STR 
  18 (+4)
  DEX 8 (-1)
  CON 12 (+1)
  INT 
  9 (-1)
  WIS 
  11 (+0)
  CHA 13 (+1)
  STR 
  21 (+5)
  DEX 12 (+1)
  CON 16 (+3)
  INT 
  13 (+1)
  WIS 
  15 (+2)
  CHA 17 (+3)
  STR 
  24 (+7)
  DEX 10 (+0)
  CON 18 (+4)
  INT 
  13 (+1)
  WIS 
  15 (+2)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Abyssal
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Abyssal Torment An apocalypse locust’s sting is designed to torment its victims with wracking pain. A victim 
  of the creature’s venomous sting also suffers disadvantage on attack rolls, skill checks, and ability checks. 
  The effects of abyssal torment last until the sling’s poison is cured.
  Special 
  Abilities & 
  Qualities
  Accursed Brand Whenever a victim fails its save against an apocalypse locust’s breath weapon, the unholy 
  fire burns an accursed brand into his flesh. For the next 24 hours, the branded victim is subjected to 
  auditory hallucinations of foul desires and sinful deeds. The hallucinations cause lawful and good victims to 
  become tainted; good-aligned clerics, druids, paladins, and even lawful monks are treated as though they’ve 
  temporarily broken their codes of conduct. Any character marked by the accursed brand who has a class 
  that’s restricted to a good alignment or lawful alignment is treated as an ex-member of that class for 24 
  hours; an atonement spell can end this effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Evil-Aligned Planes
    Rarity
  Rare
    Role
  Soldier / Elite
    Organization
  Solitary, Pair, or Colony (3-30x)
    Treasure
  Standard
  loCust (apoCalypse)
  
  363
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Evil for the purpose of 
  resolving resistance.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Damage 1d6
  Saving Throw  
  Dexterity DC 15
  Damage 2d6
  Saving Throw  
  Dexterity DC 18
  Damage 4d6
  Saving Throw  
  Dexterity DC 20
  Damage 6d6
  Breath Weapon 30’ Line of Fire: Fire damage, Dexterity save halves damage, usable with Recharge 2.  You are 
  immune to your own breath weapon.
  Standard 
  Actions
  Pincers Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+3 (8) bludgeoning 
  damage.
  Sting Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d6+6 (10) piercing 
  damage.
  Pincers Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+3 (10) bludgeoning 
  damage.
  Sting Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
  Pincers Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+5 (12) bludgeoning 
  damage.
  Sting Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9 (14) piercing 
  damage.
  Pincers Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+6 (16) bludgeoning 
  damage.
  Sting Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+11 (18) piercing 
  damage.
  Special 
  Actions
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Maddening Buzz When three or more apocalypse locusts in a group simultaneously flap their wings, they 
  create a loud buzzing sound capable of driving other creatures mad. Any creature within a range of 100 feet 
  + 10 additional feet per locust must succeed at a Wisdom save or go mad as if affected by a confusion spell 
  (caster level equal to the locusts’ CR plus the number of locusts present). This is a sonic mind-affecting 
  effect. 
  Special 
  Actions
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Sting Poison-injury; save Constitution; frequency 1/round for 6 rounds; effect 1 Constitution damage plus 
  abyssal torment; cure 2 consecutive saves.  Ability damage suffered from this effect may be recovered with 
  restoration or more potent healing magic.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  364
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  23
  50
  94
  170
  Speed
  20 ft. Climb 20 ft. Fly 60 ft. (Average)
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 13 (+1)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  15 (+2)
  DEX 14 (+2)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Spit A giant locust can spit a brown jet of acid and partially digested food up to 30 feet with no range 
  increment.
  Special 
  Abilities & 
  Qualities
  Voracious A giant locust bite attack deals double damage to creatures with the plant subtype and to objects 
  made of paper, wood, or other plant materials.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Deserts or Plains
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Gang (3-8x), or Colony (5-20x)
    Treasure
  None
  loCust (giant)
  
  365
  L
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit  
  1d8+6 (10) piercing 
  damage.
  Spit Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d3 (4) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit  2d6+6 
  (13) piercing damage.
  Spit Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d4 (4) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  2d6+15 (22) piercing 
  damage.
  Spit Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d4 (4) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit  
  3d6+20 (30) piercing 
  damage.
  Spit Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d6 (6) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  366
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  3
  21
  58
  110
  Speed
  15 ft. Climb 15 ft. Fly 40 ft. (Average)
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  2 (-4)
  DEX 11 (+0)
  CON 9 (-1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  3 (-4)
  DEX 11 (+0)
  CON 9 (-1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  8 (-1)
  DEX 15 (+2)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  13 (+1)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  1
  6
  10
  14
  12
  16
  Special 
  Abilities & 
  Qualities
  Voracious A giant locust bite attack deals double damage to creatures with the plant subtype and to objects 
  made of paper, wood, or other plant materials.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d8+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit 
  2d6+4 (11) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Desert or Plains
    Rarity
  Uncommon
    Role
  Brute / Minion
    Organization
  Solitary, Pair, or Flight (3-18x)
    Treasure
  None
  loCust (sawleg)
  
  367
  L
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  368
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  25
  49
  87
  148
  Speed
  10 ft. Climb 10 ft. Fly 30 ft. (Average)
  Size, Type, 
  Alignment
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 11 (+0)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 12 (+1)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  5 (-3)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 4 (-3)
  STR 
  10 (+0)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Flanking, psychic, Weapon Damage
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Devour A locust swarm causes damage to unattended objects in its space each round as though they were 
  creatures. It even damages inedible objects.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 11
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Distraction You can nauseate creatures that you damage. Any living creature that takes damage from you is 
  nauseated for 1 round; a Constitution save negates the effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Deserts or Plains
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Cloud (3-20x), or Plague (21-100x)
    Treasure
  None
  loCust swarm
  
  369
  L
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Swarm Melee weapon 
  attack: -7 to hit, reach 0 
  ft., one target.  Hit 1d6+0 
  (4) bludgeoning damage.
  Swarm Melee weapon 
  attack: -7 to hit, reach 0 
  ft., one target.  Hit 1d8+0 
  (4) bludgeoning damage.
  Swarm Melee weapon 
  attack: -5 to hit, reach 
  0 ft., one target.  Hit 
  1d8+0 (4) bludgeoning 
  damage.
  Swarm Melee weapon 
  attack: -1 to hit, reach 0 
  ft., one target.  Hit 2d6+1 
  (8) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  370
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  47
  79
  157
  290
  Speed
  20 ft. Climb 20 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Medium aberration, 
  neutral evil
  Medium aberration, 
  neutral evil
  Large aberration, neutral 
  evil
  Huge aberration, neutral 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 17 (+3)
  STR 
  19 (+4)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 17 (+3)
  STR 
  21 (+5)
  DEX 11 (+0)
  CON 22 (+6)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 17 (+3)
  STR 
  26 (+8)
  DEX 13 (+1)
  CON 26 (+8)
  INT 
  13 (+1)
  WIS 
  17 (+3)
  CHA 19 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold
  Immunities
  Sonic
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Aquan, Common
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Freeze The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a 
  statue, patch of fungus, and so on). The creature gains advantage on checks to hide in plain sight as this kind 
  of inanimate object.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Coasts
    Rarity
  Rare
    Role
  Controller / Elite
    Organization
  Solitary
    Treasure
  None
  lorelei
  
  371
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 23
  Murmur A lorelei’s murmur has the power to infect the minds of those that hear it. This effect even 
  influences undead creatures despite their usual immunity to mind-affecting effects. When a lorelei murmurs, 
  all creatures aside from other lorelei within a 300-foot spread must succeed on a Wisdom saving throw or 
  become captivated. A creature that successfully saves is not subject to the same lorelei’s song for 24 hours. 
  A victim under the effects of the murmur moves toward the lorelei using the most direct means available. If 
  the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second 
  saving throw to end the effect before moving into peril. Affected creatures can take no actions other than to 
  defend themselves. A victim within 5 feet of the lorelei simply stands and offers no resistance to its attacks. 
  This effect continues for as long as the lorelei murmurs and for 1 round thereafter. This is a sonic mind-
  affecting charm effect.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 23
  Poison Tentacle—injury; save Constitution; frequency 1/round for 4 rounds; effect 1d4 Strength damage; cure 
  2 consecutive saves.  Ability damage suffered to this effect is restored following a long rest.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 17
  Damage 1d8
  Saving Throw  
  Dexterity DC 18
  Damage 2d8
  Saving Throw  
  Dexterity DC 20
  Damage 4d8
  Saving Throw  
  Dexterity DC 23
  Damage 6d8
  Vortex A lorelei can create a whirlpool as a standard action, at will. This ability functions identically to the 
  whirlwind special attack, but can form only underwater and cannot leave the water. A creature must succeed 
  at a Dexterity save or be snared by the churning waters. The vortex is 20 feet across and 80 feet deep, and 
  deals bludgeoning damage.
  Standard 
  Actions
  Tentacle Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  1d6+10 (14) 
  bludgeoning damage.
  Tentacle Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  1d6+10 (14) 
  bludgeoning damage.
  Tentacle Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9 (14) bludgeoning 
  damage.
  Tentacle Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  3d6+13/19-00 (24) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  command undead (3/day); control water (3/day); fog cloud (3/day); speak with dead (at will)
  Spellcasting
  -
  Possessions
  -
  
  372
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  115
  328
  574
  826
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small fiend, lawful evil
  Small fiend, lawful evil
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 20 (+5)
  CON 20 (+5)
  INT 
  20 (+5)
  WIS 
  20 (+5)
  CHA 20 (+5)
  STR 
  16 (+3)
  DEX 22 (+6)
  CON 22 (+6)
  INT 
  22 (+6)
  WIS 
  20 (+5)
  CHA 22 (+6)
  STR 
  18 (+4)
  DEX 24 (+7)
  CON 24 (+7)
  INT 
  22 (+6)
  WIS 
  20 (+5)
  CHA 26 (+8)
  STR 
  22 (+6)
  DEX 24 (+7)
  CON 29 (+9)
  INT 
  24 (+7)
  WIS 
  22 (+6)
  CHA 28 (+9)
  Saving Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except good and silver
  Immunities
  Charm, Compulsion, Fire, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Passive Perception +24, 
  Darkvision 60 ft.
  Passive Perception +25, 
  Darkvision 60 ft.
  Languages
  Abyssal, Aklo, Azlanti, Celestial, Common, Draconic, Dwarven, Elvish, Giant, Ignan, Infernal, 
  Undercommon, Telepathy 300 ft.
  Challenge
  8
  20
  32
  36
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the 
  purpose of resolving resistance.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  Triple
  lortHaCt (devil, inFernal duke)
  
  373
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 22
  Saving Throw  
  Wisdom DC 27
  Saving Throw  
  Wisdom DC 28
  Intelligence Drain Lorthact drains 1 point of Intelligence each time he hits with a weapon or natural weapon 
  (Wisdom save negates). Alternatively, he can make a single melee touch attack per round, dealing no hit 
  point damage but draining 2d4 points of Intelligence (Wisdom save halves).  After draining Intelligence from 
  a creature, Lorthact gains the benefit of foresight (as the spell) against that creature for 1 minute.  Ability 
  damage suffered from this effect requires restoration or more potent healing magic to restore.
  Special 
  Abilities & 
  Qualities
  Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as 
  your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). 
  Evil weapons and effects cause your regeneration to stop functioning on the round following the attack. 
  During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point 
  damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts 
  if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die 
  normally.
  Special 
  Abilities & 
  Qualities
  See in Darkness Devils can see perfectly in darkness of any kind, even that created by magical darkness.
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation 
  with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple 
  people at the same time.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit  
  1d4+6 (8) slashing 
  damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit  1d4+6 
  (8) slashing damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) slashing 
  damage.
  Claw Melee weapon 
  attack: +8 to hit, reach 
  10 ft., one target.  Hit 
  2d6+10 (17) slashing 
  damage.
  Special 
  Actions
  Spell Reservoir Lorthact can drain prepared arcane spells from the mind of a creature he has dominated and 
  store them for later use, similarly to a ring of spell storing.
  Special 
  Actions
  Temporal Anomaly Lorthact exists slightly outside of the normal timestream. Spells that predict the future-
  such as augury, divination, Foresight, and moment of prescience can not perceive him and provide no 
  benefit against him or information about him. In addition, whenever a creature within 6o feet of him uses 
  time stop, Lorthact can act normally within the duration of the time stop, as if he had cast it himself.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  alter self (at will); arcane sight (at will); banishment (3/day); freedom of movement (at will); abi-dalzim’s 
  horrid wilting (3/day); invisibility (at will); mage’s disjunction (1/day); mind blank (at will); polymorph 
  any object (3/day); prismatic wall (1/day); scrying (at will); shadow of moil(at will); counterspell (3/day); 
  suggestion (at will); teleport (at will); time stop (1/day); tongues (at will); true seeing (at will)
  Spellcasting
  -
  Possessions
  -
  
  374
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  47
  78
  140
  247
  Speed
  Swim 40 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 9 (-1)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 9 (-1)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 9 (-1)
  STR 
  26 (+8)
  DEX 18 (+4)
  CON 21 (+5)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except nonmagical weapons
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 21
  Digest Magic A magic item swallowed by a lukwata must make a Constitution save after an hour or become 
  permanently nonmagical. Artifacts are immune to this effect.
  Special 
  Abilities & 
  Qualities
  Dispelling Bite When a lukwata scores a critical hit with its bite, the victim is affected as if targeted by a 
  greater dispel magic spell. The caster level for this effect is equal to the lukwata’s Hit Dice.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Rivers, Lakes, or Swamps
    Rarity
  Rare
    Role
  Lurker / Solo
    Organization
  Solitary, Pair, or School (3-8x)
    Treasure
  Standard
  lukwata
  
  375
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Eldritch Encrustation Crystalline growths along the lukwata’s digestive tract contain large deposits of magical 
  energy. These nodes are responsible for the magical feedback that surrounds each lukwata, granting it its 
  spell resistance, damage reduction, dispelling bite, and digest magic abilities. Dispel magic cast on a lukwata 
  can negate these powers for 1 minute-the CL of the effect is treated as the lukwata’s Hit Dice.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  4d8+10 (28) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d8+12 (30) piercing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d10+10 (32) piercing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  12d8+14 (68) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  376
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  35
  74
  142
  220
  Speed
  0 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Small aberration, 
  unaligned
  Medium aberration, 
  unaligned
  Medium aberration, 
  unaligned
  Large aberration, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 13 (+1)
  INT 
  3 (-4)
  WIS 
  10 (+0)
  CHA 8 (-1)
  STR 
  14 (+2)
  DEX 10 (+0)
  CON 17 (+3)
  INT 
  3 (-4)
  WIS 
  10 (+0)
  CHA 8 (-1)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 19 (+4)
  INT 
  7 (-2)
  WIS 
  14 (+2)
  CHA 12 (+1)
  STR 
  20 (+5)
  DEX 12 (+1)
  CON 21 (+5)
  INT 
  7 (-2)
  WIS 
  14 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity
  Immunities
  Cold, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common (cannot speak)
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Damage 2d8
  Barbed Carapace A lunarma’s carapace is covered in jagged barbs. Any creature that grapples a lunarma or 
  attacks it with unarmed strikes or natural weapons takes piercing damage from the vicious barbs. Using a 
  reach weapon does not endanger the attacker this way.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary, Pair, or Hive (3-16x)
    Treasure
  None
  lunarma
  
  377
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Damage 1d6
  Saving Throw  
  Dexterity DC 17
  Damage 2d6
  Saving Throw  
  Dexterity DC 19
  Damage 3d6
  Saving Throw  
  Dexterity DC 21
  Damage 5d6
  Breath Weapon 30-ft. line, acid damage plus recurring damage, Reflex save halves damage.  The acid from a 
  lunarma’s breath weapon lasts for 1d4 additional rounds, dealing half the original amount of acid damage on 
  its turn to any creature that took damage from the breath weapon. Washing off the acid with water or other 
  liquid is a full-round action that ends the continuing damage.  Usable with Recharge 2.
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Impant Eggs As a full-round action, a lunarma can lay 2d6 eggs in a helpless creature. The eggs hatch after 
  24 hours and each deals 1 point of Constitution damage per hour as they feed on the host. After 1d2 days of 
  eating, the larvae crawl out and find a safe place to mature into adults. A remove disease spell rids a creature 
  of all implanted eggs or larvae, or they can be removed one at a time by using the Heal skill to treat deadly 
  wounds.  Ability damage suffered from this effect may be recovered following a long rest, after the removal 
  of the condition.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) piercing damage.
  Claw Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit  
  1d6+1 (4) slashing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) slashing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  2d6+5 (12) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8 (15) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+8 (18) slashing 
  damage.
  Special 
  Actions
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation 
  with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple 
  people at the same time.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  378
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  34
  78
  152
  233
  Speed
  10 ft. Climb 5 ft. Fly 40 ft. (Poor)
  Size, Type, 
  Alignment
  Large aberration, 
  unaligned
  Huge aberration, 
  unaligned
  Huge aberration, 
  unaligned
  Gargantuan aberration, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 7 (-2)
  STR 
  22 (+6)
  DEX 10 (+0)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 7 (-2)
  STR 
  24 (+7)
  DEX 14 (+2)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 11 (+0)
  STR 
  27 (+8)
  DEX 12 (+1)
  CON 21 (+5)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except piercing or slashing
  Immunities
  -
  Vulnerabilities
  Light Sensitivity
  Senses
  Passive Perception 
  +11, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +11, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +13, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +13, Blindsight 120 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Amorphous Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) 
  and critical hits, and can move through an area as small as one-quarter of your space without squeezing or 
  one eighth of your space when squeezing.
  Special 
  Abilities & 
  Qualities
  Damage 1d8
  Damage 2d6
  Damage 2d10
  Damage 3d8
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary
    Treasure
  Standard
  lurker aBove
  
  379
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Light Sensitivity You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  Special 
  Abilities & 
  Qualities
  Smother When a lurker above or trapper grapples a target, it forms an airtight seal around its prey. A grappled 
  target cannot speak or cast spells with verbal components, and must hold its breath
  Standard 
  Actions
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit  2d6+10 (17) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit 3d6+10 (20) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit 4d6+12 (26) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  6d6+15/19-00 (36) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  380
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  15
  53
  114
  192
  Speed
  30 ft. Fly 30 ft. (Average)
  Size, Type, 
  Alignment
  Tiny fey, neutral evil
  Small fey, neutral evil
  Small fey, neutral evil
  Medium fey, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  7 (-2)
  DEX 18 (+4)
  CON 9 (-1)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  11 (+0)
  DEX 16 (+3)
  CON 13 (+1)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  15 (+2)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  Blindness
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Aklo, Common, Sylvan
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Blend with Light In areas of bright light, lurkers are invisible. As with greater invisibility, they may attack 
  and still remain invisible. In shadowy illumination, a lurker loses this invisibility, though like all creatures in 
  shadows, they have concealment unless the viewer has darkvision. If the lurker is flying, its fluttering wings 
  partially negate this effect, giving it only partial concealment (20%) rather than total concealment.
  Special 
  Abilities & 
  Qualities
  Daylight Door Once per day, a lurker can use dimension door, transporting only itself and up to 50 pounds 
  of material. The start and end points of the teleport must be in areas of bright light; if the destination lacks 
  sufficient light, the teleport fails but does not expend the ability for the day.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land (extraplanar)
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Gang (3-8x)
    Treasure
  Standard
  lurker in ligHt
  
  381
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Poison Lurkers typically coat their daggers with shadow essence poison. Shadow essence poison: Injury; 
  save Constitution; frequency 1/round for 6 rounds; initial effect 1 Str ength damage; cure 1 save.  Ability 
  damage suffered to this effect is recovered following a long rest.
  Special 
  Abilities & 
  Qualities
  Ritual Gate By sacrificing one or more humanoid victims, a lurker or group of lurkers can create a gate to 
  the Material Plane, one of the Elemental Planes, or the realm of the fey, either to return home or to conjure 
  allies. Creating a gate for travel requires the sacrifice of five victims - the gate created remains open for 
  1 minute. Creating a gate to bring allies to the Material Plane requires one sacrifice for every HD of the 
  creature intended to pass through the gate (so five sacrifices can bring a lurker or a Medium air elemental, 
  eight can bring a Large earth elemental, and so on). The sacrifices do not need to be simultaneous; as long 
  as all sacrifices occur at some point during the hour-long ritual, the magic continues to build until it reaches 
  the required total.
  Standard 
  Actions
  Dagger Melee weapon 
  attack: -3 to hit, reach 
  0 ft., one target.  Hit 
  1d3+0/19-00 (2) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d3+0/19-00 
  (2) piercing damage.
  Claw Melee weapon 
  attack: -3 to hit, reach 
  0 ft., one target.  Hit  
  1d2+0 (2) slashing 
  damage.
  Dagger Melee weapon 
  attack: -1 to hit, reach 
  5 ft., one target.  Hit 
  1d3/19-00 2 piercing 
  damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d3/19-00 2 
  piercing damage.
  Claw Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Dagger Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d3/19-00 2 piercing 
  damage.
  Dagger Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d3/19-00 2 
  piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d4+3 (6) slashing 
  damage.
  Dagger Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit  
  1d8/19-00 (8) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d3+6/19-00 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+6 
  (10) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  blindness/deafness (3/day); dancing lights (at will); daylight (3/day); light (at will); mage hand (at will)
  Spellcasting
  -
  Possessions
  Dagger (4x)
  
  382
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  33
  67
  105
  151
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  unaligned
  Medium humanoid, 
  unaligned
  Medium humanoid, 
  unaligned
  Medium humanoid, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 6 (-2)
  STR 
  15 (+2)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 6 (-2)
  STR 
  16 (+3)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 6 (-2)
  STR 
  17 (+3)
  DEX 12 (+1)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Languages
  Common, Lycanthropic Empathy
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Change Shape All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. 
  Equipment does not meld with the new form between humanoid and hybrid form, but does between 
  those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-
  equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 16
  Curse of Lycanthropy A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target 
  with lycanthropy (Constitution save negates). If the victim’s size is not within one size category of the 
  lycanthrope, this ability has no effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forests
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, Family (3-6x), or Troupe (3-6x+)
    Treasure
  Incidental
  lyCantHrope (wereBear, Common)
  
  383
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Lycanthropic Empathy In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal’s attitude, and when so doing gain 
  advantage on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form. 
  Standard 
  Actions
  Throwing Axe Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+3 (6) slashing 
  damage.
  Throwing Axe Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d6+4 
  (8) slashing damage.
  Throwing Axe weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) slashing damage.
  Throwing Axe Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d6+4 (8) 
  slashing damage.
  Throwing Axe Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+4 (8) slashing 
  damage.
  Throwing Axe Ranged 
  weapon attack: +0 to hit, 
  one target.  Hit 1d6+5 
  (8) slashing damage.
  Throwing Axe Melee 
  weapon attack: +3 to 
  hit, reach 5 ft., one 
  target.  Hit 1d6+6 (10) 
  bludgeoning damage.
  Throwing Axe  Ranged 
  weapon attack: +0 to 
  hit, one target.  Hit 
  1d6+7 (10) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  Ranger (CL 1st): detect poison and disease
  Possessions
  Throwing axe (4x)
  
  384
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  38
  70
  97
  117
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  unaligned
  Medium humanoid, 
  unaligned
  Medium humanoid, 
  unaligned
  Medium humanoid, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 6 (-2)
  STR 
  15 (+2)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 6 (-2)
  STR 
  16 (+3)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 6 (-2)
  STR 
  17 (+3)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Languages
  Common, Lycanthropic Empathy
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Change Shape All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. 
  Equipment does not meld with the new form between humanoid and hybrid form, but does between 
  those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-
  equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Curse of Lycanthropy A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target 
  with lycanthropy (Constitution save negates). If the victim’s size is not within one size category of the 
  lycanthrope, this ability has no effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forests
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, Family (3-6x), or Troupe (3-6x+)
    Treasure
  Incidental
  lyCantHrope (wereBear, Human Form)
  
  385
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Lycanthropic Empathy In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal’s attitude, and when so doing gain 
  advantage on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form. 
  Standard 
  Actions
  Battleaxe Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8x3 
  (1) slashing damage.
  Throwing Axe Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+3 (6) slashing 
  damage.
  Throwing Axe Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d6+4 
  (8) slashing damage.
  Battleaxe Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8x3 
  (1) slashing damage.
  Throwing Axe Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+3 (6) slashing 
  damage.
  Throwing Axe Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d6+4 (8) 
  slashing damage.
  Battleaxe Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d8x3 (1) slashing 
  damage.
  Throwing Axe Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+4 (8) slashing 
  damage.
  Throwing Axe Ranged 
  weapon attack: +0 to hit, 
  one target.  Hit 1d6+5 
  (8) slashing damage.
  Battleaxe Melee weapon 
  attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+6/x3 (10) 
  bludgeoning damage.
  Throwing Axe Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+4 (8) slashing 
  damage.
  Throwing Axe Ranged 
  weapon attack: +0 to hit, 
  one target.  Hit 1d6+5 
  (8) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  Ranger (CL 1st): detect poison and disease
  Possessions
  Throwing axe (4x); Battleaxe
  
  386
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  53
  88
  146
  221
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  lawful good
  Medium humanoid, lawful 
  good
  Medium humanoid, 
  lawful good
  Large humanoid, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 12 (+1)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 6 (-2)
  STR 
  17 (+3)
  DEX 12 (+1)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 6 (-2)
  STR 
  19 (+4)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  14 (+2)
  WIS 
  14 (+2)
  CHA 10 (+0)
  STR 
  22 (+6)
  DEX 14 (+2)
  CON 20 (+5)
  INT 
  14 (+2)
  WIS 
  14 (+2)
  CHA 10 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except silver
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common, Lycanthropic Empathy
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Change Shape All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. 
  Equipment does not meld with the new form between humanoid and hybrid form, but does between 
  those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-
  equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Curse of Lycanthropy A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target 
  with lycanthropy (Constitution save negates). If the victim’s size is not within one size category of the 
  lycanthrope, this ability has no effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forests
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, Family (3-6x), or Troupe (3-6x+)
    Treasure
  Incidental
  lyCantHrope (wereBear, HyBrid Form)
  
  387
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Lycanthropic Empathy In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal’s attitude, and when so doing gain 
  advantage on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form. 
  Standard 
  Actions
  Battleaxe Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d8x3 
  (1) slashing damage.
  Throwing Axe Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+5 (8) slashing 
  damage.
  Throwing Axe Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d6+6 
  (10) slashing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+5 
  (8) slashing damage.
  Battleaxe Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8x3 
  (1) slashing damage.
  Throwing Axe Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+5 (8) slashing 
  damage.
  Throwing Axe Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d6+6 
  (10) slashing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d6/19-00 (4) piercing 
  damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+5 
  (8) slashing damage.
  Battleaxe Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7/x3 (12) slashing 
  damage.
  Throwing Axe Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+7 (10) slashing 
  damage.
  Throwing Axe Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d6+8 
  (12) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8/19-00 (5) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7 (12) slashing 
  damage.
  Battleaxe Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+11/x3 (18) 
  bludgeoning damage.
  Throwing Axe  Melee 
  weapon attack: +5 to 
  hit, reach 10 ft., one 
  target.  Hit 1d8+6 (10) 
  bludgeoning damage.
  Throwing Axe Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d8+12 
  (16) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6/19-00 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+9 (16) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  Ranger (CL 1st): detect poison and disease
  Possessions
  Throwing axe (4x); Battleaxe
  
  388
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  23
  73
  119
  156
  Speed
  40 ft., Fast Movement
  Size, Type, 
  Alignment
  Medium humanoid, 
  chaotic neutral
  Medium humanoid, 
  chaotic neutral
  Medium humanoid, 
  chaotic neutral
  Medium humanoid, 
  chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 6 (-2)
  STR 
  14 (+2)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 6 (-2)
  STR 
  15 (+2)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 6 (-2)
  STR 
  16 (+3)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Common, Lycanthropic Empathy
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Change Shape All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. 
  Equipment does not meld with the new form between humanoid and hybrid form, but does between 
  those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-
  equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Curse of Lycanthropy A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target 
  with lycanthropy (Constitution save negates). If the victim’s size is not within one size category of the 
  lycanthrope, this ability has no effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forests or Plains
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, Brood (3-8x), or Troupe (3-8x+)
    Treasure
  Incidental
  lyCantHrope (wereBoar, Human Form)
  
  389
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Lycanthropic Empathy In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal’s attitude, and when so doing gain 
  advantage on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form. 
  Standard 
  Actions
  Dagger Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d4/19-00 
  (3) piercing damage.
  Dagger Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d4/19-00 (3) 
  piercing damage.
  Dagger Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 1d4/19-00 
  (3) piercing damage.
  Dagger Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d4+6/19-00 (8) 
  bludgeoning damage.
  Dagger Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 1d4+6/19-00 
  (8) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Dagger (4x)
  
  390
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  43
  97
  172
  274
  Speed
  40 ft., Fast Movement
  Size, Type, 
  Alignment
  Medium humanoid, 
  chaotic neutral
  Medium humanoid, 
  chaotic neutral
  Medium humanoid, 
  chaotic neutral
  Large humanoid, chaotic 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 11 (+0)
  CON 20 (+5)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 6 (-2)
  STR 
  20 (+5)
  DEX 11 (+0)
  CON 20 (+5)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 6 (-2)
  STR 
  22 (+6)
  DEX 15 (+2)
  CON 22 (+6)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 10 (+0)
  STR 
  24 (+7)
  DEX 13 (+1)
  CON 24 (+7)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 10 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Lycanthropic Empathy
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Change Shape All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. 
  Equipment does not meld with the new form between humanoid and hybrid form, but does between 
  those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-
  equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 22
  Curse of Lycanthropy A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target 
  with lycanthropy (Constitution save negates). If the victim’s size is not within one size category of the 
  lycanthrope, this ability has no effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forests or Plains
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, Brood (3-8x), or Troupe (3-8x+)
    Treasure
  Incidental
  lyCantHrope (wereBoar, HyBrid Form)
  
  391
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Lycanthropic Empathy In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal’s attitude, and when so doing gain 
  advantage on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form. 
  Standard 
  Actions
  Dagger Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  1d4+7/19-00 (10) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d4+7/19-00 
  (10) piercing damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) piercing damage.
  Gore Melee weapon 
  attack: +7 to hit, reach 5 
  ft., one target.  Hit 1d8+7 
  (12) piercing damage.
  Dagger Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d4+7/19-00 (10) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d4+7/19-00 
  (10) piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 2d6+7 
  (14) piercing damage.
  Dagger Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  1d4+9/19-00 (12) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d4+9/19-00 
  (12) piercing damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  1d6/19-00 (4) piercing 
  damage.
  Gore Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  2d6+9/19-00 (16) 
  piercing damage.
  Dagger Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d6+14/19-00 (18) 
  bludgeoning damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d6+14/19-
  00 (18) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6/19-00 (10) 
  piercing damage.
  Gore Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  3d6+12/19-00 (22) 
  piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Dagger (4x)
  
  392
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  17
  48
  82
  117
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  lawful evil
  Medium humanoid, lawful 
  evil
  Medium humanoid, 
  lawful evil
  Medium humanoid, 
  lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 4 (-3)
  STR 
  12 (+1)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 4 (-3)
  STR 
  13 (+1)
  DEX 15 (+2)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 4 (-3)
  STR 
  14 (+2)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common, Lycanthropic Empathy
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Change Shape All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. 
  Equipment does not meld with the new form between humanoid and hybrid form, but does between 
  those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-
  equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Curse of Lycanthropy A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target 
  with lycanthropy (Constitution save negates). If the victim’s size is not within one size category of the 
  lycanthrope, this ability has no effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Urban
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, Pack (5-10x), or Guild (11-30x+)
    Treasure
  Incidental
  lyCantHrope (wererat, Human Form)
  
  393
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Lycanthropic Empathy In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal’s attitude, and when so doing gain 
  advantage on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form. 
  Standard 
  Actions
  Light Crossbow Ranged 
  weapon attack: +2 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Shortsword Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  slashing damage.
  Light Crossbow Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Shortsword Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  slashing damage.
  Light Crossbow Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Shortsword Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  slashing damage.
  Shortsword Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  bludgeoning damage.
  Light Crossbow Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d8/19-
  00 (5) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Light crossbow; crossbow bolts (10x); shortsword
  
  394
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  22
  59
  111
  176
  Speed
  40 ft. Climb 20 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  lawful evil
  Medium humanoid, lawful 
  evil
  Medium humanoid, 
  lawful evil
  Large humanoid, lawful 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 4 (-3)
  STR 
  14 (+2)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 4 (-3)
  STR 
  18 (+4)
  DEX 19 (+4)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  17 (+3)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 19 (+4)
  INT 
  12 (+1)
  WIS 
  17 (+3)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except silver
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Lycanthropic Empathy
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Change Shape All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. 
  Equipment does not meld with the new form between humanoid and hybrid form, but does between 
  those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-
  equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Curse of Lycanthropy A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target 
  with lycanthropy (Constitution save negates). If the victim’s size is not within one size category of the 
  lycanthrope, this ability has no effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Urban
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, Pack (5-10x), or Guild (11-30x+)
    Treasure
  Incidental
  lyCantHrope (wererat, HyBrid Form)
  
  395
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Lycanthropic Empathy In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal’s attitude, and when so doing gain 
  advantage on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form. 
  Standard 
  Actions
  Light Crossbow Ranged 
  weapon attack: +5 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Shortsword Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  slashing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) piercing damage.
  Light Crossbow Ranged 
  weapon attack: +5 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Shortsword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  slashing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Light Crossbow Ranged 
  weapon attack: +5 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Shortsword Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+7 (10) piercing 
  damage.
  Light Crossbow Ranged 
  weapon attack: +5 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Shortsword Melee 
  weapon attack: +5 to hit, 
  reach 10 ft., one target.  
  Hit  1d8/19-00 (8) 
  slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+12/19-00 (16) 
  piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Light crossbow; crossbow bolts (10x); shortsword
  
  396
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  26
  41
  67
  88
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  neutral evil 
  Medium humanoid, 
  neutral evil
  Medium humanoid, 
  neutral evil
  Medium humanoid, 
  neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 6 (-2)
  STR 
  12 (+1)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 6 (-2)
  STR 
  13 (+1)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 6 (-2)
  STR 
  14 (+2)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common, Lycanthropic Empathy
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Change Shape All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. 
  Equipment does not meld with the new form between humanoid and hybrid form, but does between 
  those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-
  equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Curse of Lycanthropy A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target 
  with lycanthropy (Constitution save negates). If the victim’s size is not within one size category of the 
  lycanthrope, this ability has no effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Plains or Swamps
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary or Pair
    Treasure
  Incidental
  lyCantHrope (weretiger, Common)
  
  397
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Lycanthropic Empathy In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal’s attitude, and when so doing gain 
  advantage on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form. 
  Standard 
  Actions
  Dagger Melee weapon 
  attack: -1 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d4/19-00 
  (3) piercing damage.
  Dagger Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d4/19-00 (3) 
  piercing damage.
  Dagger Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d4/19-00 
  (3) piercing damage.
  Dagger Melee weapon 
  attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit 1d4/19-00 (3) 
  bludgeoning damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d4/19-00 
  (3) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Dagger (4x)
  
  398
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  27
  57
  82
  102
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  neutral evil
  Medium humanoid, 
  neutral evil
  Medium humanoid, 
  neutral evil
  Medium humanoid, 
  neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 6 (-2)
  STR 
  12 (+1)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 6 (-2)
  STR 
  13 (+1)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 6 (-2)
  STR 
  14 (+2)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common, Lycanthropic Empathy
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Change Shape All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. 
  Equipment does not meld with the new form between humanoid and hybrid form, but does between 
  those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-
  equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Curse of Lycanthropy A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target 
  with lycanthropy (Constitution save negates). If the victim’s size is not within one size category of the 
  lycanthrope, this ability has no effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Plains or Swamps
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary or Pair
    Treasure
  Incidental
  lyCantHrope (weretiger, Human Form)
  
  399
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Lycanthropic Empathy In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal’s attitude, and when so doing gain 
  advantage on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form. 
  Standard 
  Actions
  Dagger Melee weapon 
  attack: -1 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d4/19-00 
  (3) piercing damage.
  Shortsword Melee 
  weapon attack: -1 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  slashing damage.
  Dagger Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d4/19-00 (3) 
  piercing damage.
  Shortsword Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  slashing damage.
  Dagger Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d4/19-00 
  (3) piercing damage.
  Shortsword Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  slashing damage.
  Dagger Melee weapon 
  attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit 1d4/19-00 (3) 
  bludgeoning damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d4/19-00 
  (3) bludgeoning damage.
  Shortsword Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Dagger (4x); Shortsword
  
  400
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  47
  93
  171
  252
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  neutral evil
  Medium humanoid, 
  neutral evil
  Medium humanoid, 
  neutral evil
  Large humanoid, neutral 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 6 (-2)
  STR 
  21 (+5)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 6 (-2)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  12 (+1)
  WIS 
  17 (+3)
  CHA 10 (+0)
  STR 
  26 (+8)
  DEX 16 (+3)
  CON 22 (+6)
  INT 
  12 (+1)
  WIS 
  17 (+3)
  CHA 10 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except silver
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Lycanthropic Empathy
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Change Shape All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. 
  Equipment does not meld with the new form between humanoid and hybrid form, but does between 
  those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-
  equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Curse of Lycanthropy A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target 
  with lycanthropy (Constitution save negates). If the victim’s size is not within one size category of the 
  lycanthrope, this ability has no effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Plains or Swamps
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary or Pair
    Treasure
  Incidental
  lyCantHrope (weretiger, HyBrid Form)
  
  401
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Lycanthropic Empathy In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal’s attitude, and when so doing gain 
  advantage on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form. 
  Standard 
  Actions
  Dagger Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+8/19-00 (10) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d4+8/19-00 
  (10) piercing damage.
  Shortsword Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+8/19-00 (12) 
  slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 2d6+8 
  (15) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+8 
  (12) slashing damage.
  Dagger Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  1d4+9/19-00 (12) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d4+9/19-00 
  (12) piercing damage.
  Shortsword Melee 
  weapon attack: +7 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+9/19-00 (12) 
  slashing damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 5 
  ft., one target.  Hit 3d6+9 
  (20) piercing damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 5 
  ft., one target.  Hit 2d6+9 
  (16) slashing damage.
  Dagger Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d4+11/19-00 (14) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d4+11/19-
  00 (14) piercing 
  damage.
  Shortsword Melee 
  weapon attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+11/19-00 (14) 
  slashing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  3d6+11 (22) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  2d6+11 (18) slashing 
  damage.
  Shortsword Melee 
  weapon attack: +7 to hit, 
  reach 10 ft., one target.  
  Hit 1d8+16/19-00 (20) 
  bludgeoning damage.
  Dagger Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d6+9/19-00 (12) 
  bludgeoning damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d6+16/19-
  00 (20) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  4d6+14 (28) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  3d6+14 (24) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Dagger (4x); Shortsword
  
  402
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  19
  58
  93
  137
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  chaotic neutral
  Medium humanoid, 
  chaotic neutral
  Medium humanoid, 
  chaotic neutral
  Medium humanoid, 
  chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  6 (-2)
  WIS 
  12 (+1)
  CHA 6 (-2)
  STR 
  16 (+3)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  6 (-2)
  WIS 
  12 (+1)
  CHA 6 (-2)
  STR 
  16 (+3)
  DEX 12 (+1)
  CON 12 (+1)
  INT 
  6 (-2)
  WIS 
  12 (+1)
  CHA 6 (-2)
  STR 
  17 (+3)
  DEX 12 (+1)
  CON 12 (+1)
  INT 
  6 (-2)
  WIS 
  12 (+1)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Common, Lycanthropic Empathy
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Change Shape All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. 
  Equipment does not meld with the new form between humanoid and hybrid form, but does between 
  those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-
  equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Curse of Lycanthropy A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target 
  with lycanthropy (Constitution save negates). If the victim’s size is not within one size category of the 
  lycanthrope, this ability has no effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Pack (3-6x)
    Treasure
  Incidental
  lyCantHrope (werewolF, Human Form)
  
  403
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Lycanthropic Empathy In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal’s attitude, and when so doing gain 
  advantage on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form. 
  Standard 
  Actions
  Light Crossbow Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Longsword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d8/19-00 (5) 
  slashing damage.
  Light Crossbow Ranged 
  weapon attack: +0 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Longsword Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8/19-00 (5) slashing 
  damage.
  Light Crossbow Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d8/19-
  00 (5) piercing damage.
  Longsword Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d8/19-00 (5) 
  bludgeoning damage.
  Light Crossbow Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d8/19-
  00 (5) piercing damage.
  Longsword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+7/19-00 (12) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Longsword; light crossbow; crossbow bolts (10x)
  
  404
  L
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  22
  65
  132
  213
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  chaotic evil
  Medium humanoid, 
  chaotic evil
  Medium humanoid, 
  chaotic evil
  Large humanoid, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  6 (-2)
  WIS 
  12 (+1)
  CHA 6 (-2)
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  6 (-2)
  WIS 
  12 (+1)
  CHA 6 (-2)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  16 (+3)
  CHA 10 (+0)
  STR 
  22 (+6)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  16 (+3)
  CHA 10 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except silver
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Lycanthropic Empathy
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Change Shape All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. 
  Equipment does not meld with the new form between humanoid and hybrid form, but does between 
  those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-
  equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Curse of Lycanthropy A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target 
  with lycanthropy (Constitution save negates). If the victim’s size is not within one size category of the 
  lycanthrope, this ability has no effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Pack (3-6x)
    Treasure
  Incidental
  lyCantHrope (werewolF, HyBrid Form)
  
  405
  L
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Lycanthropic Empathy In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal’s attitude, and when so doing gain 
  advantage on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form. 
  Standard 
  Actions
  Light Crossbow Ranged 
  weapon attack: +2 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Longsword Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d819-00 (410) 
  slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Longsword Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d819-00 (410) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) piercing damage.
  Light Crossbow Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Longsword Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+9/19-00 (14) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Light Crossbow Ranged 
  weapon attack: +4 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Light Crossbow Ranged 
  weapon attack: +2 to hit, 
  one target.  Hit 2d6/19-
  00 (8) bludgeoning 
  damage.
  Longsword Melee 
  weapon attack: +7 to hit, 
  reach 10 ft., one target.  
  Hit 2d6+13/19-00 (20) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+5 (12) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Longsword; light crossbow; crossbow bolts (10x)
  
  406
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  47
  94
  159
  236
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small monstrosity, 
  chaotic evil
  Medium monstrosity, 
  chaotic evil
  Medium monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 18 (+4)
  CON 14 (+2)
  INT 
  11 (+0)
  WIS 
  14 (+2)
  CHA 18 (+4)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  11 (+0)
  WIS 
  14 (+2)
  CHA 18 (+4)
  STR 
  19 (+4)
  DEX 18 (+4)
  CON 19 (+4)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 21 (+5)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire
  Immunities
  Calm Emotions
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Common, Sylvan
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 21
  Infectious Dance Any creature viewing a dancing maenad from within 60 feet of her must succeed at a 
  Wisdom save or be affected as if by confusion for 1 hour. For every four creatures affected by this ability, 
  the maenad gains 1d10 hit points and her Charisma score increases by 1; these benefits end if the affected 
  creatures break free of the dance.
  Special 
  Abilities & 
  Qualities
  Mad Feast As a full-round action, a maenad can conjure a supernatural feast. Creatures eating from this feast 
  gain a +2 bonus to Strength and Constitution, 1d8 hit points, and advantage on fear saves for 12 hours. 
  Creatures affected also suffer disadvantage on Wisdom saving throws (this penalty does not apply on saves 
  against fear), and find it more compelling to engage in debauchery, excess, and violence.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests or Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Revel (3-12x)
    Treasure
  Standard
  maenad
  
  407
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 21
  Poison Bite—injury; save Constitution; frequency 1/round for 6 rounds; effect 1d3 Constitution damage; cure 
  2 consecutive saves.  Ability damage suffered to this effect is restored following a long rest.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit  
  1d4+3 (6) piercing 
  damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit  
  1d319-00 (160) slashing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d6+7/19-00 (10) 
  slashing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+9 (16) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9/19-00 (14) 
  slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  charm monster (3/day); mad hallucination (3/day); murderous command (at will); rage (at will); vampiric 
  touch (3/day)
  Spellcasting
  -
  Possessions
  -
  
  408
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  34
  64
  91
  122
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Medium construct, 
  unaligned
  Medium construct, 
  unaligned
  Medium construct, 
  unaligned
  Large construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 8 (-1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  12 (+1)
  DEX 8 (-1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  17 (+3)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  21 (+5)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Darkvision 60 ft.
  Passive Perception +5, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Construct Traits Constructs are immune to death effects, disease, mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, 
  and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). 
  Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy 
  drain. Constructs are not at risk of death from massive damage.
  Special 
  Abilities & 
  Qualities
  Hardness The Animated Object can ignore the first 5 points of damage from an attack.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Group (3-12x)
    Treasure
  None
  maCHine soldier
  
  409
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
   Light Crossbow Ranged 
  weapon attack: -2 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
   Longsword Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit 1d818-00 (410) 
  slashing damage.
   Short Sword Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit 1d618-00 (310) 
  slashing damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) bludgeoning damage.
   Light Crossbow Ranged 
  weapon attack: -2 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
   Longsword Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit 1d818-00 (410) 
  slashing damage.
   Short Sword Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit 1d618-00 (310) 
  slashing damage.
  Slam Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) bludgeoning damage.
   Light Crossbow Ranged 
  weapon attack: +0 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
   Longsword Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d818-00 (410) 
  slashing damage.
   Short Sword Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d618-00 (310) 
  slashing damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) bludgeoning 
  damage.
   Light Crossbow Ranged 
  weapon attack: -1 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
   Longsword Melee 
  weapon attack: +6 to hit, 
  reach 10 ft., one target.  
  Hit 1d8+9/18-00 (14) 
  slashing damage.
   Short Sword Melee 
  weapon attack: +6 to hit, 
  reach 10 ft., one target.  
  Hit  1d8/18-00 (8) 
  slashing damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit 1d8+13 (18) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Longsword; light crossbow; crossbow bolts (10x); short sword
  
  410
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  26
  67
  125
  203
  Speed
  40 ft. Fly 60 ft. (Poor)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 9 (-1)
  STR 
  14 (+2)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 9 (-1)
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  17 (+3)
  CHA 13 (+1)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  12 (+1)
  WIS 
  17 (+3)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Sphinx
  Challenge
  4
  8
  12
  16
  Standard 
  Actions
  Scimitar Melee weapon 
  attack: -1 to hit, reach 
  5 ft., two targets.  Hit  
  1d6/18-00 (5) slashing 
  damage.
  Scimitar Melee weapon 
  attack: +2 to hit, reach 
  5 ft., two targets.  Hit 
  1d6/18-00 (5) slashing 
  damage.
  Scimitar Melee weapon 
  attack: +3 to hit, reach 
  5 ft., two targets.  Hit 
  1d6/18-00 (5) slashing 
  damage.
  Scimitar Melee weapon 
  attack: +4 to hit, reach 
  10 ft., two targets.  Hit 
  1d8+9/18-00 (14) 
  slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Deserts or Mountains
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Pride (6-10x)
    Treasure
  Standard
  maFtet
  
  411
  M
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  Scimitar (2x)
  
  412
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  13 
  (natural armor)
  13 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  7
  40
  106
  170
  Speed
  10 ft. Burrow 5 ft.
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 6 (-2)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 1 (-5)
  STR 
  8 (-1)
  DEX 6 (-2)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 1 (-5)
  STR 
  12 (+1)
  DEX 10 (+0)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  7 (-2)
  CHA 3 (-4)
  STR 
  17 (+3)
  DEX 8 (-1)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  7 (-2)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +6, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Passive Perception +8, 
  Darkvision 60 ft.
  Passive Perception +8, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Regurgitate Once per day, a giant maggot can empty its putrid stomach upon one creature within 5 feet. The 
  target must make a Constitution save or be sickened for 1 minute (or until the target spends a full-round 
  action with at least a gallon of water to wash off the filth).
  Standard 
  Actions
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  2d6+6 (13) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate or Tropical
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary or Swarm (2-12x)
    Treasure
  None
  maggot (giant)
  
  413
  M
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  414
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  11 
  (natural armor)
  12 
  (natural armor)
  13 
  (natural armor)
  13 
  (natural armor)
  Hit Points
  46
  96
  176
  253
  Speed
  10 ft. Climb 10 ft.
  Size, Type, 
  Alignment
  Medium ooze, unaligned
  Large ooze, unaligned
  Large ooze, unaligned
  Huge ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 3 (-4)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  21 (+5)
  DEX 1 (-5)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  23 (+6)
  DEX 3 (-4)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  25 (+7)
  DEX 1 (-5)
  CON 22 (+6)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Fire, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  Vulnerability to Cold, Vulnerability to Water
  Senses
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Damage 1d6
  Saving Throw  
  Dexterity DC 18
  Damage 2d6
  Saving Throw  
  Dexterity DC 20
  Damage 3d6
  Saving Throw  
  Dexterity DC 22
  Damage 4d6
  Burn You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the 
  burn ability must also succeed on a Dexterity save or catch fire, taking fire damage for an additional 1d4 
  rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping 
  and rolling on the ground grants advantage on this save. Creatures that hit a burning creature with natural 
  weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a 
  Dexterity save to avoid catching on fire.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Volcano or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  None
  magma ooZe
  
  415
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d8
  Damage 2d8
  Damage 3d8
  Damage 4d8
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Damage 2d6
  Saving Throw  
  Constitution DC 18
  Damage 3d6
  Saving Throw  
  Constitution DC 20
  Damage 4d6
  Saving Throw  
  Constitution DC 22
  Damage 6d6
  Lava Body The magma ooze is formed of molten rock. Whenever a creature strikes a magma ooze with a 
  weapon, that weapon takes fire damage unless the attacker makes a Constiution save. Damage caused to 
  weapons in this manner is not halved, but hardness does help prevent some of the damage dealt.
  Special 
  Abilities & 
  Qualities
  Split Slashing and piercing weapons deal no damage to this creature. Instead, the creature splits into two 
  identical creatures, each with half of the original’s current hit points (round down). A creature with 10 hit 
  points or less cannot be further split and dies if reduced to 0 hit points.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit  1d10+13 (18) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  10 ft., one target.  
  Hit 2d6+13 (20) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  
  Hit 3d6+16 (26) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  15 ft., one target.  
  Hit 4d6+19 (33) 
  bludgeoning damage.
  Special 
  Actions
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Special 
  Actions
  Vulnerability to Water A significant amount of water, such as that created by a create water spell, the 
  contents of a large bucket, or a blow from a water elemental, that strikes a magma ooze forces the 
  creature to make a DC 20 Constitution save to avoid being staggered for 2d4 rounds. A magma ooze that 
  is immersed in water must make a DC 20 Constitution save each round (this DC increases by +1 each 
  subsequent round) or become petrified, reverting once the water is gone.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  416
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  11 
  (natural armor)
  12 
  (natural armor)
  13 
  (natural armor)
  13 
  (natural armor)
  Hit Points
  34
  82
  163
  247
  Speed
  10 ft. Climb 10 ft.
  Size, Type, 
  Alignment
  Medium ooze, unaligned
  Large ooze, unaligned
  Large ooze, unaligned
  Huge ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 3 (-4)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  21 (+5)
  DEX 1 (-5)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  23 (+6)
  DEX 3 (-4)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  26 (+8)
  DEX 1 (-5)
  CON 22 (+6)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except good
  Immunities
  Critical Hits, Fire, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  Vulnerability to Cold, Vulnerability to Water
  Senses
  Passive Perception 
  +5, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +5, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +6, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +6, Blindsight 60 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Volcano or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  None
  magma ooZe (Brimstone ooZe)
  
  417
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Damage 1d6
  Saving Throw  
  Dexterity DC 18
  Damage 2d6
  Saving Throw  
  Dexterity DC 20
  Damage 3d6
  Saving Throw  
  Dexterity DC 22
  Damage 4d6
  Burn You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the 
  burn ability must also succeed on a Dexterity save or catch fire, taking fire damage for an additional 1d4 
  rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping 
  and rolling on the ground grants advantage on this save. Creatures that hit a burning creature with natural 
  weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a 
  Dexterity save to avoid catching on fire.
  Special 
  Abilities & 
  Qualities
  Damage 1d8
  Damage 2d8
  Damage 3d8
  Damage 4d8
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Damage 2d6
  Saving Throw  
  Constitution DC 18
  Damage 3d6
  Saving Throw  
  Constitution DC 20
  Damage 4d6
  Saving Throw  
  Constitution DC 22
  Damage 6d6
  Lava Body The magma ooze is formed of molten rock. Whenever a creature strikes a magma ooze with a 
  weapon, that weapon takes fire damage unless the attacker makes a Constiution save. Damage caused to 
  weapons in this manner is not halved, but hardness does help prevent some of the damage dealt.
  Special 
  Abilities & 
  Qualities
  Split Slashing and piercing weapons deal no damage to this creature. Instead, the creature splits into two 
  identical creatures, each with half of the original’s current hit points (round down). A creature with 10 hit 
  points or less cannot be further split and dies if reduced to 0 hit points.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit  1d10+13 (18) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  10 ft., one target.  
  Hit 2d6+13 (20) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  
  Hit 3d6+16 (26) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  15 ft., one target.  
  Hit 4d6+19 (33) 
  bludgeoning damage.
  Special 
  Actions
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Special 
  Actions
  Vulnerability to Water A significant amount of water, such as that created by a create water spell, the 
  contents of a large bucket, or a blow from a water elemental, that strikes a magma ooze forces the 
  creature to make a DC 20 Constitution save to avoid being staggered for 2d4 rounds. A magma ooze that 
  is immersed in water must make a DC 20 Constitution save each round (this DC increases by +1 each 
  subsequent round) or become petrified, reverting once the water is gone.
  Special 
  Actions
  Attack Bonus +5 
  Damage Bonus +5
  Attack Bonus +9 
  Damage Bonus +9
  Attack Bonus +13 
  Damage Bonus +13
  Attack Bonus +17 
  Damage Bonus +17
  Smite Evil 1/day as a free action. Add bonus to attack rolls and damage against good foes; smite persists 
  until target is dead or the fiendish creature rests.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  418
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  11 
  (natural armor)
  12 
  (natural armor)
  13 
  (natural armor)
  13 
  (natural armor)
  Hit Points
  37
  91
  170
  257
  Speed
  10 ft. Climb 10 ft.
  Size, Type, 
  Alignment
  Medium ooze, unaligned
  Large ooze, unaligned
  Large ooze, unaligned
  Huge ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 3 (-4)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  21 (+5)
  DEX 1 (-5)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  23 (+6)
  DEX 3 (-4)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  25 (+7)
  DEX 1 (-5)
  CON 22 (+6)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Fire, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  Vulnerability to Cold, Vulnerability to Water
  Senses
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Damage 1d6
  Saving Throw  
  Dexterity DC 18
  Damage 2d6
  Saving Throw  
  Dexterity DC 20
  Damage 3d6
  Saving Throw  
  Dexterity DC 22
  Damage 4d6
  Burn You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the 
  burn ability must also succeed on a Dexterity save or catch fire, taking fire damage for an additional 1d4 
  rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping 
  and rolling on the ground grants advantage on this save. Creatures that hit a burning creature with natural 
  weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a 
  Dexterity save to avoid catching on fire.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Volcano or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  None
  magma ooZe (Crystalline ooZe)
  
  419
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d8
  Damage 2d8
  Damage 3d8
  Damage 4d8
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Damage 2d6
  Saving Throw  
  Constitution DC 18
  Damage 3d6
  Saving Throw  
  Constitution DC 20
  Damage 4d6
  Saving Throw  
  Constitution DC 22
  Damage 6d6
  Lava Body The magma ooze is formed of molten rock. Whenever a creature strikes a magma ooze with a 
  weapon, that weapon takes fire damage unless the attacker makes a Constiution save. Damage caused to 
  weapons in this manner is not halved, but hardness does help prevent some of the damage dealt.
  Special 
  Abilities & 
  Qualities
  Split Slashing and piercing weapons deal no damage to this creature. Instead, the creature splits into two 
  identical creatures, each with half of the original’s current hit points (round down). A creature with 10 hit 
  points or less cannot be further split and dies if reduced to 0 hit points.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit  1d10+13 (18) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  10 ft., one target.  
  Hit 2d6+13 (20) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  
  Hit 3d6+16 (26) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  15 ft., one target.  
  Hit 4d6+19 (33) 
  bludgeoning damage.
  Special 
  Actions
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Special 
  Actions
  Vulnerability to Water A significant amount of water, such as that created by a create water spell, the 
  contents of a large bucket, or a blow from a water elemental, that strikes a magma ooze forces the 
  creature to make a DC 20 Constitution save to avoid being staggered for 2d4 rounds. A magma ooze that 
  is immersed in water must make a DC 20 Constitution save each round (this DC increases by +1 each 
  subsequent round) or become petrified, reverting once the water is gone.
  Special 
  Actions
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Hot Gases Striking a crystalline magma ooze with a non-reach melee weapon causes hot gases to erupt, 
  dealing fire damage to the attacking creature.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  420
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  11 
  (natural armor)
  12 
  (natural armor)
  13 
  (natural armor)
  13 
  (natural armor)
  Hit Points
  37
  82
  155
  235
  Speed
  10 ft. Climb 10 ft.
  Size, Type, 
  Alignment
  Medium ooze, unaligned
  Large ooze, unaligned
  Large ooze, unaligned
  Huge ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 3 (-4)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  21 (+5)
  DEX 1 (-5)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  23 (+6)
  DEX 3 (-4)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  26 (+8)
  DEX 1 (-5)
  CON 22 (+6)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Fire, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  Vulnerability to Cold, Vulnerability to Water
  Senses
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Damage 1d6
  Saving Throw  
  Dexterity DC 18
  Damage 2d6
  Saving Throw  
  Dexterity DC 20
  Damage 3d6
  Saving Throw  
  Dexterity DC 22
  Damage 4d6
  Burn You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the 
  burn ability must also succeed on a Dexterity save or catch fire, taking fire damage for an additional 1d4 
  rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping 
  and rolling on the ground grants advantage on this save. Creatures that hit a burning creature with natural 
  weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a 
  Dexterity save to avoid catching on fire.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Volcano or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  None
  magma ooZe (poisonous ooZe)
  
  421
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d8
  Damage 2d8
  Damage 3d8
  Damage 4d8
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Damage 2d6
  Saving Throw  
  Constitution DC 18
  Damage 3d6
  Saving Throw  
  Constitution DC 20
  Damage 4d6
  Saving Throw  
  Constitution DC 22
  Damage 6d6
  Lava Body The magma ooze is formed of molten rock. Whenever a creature strikes a magma ooze with a 
  weapon, that weapon takes fire damage unless the attacker makes a Constiution save. Damage caused to 
  weapons in this manner is not halved, but hardness does help prevent some of the damage dealt.
  Special 
  Abilities & 
  Qualities
  Split Slashing and piercing weapons deal no damage to this creature. Instead, the creature splits into two 
  identical creatures, each with half of the original’s current hit points (round down). A creature with 10 hit 
  points or less cannot be further split and dies if reduced to 0 hit points.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit  1d10+13 (18) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  10 ft., one target.  
  Hit 2d6+13 (20) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  
  Hit 3d6+16 (26) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  15 ft., one target.  
  Hit 4d6+19 (33) 
  bludgeoning damage.
  Special 
  Actions
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Special 
  Actions
  Vulnerability to Water A significant amount of water, such as that created by a create water spell, the 
  contents of a large bucket, or a blow from a water elemental, that strikes a magma ooze forces the 
  creature to make a DC 20 Constitution save to avoid being staggered for 2d4 rounds. A magma ooze that 
  is immersed in water must make a DC 20 Constitution save each round (this DC increases by +1 each 
  subsequent round) or become petrified, reverting once the water is gone.
  Special 
  Actions
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 22
  Poison Slam - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; 
  cure 2 consecutive saves.  Ability damage suffered to this effect is restored following a long rest.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  422
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  26
  60
  110
  185
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small elemental, chaotic 
  neutral
  Small elemental, chaotic 
  neutral
  Small elemental, chaotic 
  neutral
  Medium elemental, 
  chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 9 (-1)
  CON 13 (+1)
  INT 
  6 (-2)
  WIS 
  8 (-1)
  CHA 8 (-1)
  STR 
  14 (+2)
  DEX 9 (-1)
  CON 13 (+1)
  INT 
  6 (-2)
  WIS 
  8 (-1)
  CHA 8 (-1)
  STR 
  18 (+4)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 12 (+1)
  STR 
  20 (+5)
  DEX 11 (+0)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  Critical Hits, Fire, Flanking, paralyzed, poisoned, unconscious, Sneak Attacks, stunned
  Vulnerabilities
  Vulnerability to Cold
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Ignan
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage 1d6
  Saving Throw  
  Dexterity DC 14
  Damage 2d6
  Saving Throw  
  Dexterity DC 17
  Damage 3d6
  Saving Throw  
  Dexterity DC 19
  Damage 4d6
  Burn You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the 
  burn ability must also succeed on a Dexterity save or catch fire, taking fire damage for an additional 1d4 
  rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping 
  and rolling on the ground grants advantage on this save. Creatures that hit a burning creature with natural 
  weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex 
  save to avoid catching on fire.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary or Gang (2-8x)
    Treasure
  Standard
  magmin
  
  423
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Damage 1d4
  Saving Throw  
  Constitution DC 14
  Damage 1d6
  Saving Throw  
  Constitution DC 17
  Damage 2d4
  Saving Throw  
  Constitution DC 19
  Damage 2d6
  Searing Aura A magmin radiates extremely high temperatures, and any creature that starts its turn within 20 
  feet of a magmin must succeed at a Constitution save or take fire damage. 
  Special 
  Abilities & 
  Qualities
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Standard 
  Actions
  Melee Touch Melee 
  weapon attack: +1 to 
  hit, reach 5 ft., one 
  target.  Hit 1d1+2 (3) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning damage.
  Melee Touch Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  Hit 
  1d1+3 (4) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) bludgeoning damage.
  Melee Touch Melee 
  weapon attack: +5 to 
  hit, reach 5 ft., one 
  target.  Hit 1d1+5 (6) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) bludgeoning 
  damage.
  Melee Touch Melee 
  weapon attack: +4 to 
  hit, reach 5 ft., one 
  target.  Hit 1d1+8 (9) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  2d6+8 (15) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  424
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  49
  83
  144
  192
  Speed
  30 ft. Fly 100 ft. (Good)
  Size, Type, 
  Alignment
  Small undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Large undead, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 17 (+3)
  STR 
  17 (+3)
  DEX 15 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 17 (+3)
  STR 
  19 (+4)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  14 (+2)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  21 (+5)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  14 (+2)
  WIS 
  17 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except good or silver
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  Light Sensitivity You are dazzled in areas of bright sunlight or within the radius of a 
  daylight spell.
  Vulnerable to Light Blades Light blades (such as daggers, kamas, kukris, rapiers, short 
  swords, sickles, and starknives) deal double the weapon’s base damage on a successful hit 
  against a manananggal.
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Abyssal, Common
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Blood Drain The creature drains blood at the end of its turn if it is attached to a foe, inflicting 1d2 
  Constitution damage.  Ability damage suffered to this effect may be restored following a long rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Leader / Normal
    Organization
  Solitary or Pack (2-6x)
    Treasure
  Standard
  manananggal
  
  425
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Separate During the day, a manananggal looks like a living human woman. She does not detect as undead 
  during the day, but is still an undead creature. At night, her upper torso rips away (this is a full round action 
  that occurs at sunset), leaving her lower torso behind. Her lower torso is helpless, but her upper torso 
  gains its fly speed and natural attacks at this time. The upper and lower portions share the same pool of hit 
  points (despite any intervening distance), and if the helpless lower portion is damaged, the manananggal is 
  immediately aware of the attack. Since manananggals can be destroyed by damage to their lower bodies, they 
  prefer to hide their lower torsos when separated. A manananggal must return to its lower torso and reattach 
  to it (a full-round action) within the hour before sunrise-each round a manananggal remains separated after 
  sunrise, it takes 1d6 points of damage until it rejoins its lower torso or it crumbles into dust.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit  
  1d6+3 (6) piercing 
  damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit  
  1d6+3 (6) slashing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+7 (14) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+9 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+9 (20) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  426
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  40
  69
  148
  225
  Speed
  40 ft. Burrow 10 ft. Climb 40 ft.
  Size, Type, 
  Alignment
  Small plant, chaotic evil
  Small plant, chaotic evil
  Small plant, chaotic evil
  Medium plant, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 16 (+3)
  CON 15 (+2)
  INT 
  6 (-2)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  14 (+2)
  DEX 16 (+3)
  CON 15 (+2)
  INT 
  6 (-2)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  Vulnerable to Supernatural Darkness In areas of supernatural darkness (such as those 
  created by deeper darkness, but not by darkness), a mandragora is slowed, as the slow 
  spell.
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Abyssal, Common
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Blood Drain The creature drains blood at the end of its turn if it is attached to a foe, inflicting 1d2 
  Constitution damage.  Ability damage suffered to this effect may be restored following a long rest.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Poison Slam - injury; save Constitution; frequency 1/round for 4 rounds; effect confusion and fatigue; cure 
  no saves but “act normally” result on the confusion behavior table ends the effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold or Temperate Forests
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary, Pair, or Grove (3-12x)
    Treasure
  Standard
  mandragora
  
  427
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 21
  Shriek Once per day as a standard action, a mandragora can give voice to an unsettling shriek. All creatures 
  within a 30-foot spread of a shrieking mandragora must make a Wisdom save or become nauseated for 1d4 
  rounds. This is a sonic, mind-affecting ability.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Damage 1d6
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) bludgeoning damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) piercing damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) bludgeoning damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+5 (8) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 2d6+7 
  (14) piercing damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7 (12) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  428
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  80
  127
  230
  367
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Large celestial, neutral 
  good
  Large celestial, neutral 
  good
  Huge celestial, neutral 
  good
  Gargantuan celestial, 
  neutral good
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 20 (+5)
  CON 17 (+3)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 20 (+5)
  STR 
  22 (+6)
  DEX 20 (+5)
  CON 17 (+3)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 20 (+5)
  STR 
  24 (+7)
  DEX 18 (+4)
  CON 19 (+4)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 20 (+5)
  STR 
  28 (+9)
  DEX 20 (+5)
  CON 23 (+6)
  INT 
  18 (+4)
  WIS 
  20 (+5)
  CHA 22 (+6)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity, all physical attacks except cold iron and evil
  Immunities
  Acid, Cold
  Vulnerabilities
  -
  Senses
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Passive Perception +22, 
  Darkvision 60 ft.
  Languages
  Celestial, Common, Sylvan, Speak with Animals
  Challenge
  8
  13
  19
  23
  Special 
  Abilities & 
  Qualities
  Fast Healing This creature regains hit points at 5 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts or allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, 
  at which point the effects of fast healing end immediately.
  Special 
  Abilities & 
  Qualities
  Positive Energy Aura Living creatures within the manitou’s aura heal 5 hit points on its turn each round. A 
  manitou can exclude 9 creatures from the aura’s effect, and can cease or resume the aura as a free action.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Plains or Forests
    Rarity
  Rare
    Role
  Leader / Elite
    Organization
  Solitary
    Treasure
  Standard
  manitou
  
  429
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 18
  Damage 4d6
  Saving Throw  
  Dexterity DC 20
  Damage 8d6
  Saving Throw  
  Dexterity DC 21
  Damage 10d6
  Saving Throw  
  Dexterity DC 23
  Damage 14d6
  Spirit Stampede With Recharge 2, a manitou can call upon animal spirits to attack, affecting a 60-foot cone 
  and dealing force damage (Dexterity save halves). Using this ability temporarily weakens the manitou’s 
  connection with the natural world, halting its positive energy aura until the stampede is ready to be used 
  again.
  Special 
  Abilities & 
  Qualities
  Token of Fortune A manitou can imbue an small object, such as a stone or necklace, with its blessing. The 
  object’s bearer and any allies within 10 feet gain advantage on saving throws. The manitou can use scrying 
  on the token at will. The manitou can teleport to it (without error) once per day as a swift action. These 
  abilities are lost if the token leaves the manitou’s territory. A manitou may only have one token active at a 
  time.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  4d8+10 (28) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  
  Hit  4d8+15 (33) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  
  Hit 4d10+12 (34) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  12d8+16/19-00 (70) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  detect evil and good (at will); earthquake (1/day); freedom of movement (at will); heal (3/day); invisibility (at 
  will); lesser restoration (3/day); pass without trace (at will); lesser restoration (3/day); speak with animals (at 
  will); true seeing (at will)
  Spellcasting
  -
  Possessions
  -
  
  430
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  53
  91
  156
  236
  Speed
  30 ft. Fly 50 ft. (Clumsy)
  Size, Type, 
  Alignment
  Large monstrosity, lawful 
  evil
  Large monstrosity, lawful 
  evil
  Large monstrosity, lawful 
  evil
  Huge monstrosity, lawful 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 16 (+3)
  INT 
  5 (-3)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  18 (+4)
  DEX 13 (+1)
  CON 16 (+3)
  INT 
  5 (-3)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 11 (+0)
  STR 
  22 (+6)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 11 (+0)
  Saving Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Spikes With a snap of its tail, a manticore can loose a volley of four spikes as a standard action (make an 
  attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be 
  within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Hills or Marshes
    Rarity
  Uncommon
    Role
  Controller / Normal
    Organization
  Solitary, Pair, or Pride (3-6x)
    Treasure
  Standard
  mantiCore
  
  431
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d4+5 (10) slashing 
  damage.
  Spikes Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d6+5 (8) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 2d6+5 
  (12) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 2d6+5 
  (12) slashing damage.
  Spikes Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d6+5 (8) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8 (15) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8 (15) slashing 
  damage.
  Spikes Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d8+8 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+10 (20) slashing 
  damage.
  Spikes Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 2d6+10 (17) 
  bludgeoning damage.
  Illustration 4: Manticore
  
  432
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  67
  100
  164
  265
  Speed
  60 ft.
  Size, Type, 
  Alignment
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 3 (-4)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 3 (-4)
  STR 
  25 (+7)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 3 (-4)
  STR 
  27 (+8)
  DEX 18 (+4)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 7 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Fling If a deadly mantis begins its turn with a Large or smaller creature grabbed in its claws, it can, as a 
  standard action, fling that creature up to 30 feet away. Creatures thrown in this way take bludgeoning 
  damage as if they had fallen from the same distance.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Tropical Jungles
    Rarity
  Uncommon
    Role
  Soldier / Elite
    Organization
  Solitary
    Treasure
  None
  mantis (deadly)
  
  433
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Saving Throw  
  Dexterity DC 16
  Saving Throw  
  Dexterity DC 19
  Saving Throw  
  Dexterity DC 21
  Rending Mandibles If a deadly mantis hits with both claws and successfully grabs a foe, it can make an 
  immediate bite attack against that foe as a secondary attack. This bite attack has a +12 attack bonus and 
  deals damage as listed in its normal attack profile. In addition to dealing damage, the mantis can tear 
  away the victim’s armor as a free action by making an additional attack roll.  If the mantis is successful in 
  this second roll, the target’s armor is ripped from its body.  If the target fails a Dexterity save, the armor 
  subjected to this attack loses half its hit points and gains the broken condition. 
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  4d4+7 (17) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+7 (14) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  4d4+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+10 (17) slashing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  4d6+13 (27) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  2d8+13 (22) slashing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  4d8+15 (33) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  3d8+15 (28) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  434
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  10
  50
  108
  177
  Speed
  40 ft. Swim 30 ft.
  Size, Type, 
  Alignment
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Large animal, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 15 (+2)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  11 (+0)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  16 (+3)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Sonic
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +10, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +12, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +14, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +14, Blindsight 120 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Pincers Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit  
  1d8+1 (6) bludgeoning 
  damage.
  Pincers Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit  
  2d6+1 (8) bludgeoning 
  damage.
  Pincers Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  2d6/19-00 (8) 
  bludgeoning damage.
  Pincers Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit  
  3d6+6/19-00 (16) 
  bludgeoning damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Coastlines
    Rarity
  Uncommon
    Role
  Brute / Minion
    Organization
  Solitary / Companion
    Treasure
  None
  mantis sHrimp (giant)
  
  435
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  9
  59
  109
  169
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 5 (-3)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 5 (-3)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Kick Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) bludgeoning damage.
  Kick Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d8+1 
  (6) bludgeoning damage.
  Kick Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) bludgeoning 
  damage.
  Kick Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Hills or Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Mob (3-10x)
    Treasure
  None
  marsupial (kangaroo)
  
  436
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  24
  52
  106
  180
  Speed
  30 ft. Climb 30 ft. Fly 40 ft. (Poor)
  Size, Type, 
  Alignment
  Large vermin, unaligned
  Large vermin, unaligned
  Large vermin, unaligned
  Huge vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 11 (+0)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  16 (+3)
  CHA 13 (+1)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  16 (+3)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Lunge A giant mantis’s limbs are capable of reaching much farther than normal for a creature of its size. As 
  a full-attack action, it can make a single attack with its claws at double its normal reach. When a giant mantis 
  attacks with a claw in this manner, it gains advantage on its attack roll. A giant mantis cannot make attacks of 
  opportunity with its lunge.
  Special 
  Abilities & 
  Qualities
  Mandibles A giant mantis that grabs a foe can make a bite attack against that foe as a secondary attack.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Common
    Role
  Brute / Minion
    Organization
  Solitary
    Treasure
  None
  mantis (giant)
  
  437
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Sudden Strike A giant mantis is particularly adept at moving quickly when its foes are surprised. During a 
  surprise round, a giant mantis may act as if it had a full round to act, rather than just one standard action.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) slashing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d6+1 (4) piercing 
  damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 10 
  ft., one target.  Hit 1d8+3 
  (8) slashing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 10 
  ft., one target.  Hit 1d8+1 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+5 (10) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+2 (6) piercing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8 (15) slashing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+4 (11) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  438
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  11
  46
  98
  171
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small beast, unaligned
  Small beast, unaligned
  Small beast, unaligned
  Medium beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 5 (-3)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 5 (-3)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d6+3 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Hills
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary or Pack (2-5x)
    Treasure
  None
  marsupial (tHylaCine)
  
  439
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  6
  43
  85
  172
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Large animal, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  14 (+2)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  18 (+4)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  20 (+5)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit  
  1d8+5 (10) piercing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit  2d6+6 
  (13) piercing damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit  
  2d6+11 (18) piercing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit  
  3d6+20 (30) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Hills or Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Warren (3-12x) / Companion
    Treasure
  None
  marsupial devil
  
  440
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  11
  51
  117
  186
  Speed
  30 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Large animal, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 5 (-3)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 5 (-3)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) slashing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+1 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) slashing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d6+3 (6) slashing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+6 (13) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Hills or Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Warren (3-12x) / Companion
    Treasure
  None
  marsupial lion
  
  441
  M
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  442
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  36
  73
  138
  223
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small monstrosity, lawful 
  evil
  Medium monstrosity, 
  lawful evil
  Medium monstrosity, 
  lawful evil
  Large monstrosity, lawful 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 13 (+1)
  STR 
  8 (-1)
  DEX 13 (+1)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 13 (+1)
  STR 
  13 (+1)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  14 (+2)
  WIS 
  15 (+2)
  CHA 17 (+3)
  STR 
  17 (+3)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  14 (+2)
  WIS 
  15 (+2)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Petrifying Gaze Turn to stone permanently, range 30 feet, one target, Constitution save negates.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Poison Bite-injury; save Constitution; frequency 1/round for 6 rounds; effect 1d3 Strength damage; cure 2 
  consecutive saves. Ability damage suffered from this effect may be restored following a long rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Marshes or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  Double
  medusa
  
  443
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Dagger Melee weapon 
  attack: -5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+0/19-00 (2) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d4+0/19-00 
  (2) piercing damage.
  Longbow Ranged 
  weapon attack: +4 to hit, 
  one target.  Hit 1d8+0/
  x3 (4) piercing damage.
  Snake Bite Melee weapon 
  attack: -5 to hit, reach 
  5 ft., one target.  Hit  
  1d3+0 (2) piercing 
  damage.
  Dagger Melee weapon 
  attack: -3 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (4) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d4/19-00 (3) 
  piercing damage.
  Longbow Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d8/x3 (8) 
  piercing damage.
  Snake Bite Melee weapon 
  attack: -3 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) piercing damage.
  Dagger Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d4/19-00 
  (3) piercing damage.
  Longbow Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d8/x3 
  (8) piercing damage.
  Snake Bite Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+1 (4) piercing 
  damage.
  Dagger Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  1d8/19-00 (8) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d4+6/19-00 
  (8) piercing damage.
  Longbow Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d8/x3 (8) 
  piercing damage.
  Snake Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d8+2 (6) piercing 
  damage.
  Special 
  Actions
  Saving Throw  
  Constitution DC 15
  Damage 1d6
  fds
  Special 
  Actions
  Saving Throw  
  Constitution DC 15
  Damage 1d6
  Special 
  Actions
  Saving Throw  
  Constitution DC 15
  Damage 1d6
  Special 
  Actions
  Saving Throw  
  Constitution DC 15
  Damage 1d6
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Longbow; arrows (20x); dagger
  
  444
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  6
  26
  69
  143
  Speed
  30 ft. Burrow 5 ft.
  35 ft. Burrow 5 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  3 (-4)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 11 (+0)
  STR 
  4 (-3)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 11 (+0)
  STR 
  9 (-1)
  DEX 16 (+3)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 15 (+2)
  STR 
  14 (+2)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Mob If two meerkats in the same square attack the same foe, they are considered to be flanking that foe as if 
  they were in two opposite squares.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d8+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit 
  2d6+5 (12) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, Mob (3-16x), or Clan (17-30x)
    Treasure
  None
  meerkat
  
  445
  M
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  446
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  13 
  (natural armor)
  13 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  Hit Points
  59
  94
  174
  262
  Speed
  15 ft. Swim 50 ft.
  Size, Type, 
  Alignment
  Huge beast, unaligned
  Huge beast, unaligned
  Huge beast, unaligned
  Gargantuan beast, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 11 (+0)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  18 (+4)
  DEX 11 (+0)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  20 (+5)
  DEX 15 (+2)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  23 (+6)
  DEX 13 (+1)
  CON 21 (+5)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Hold Breath The creature can hold its breath for 168 minutes before it risks drowning.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d8+6 (15) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  3d8+6/19-00 (20) 
  piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  3d8+8/19-00 (22) 
  piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  4d8+11/19-00 (29) 
  piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm or Temperate Water or Coast
    Rarity
  Uncommon
    Role
  Brute / Elite
    Organization
  Solitary or Bale (2-6x)
    Treasure
  None
  megaFauna (arCHelon)
  
  447
  M
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  448
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  44
  85
  159
  240
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 12 (+1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 1 (-5)
  STR 
  21 (+5)
  DEX 8 (-1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 1 (-5)
  STR 
  23 (+6)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 5 (-3)
  STR 
  26 (+8)
  DEX 10 (+0)
  CON 22 (+6)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 5 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Damage 1d8
  Saving Throw  
  Dexterity DC 18
  Damage 2d8
  Saving Throw  
  Dexterity DC 20
  Damage 3d8
  Saving Throw  
  Dexterity DC 22
  Damage 6d8
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category 
  smaller than yourself.  Targets of a trample take 2d8+13 points of damage. Targets of a trample can make an 
  attack of opportunity, but at disadvantage. If targets forgo an attack of opportunity, they can attempt to avoid 
  the trampling creature and receive a Dexterity save to take half damage. You can only deal trampling damage 
  to each target once per round, no matter how many times its movement takes it over a target creature.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Plains
    Rarity
  Uncommon
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Herd (3-12x)
    Treasure
  None
  megaFauna (arisnoitHerium)
  
  449
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Powerful Charge When you make a charge, your attack deals extra damage in addition to the normal benefits 
  and hazards of a charge.
  Standard 
  Actions
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  4d6+13 (27) piercing 
  damage.
  Gore Melee weapon 
  attack: +8 to hit, reach 
  10 ft., one target.  Hit 
  4d8+13 (31) piercing 
  damage.
  Gore Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  8d6+16 (44) piercing 
  damage.
  Gore Melee weapon 
  attack: +8 to hit, reach 
  10 ft., one target.  Hit 
  12d6+19 (61) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  450
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  61
  130
  201
  308
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Huge beast, unaligned
  Huge beast, unaligned
  Gargantuan beast, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 12 (+1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  22 (+6)
  DEX 8 (-1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  24 (+7)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  26 (+8)
  DEX 10 (+0)
  CON 22 (+6)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  7
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Damage 1d8
  Saving Throw  
  Dexterity DC 18
  Damage 2d8
  Saving Throw  
  Dexterity DC 20
  Damage 3d8
  Saving Throw  
  Dexterity DC 22
  Damage 6d8
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category 
  smaller than yourself.  Targets of a trample take 2d8+13 points of damage. Targets of a trample can make an 
  attack of opportunity, but at disadvantage. If targets forgo an attack of opportunity, they can attempt to avoid 
  the trampling creature and receive a Dexterity save to take half damage. You can only deal trampling damage 
  to each target once per round, no matter how many times its movement takes it over a target creature.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Plains
    Rarity
  Uncommon
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Herd (3-12x)
    Treasure
  None
  megaFauna (BaluCHitHerium)
  
  451
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Hooves Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit  2d6+10 (17) 
  bludgeoning damage.
  Hooves Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d8+9 (18) bludgeoning 
  damage.
  Hooves Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  
  Hit 3d8+12 (26) 
  bludgeoning damage.
  Hooves Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  
  Hit 4d8+14 (32) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  452
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  58
  85
  154
  298
  Speed
  Swim 40 ft.
  Size, Type, 
  Alignment
  Huge beast, unaligned
  Huge beast, unaligned
  Gargantuan beast, 
  unaligned
  Gargantuan beast, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 4 (-3)
  STR 
  22 (+6)
  DEX 14 (+2)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 4 (-3)
  STR 
  28 (+9)
  DEX 10 (+0)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 4 (-3)
  STR 
  32 (+10)
  DEX 12 (+1)
  CON 22 (+6)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +12, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +13, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +15, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +18, Blindsight 60 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  12
  17
  21
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Damage 1d8
  Saving Throw  
  Dexterity DC 16
  Damage 2d8
  Saving Throw  
  Dexterity DC 20
  Damage 3d8
  Saving Throw  
  Dexterity DC 23
  Damage 4d8
  Swallow Whole The creature makes one bite Attack against a target at least one size category smaller than 
  you. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total 
  cover against attacks and other Effects outside the creature. The creature can have only one target swallowed 
  at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the 
  corpse using 5 feet of Movement, exiting prone.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Plains
    Rarity
  Uncommon
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Herd (3-12x)
    Treasure
  None
  megaFauna (Basilosaurus)
  
  453
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Hold Breath The creature can hold its breath for 180 minutes before it risks drowning.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  4d4+12 (22) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  
  Hit  2d6+12 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit  
  4d4+15 (25) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  
  Hit  2d6+15 (22) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  Hit 
  4d6+15 (29) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  Hit 
  2d8+7 (16) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  8d6+19 (47) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  4d8+9 (27) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  454
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  27 
  (natural armor)
  28 
  (natural armor)
  29 
  (natural armor)
  Hit Points
  24
  60
  138
  219
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 8 (-1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  22 (+6)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  24 (+7)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  9
  13
  17
  Standard 
  Actions
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  1d8+7 (12) slashing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d10+7 (12) slashing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  1d10+9 (14) slashing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d8+12 (26) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Plains
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary or Pair
    Treasure
  None
  megaFauna (glyptodon)
  
  455
  M
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  456
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  35
  83
  159
  239
  Speed
  30 ft. Swim 30 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Huge beast, unaligned
  Huge beast, unaligned
  Gargantuan beast, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 15 (+2)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  20 (+5)
  DEX 11 (+0)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  22 (+6)
  DEX 15 (+2)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 8 (-1)
  STR 
  25 (+7)
  DEX 13 (+1)
  CON 21 (+5)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Damage 1d8
  Saving Throw  
  Dexterity DC 17
  Damage 2d8
  Saving Throw  
  Dexterity DC 19
  Damage 3d8
  Saving Throw  
  Dexterity DC 21
  Damage 4d8
  Swallow Whole The creature makes one bite Attack against a target at least one size category smaller than 
  you. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total 
  cover against attacks and other Effects outside the creature. The creature can have only one target swallowed 
  at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the 
  corpse using 5 feet of Movement, exiting prone.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests or Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Pack (3-12x)
    Treasure
  None
  megaFauna (megalania)
  
  457
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Poison Bite; save Constitution; frequency 1/round for 6 rounds; effect 1d4 Dexterity damage; cure 2 
  consecutive saves.  Ability damage suffered fromt his effect may be recovered following a long rest.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  1d10+9 (14) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 15 
  ft., one target.  Hit 2d6+8 
  (15) piercing damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  3d6+10 (20) piercing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  4d6+13 (27) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  458
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  44
  88
  151
  227
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 3 (-4)
  STR 
  17 (+3)
  DEX 14 (+2)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 3 (-4)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 7 (-2)
  STR 
  22 (+6)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 7 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 5d6
  Powerful Charge When you make a charge, your attack deals extra damage in addition to the normal benefits 
  and hazards of a charge.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold or Temperate Plains
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Herd (3-50x)
    Treasure
  None
  megaFauna (megaloCeros)
  
  459
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Gore Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+5 (12) piercing 
  damage.
  Hoof Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d4+2 (4) bludgeoning 
  damage.
  Gore Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 3d6+5 
  (16) piercing damage.
  Hoof Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+7 (18) piercing 
  damage.
  Hoof Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) bludgeoning 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  4d6+10 (24) piercing 
  damage.
  Hoof Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+5 (10) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  460
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  59
  93
  172
  260
  Speed
  30 ft. Climb 10 ft.
  Size, Type, 
  Alignment
  Huge beast, unaligned
  Huge beast, unaligned
  Huge beast, unaligned
  Gargantuan beast, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 8 (-1)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  20 (+5)
  DEX 8 (-1)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  22 (+6)
  DEX 12 (+1)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  25 (+7)
  DEX 10 (+0)
  CON 21 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Rend If you hit with two or more natural attacks in 1 round, you can cause tremendous damage by latching 
  onto the opponent’s body and tearing flesh. This attack deals an additional amount of damage, but no more 
  than once per round.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  1d8+7 (12) slashing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 15 
  ft., one target.  Hit 2d6+8 
  (15) slashing damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+10 (17) slashing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  3d6+13 (24) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forest
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary or Pair
    Treasure
  None
  megaFauna (megatHerium)
  
  461
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  16
  28
  82
  150
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Large animal, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 15 (+2)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  12 (+1)
  DEX 15 (+2)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 9 (-1)
  STR 
  19 (+4)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) slashing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) slashing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests, Hills, or Mountains
    Rarity
  Uncommon
    Role
  Brute / Minion
    Organization
  Solitary or Pair / Companion
    Treasure
  None
  megaprimatus
  
  462
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  91
  133
  214
  356
  Speed
  30 ft. Fly 100 ft. (Clumsy)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 20 (+5)
  CON 18 (+4)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  17 (+3)
  DEX 22 (+6)
  CON 18 (+4)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  19 (+4)
  DEX 22 (+6)
  CON 20 (+5)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  24 (+7)
  DEX 22 (+6)
  CON 24 (+7)
  INT 
  18 (+4)
  WIS 
  19 (+4)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold
  Immunities
  Acid, diseased, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Abyssal, Celestial, Common, Infernal
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Change Shape You have the ability to assume the appearance of a specific creature or type of creature 
  (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form 
  more than one size category smaller or larger than your original form. This ability functions as a polymorph 
  spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you 
  mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.
  Special 
  Abilities & 
  Qualities
  Spirit Sense A psychopomp notices, locates, and can distinguish between living and undead creatures within 
  6o feet, just as if it had the blindsight ability.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Boneyard)
    Rarity
  Rare
    Role
  Controller / Elite
    Organization
  Solitary, Pair, or Dirge (3-7x)
    Treasure
  Standard
  memitim
  
  463
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Spirit Touch A psychopomp’s natural weapons, as well as any weapon it wields , may strike incorporeal 
  creatures as though they were corporeal.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 23
  Terminal Aura Any creature within 50 feet of a Memitim that has -1 or fewer hit points but is stable must 
  succeed at a Wisdom save or die.
  Standard 
  Actions
  Scythe Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit  
  1d8/19-00/x4 (8) 
  slashing damage.
  Scythe Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit  
  1d8/19-00/x4 (8) 
  slashing damage.
  Scythe Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit  
  2d4+13/19-00/x4 (18) 
  slashing damage.
  Scythe Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+20/19-00/x4 (27) 
  slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  detect evil and good (at will); adispel magic (at will); (1/day); finger of death (5/day); forbiddance (5/day); 
  freedom of movement (at will); gaseous form (at will); invisibility (at will); plane shift (at will); speak with 
  dead (at will); teleport (at will); true seeing (at will)
  Spellcasting
  -
  Possessions
  -
  
  464
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  77
  135
  217
  347
  Speed
  50 ft. Climb 20 ft. Fly 50 ft. (Poor)
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic neutral
  Medium monstrosity, 
  chaotic neutral
  Large monstrosity, 
  chaotic neutral
  Huge monstrosity, 
  chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 19 (+4)
  CON 19 (+4)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 17 (+3)
  STR 
  19 (+4)
  DEX 19 (+4)
  CON 19 (+4)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 17 (+3)
  STR 
  21 (+5)
  DEX 17 (+3)
  CON 21 (+5)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 17 (+3)
  STR 
  26 (+8)
  DEX 18 (+4)
  CON 25 (+7)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 19 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity, all physical attacks except 5/lawful
  Immunities
  diseased
  Vulnerabilities
  -
  Senses
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Abyssal, Common, Elvish, Telepathy 200 ft.
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Chaotic for the purpose of 
  resolving resistance.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Leader / Solo
    Organization
  Solitary
    Treasure
  Standard
  menotHerian (Herald oF passion)
  
  465
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 23
  Allluring Scent The Herald of Passion’s subtle aroma causes creatures in her vicinity to become placid and 
  react favorably toward her. Any creature that fails a Constitution save against the aura improves its attitude 
  toward the Herald of Passion one step closer to friendly. Creatures with the scent ability suffer disadvantage 
  on this saving throw. Creatures in the aura must attempt a saving throw each minute. This is a mind-affecting 
  poison effect. 
  Special 
  Abilities & 
  Qualities
  Alternate Form The Menotherian can change into her elf-like form or back again at will as a move-equivalent 
  action.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 23
  Implant Once per day, the Herald of Passion can implant eggs in a creature using its sting. The creature must 
  succeed at a Constitution save to resist implantation. The target is nauseated for the next 2d4 rounds while 
  the eggs gestate. When the eggs hatch, they form a chaotic neutral hellwasp swarm, kill the host in 1 round, 
  and inhabit the corpse. The eggs can be surgically removed with a successful Medicine check (this check 
  deals 2d6 points of damage to the host regardless of success) or by remove disease or similar spells. 
  Standard 
  Actions
  Sting Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit  
  2d8+10 (19) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit  
  1d3+10 (12) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit  
  1d6+10 (14) piercing 
  damage.
  Sting Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  2d8+10 (19) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d3+10 (12) slashing 
  damage.
  Bite Melee weapon attack: 
  +5 to hit, reach 5 ft., one 
  target.  Hit  1d6+10 (14) 
  piercing damage.
  Sting Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d10+9 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d4+4 (6) slashing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Sting Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  6d8+13 (40) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  1d8+6 (10) slashing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  3d6+6 (16) piercing 
  damage.
  Special 
  Actions
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 23
  Mind Control The Herald of Passion can inject its scent into the brain of a helpless or willing target, 
  controlling it for the next 24 hours (as the spell dominate person, Constitution save negates), although the 
  Herald of Passion must verbally give the target instructions. 
  Special 
  Actions
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 23
  Poison Sting—injury; save Constitution; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage; cure 
  2 consecutive saves.  Ability damage suffered from this effect must be restored via restoration or more 
  powerful healing magic.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  cure wounds (5/day); dimension door (at will); dispel magic (at will); heal (1/day); insect plague (3/day); 
  message (at will); lesser restoration (at will); rage (at will); lesser restoration (5/day); scrying (1/day); secret 
  speech (at will); suggestion (5/day); telekinesis (3/day); teleport (3/day); wall of thorns (3/day)
  Spellcasting
  -
  Possessions
  -
  
  466
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  16
  46
  93
  159
  Speed
  30 ft. Fly 60 ft. (Perfect)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Auran, Common
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage 1d6
  Saving Throw  
  Dexterity DC 14
  Damage 1d8
  Saving Throw  
  Dexterity DC 17
  Damage 2d6
  Saving Throw  
  Dexterity DC 19
  Damage 4d6
  Breath Weapon An air mephit can unleash a 15’ cone of sand and grit with Recharge 2 as a standard action 
  that deals slashing damage. A Dexterity save halves the damage.
  Special 
  Abilities & 
  Qualities
  Fast Healing This creature regains hit points at 2 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts or allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, 
  at which point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  mepHit (air)
  
  467
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+6 
  (10) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  blur (1/hour); gust of wind (1/day)
  Spellcasting
  -
  Possessions
  -
  
  468
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  13
  38
  95
  155
  Speed
  30 ft. Fly 50 ft. (Perfect)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  11 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Auran, Common
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage 1d4
  Saving Throw  
  Dexterity DC 14
  Damage 1d6
  Saving Throw  
  Dexterity DC 17
  Damage 1d8
  Saving Throw  
  Dexterity DC 19
  Damage 2d8
  Breath Weapon A dust mephit can unleash a 15’ cone of dust with Recharge 1 as a standard action that 
  deals slashing damage. The dust also causes living creatures to be sickened for 3 rounds. A Dexterity save 
  halves the damage and negates the sickened effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  mepHit (dust)
  
  469
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Fast Healing This creature regains hit points at 2 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts or allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, 
  at which point the effects of fast healing end immediately.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+6 
  (10) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  blur (1/hour); wind wall (3/day)
  Spellcasting
  -
  Possessions
  -
  
  470
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  20
  51
  101
  162
  Speed
  30 ft. Fly 40 ft. (Average)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  19 (+4)
  DEX 15 (+2)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Common, Terran
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage 1d6
  Saving Throw  
  Dexterity DC 14
  Damage 1d8
  Saving Throw  
  Dexterity DC 17
  Damage 2d8
  Saving Throw  
  Dexterity DC 19
  Damage 3d8
  Breath Weapon An earth mephit can unleash a 15’ cone of rocks with Recharge 1 as a standard action that 
  deals bludgeoning damage. A Dexterity save halves the damage.
  Special 
  Abilities & 
  Qualities
  Fast Healing This creature regains hit points at 2 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts or allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, 
  at which point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  mepHit (eartH)
  
  471
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+7 
  (10) slashing damage.
  Special 
  Actions
  Change Size Once per day an earth mephit can enlarge one size category, as enlarge person spell, except that 
  it only works on the earth mephit. This power acts as a 2nd level spell.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  472
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  19
  40
  93
  125
  Speed
  30 ft. Fly 40 ft. (Average)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  Fire
  Vulnerabilities
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, 
  regardless of whether a saving throw is allowed, or if the save is a success or failure
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Common, Ignan
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage 1d6
  Saving Throw  
  Dexterity DC 14
  Damage 1d8
  Saving Throw  
  Dexterity DC 17
  Damage 2d8
  Saving Throw  
  Dexterity DC 18
  Damage 3d8
  Breath Weapon A fire mephit can unleash a 15’ cone of flames with Recharge 1 as a standard action that 
  deals fire damage. A Dexterity save halves the damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  mepHit (Fire)
  
  473
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Fast Healing This creature regains hit points at 2 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts or allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, 
  at which point the effects of fast healing end immediately.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+5 
  (8) slashing damage.
  Special 
  Actions
  Summon Summon 1 Fire Mephit, 25% (Level 2)
  Innate 
  Spellcasting
  heat metal (1/day); scorching ray (1/hour)
  Spellcasting
  -
  Possessions
  -
  
  474
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  10
  39
  92
  157
  Speed
  30 ft. Fly 40 ft. (Average)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  19 (+4)
  DEX 15 (+2)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  Cold
  Vulnerabilities
  Vulnerability to Fire You take half again as much (+50%) damage as normal from Fire, 
  regardless of whether a saving throw is allowed, or if the save is a success or failure.
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Auran, Common
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage 1d4
  Saving Throw  
  Dexterity DC 14
  Damage 1d6
  Saving Throw  
  Dexterity DC 17
  Damage 2d6
  Saving Throw  
  Dexterity DC 18
  Damage 3d6
  Breath Weapon An ice mephit can unleash a 15’ cone of ice with Rehcarge 1 as a standard action that deals 
  cold damage. The cold also causes living creatures to be sickened for 3 rounds. A Dexterity save halves the 
  damage and negates the sickened effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  mepHit (iCe)
  
  475
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Fast Healing This creature regains hit points at 2 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts or allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, 
  at which point the effects of fast healing end immediately.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+7 
  (10) slashing damage.
  Special 
  Actions
  Summon Summon 1 Fire Mephit, 25% (Level 2)
  Innate 
  Spellcasting
  chill metal (1/day); magic missile (1/hour)
  Spellcasting
  -
  Possessions
  -
  
  476
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  23
  55
  98
  159
  Speed
  30 ft. Fly 40 ft. (Average)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  19 (+4)
  DEX 15 (+2)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  Fire
  Vulnerabilities
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, 
  regardless of whether a saving throw is allowed, or if the save is a success or failure.
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Common, Ignan
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage 1d4
  Saving Throw  
  Dexterity DC 14
  Damage 1d6
  Saving Throw  
  Dexterity DC 17
  Damage 2d6
  Saving Throw  
  Dexterity DC 18
  Damage 3d6
  Breath Weapon A magma mephit can unleash a 15’ cone of fire with Recharge 1 as a standard action that 
  deals fire damage. A Dexterity save halves the damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  mepHit (magma)
  
  477
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Fast Healing This creature regains hit points at 2 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts or allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, 
  at which point the effects of fast healing end immediately.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+7 
  (10) slashing damage.
  Special 
  Actions
  Summon Summon 1 Magma Mephit, 25% (Level 2)
  Special 
  Actions
  Damage 1d4
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Magma Form Once per hour a magma mephit can assume the form of a pool of lava, 3 feet in diameter and 
  6 inches deep. While in this form, it cannot attack. It can move at a speed of 10 feet per round and can pass 
  through small openings and cracks. Anything touching this pool takes fire damage. A magma mephit may 
  remain in this form for up to 10 minutes.
  Innate 
  Spellcasting
  pyrotechnics (1/day)
  Spellcasting
  -
  Possessions
  -
  
  478
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  20
  42
  91
  161
  Speed
  30 ft. Fly 40 ft. (Average)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  19 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Aquan, Common
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage 1d4
  Saving Throw  
  Dexterity DC 14
  Damage 1d6
  Saving Throw  
  Dexterity DC 17
  Damage 2d6
  Saving Throw  
  Dexterity DC 18
  Damage 3d6
  Breath Weapon A magma mephit can unleash a 15’ cone of fire with Recharge 1 as a standard action that 
  deals fire damage. A Dexterity save halves the damage.
  Special 
  Abilities & 
  Qualities
  Fast Healing This creature regains hit points at 2 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts or allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, 
  at which point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  mepHit (ooZe)
  
  479
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+7 
  (10) slashing damage.
  Special 
  Actions
  Summon Summon 1 Ooze Mephit, 25% (Level 2)
  Innate 
  Spellcasting
  acid arrow (1/hour); stinking cloud (1/day)
  Spellcasting
  -
  Possessions
  -
  
  480
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  11
  37
  85
  157
  Speed
  30 ft. Fly 40 ft. (Average)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  19 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Common, Terran
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage 1d4
  Saving Throw  
  Dexterity DC 14
  Damage 1d6
  Saving Throw  
  Dexterity DC 17
  Damage 2d6
  Saving Throw  
  Dexterity DC 18
  Damage 3d6
  Breath Weapon A salt mephit can unleash a 15’ cone of salt crystals with Recharge 1 as a standard action 
  that deals slashing damage. The salt also causes living creatures to be sickened for 3 rounds. A Dexterity 
  save halves the damage and negates the sickened effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  mepHit (salt)
  
  481
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Fast Healing This creature regains hit points at 2 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts or allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, 
  at which point the effects of fast healing end immediately.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+7 
  (10) slashing damage.
  Special 
  Actions
  Damage 2d6
  Damage 2d8
  Damage 2d12
  Damage 4d8
  Dehydrate Once per day a salt mephit can draw the moisture from an area in a 20-foot radius centered on 
  itself. Living creatures within range take acid damage (Constitution save halves; caster level 6th). This effect 
  is especially devastating to plant and aquatic creatures, which suffer disadvantage on their saving throws. 
  This ability is the equivalent of a 2nd-level spell.
  Innate 
  Spellcasting
  glitterdust (1/hour)
  Spellcasting
  -
  Possessions
  -
  
  482
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  17
  32
  68
  138
  Speed
  30 ft. Fly 40 ft. (Average)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  11 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  Fire
  Vulnerabilities
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, 
  regardless of whether a saving throw is allowed, or if the save is a success or failure
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Common, Ignan
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage 1d4
  Saving Throw  
  Dexterity DC 14
  Damage 1d6
  Saving Throw  
  Dexterity DC 17
  Damage 2d6
  Saving Throw  
  Dexterity DC 18
  Damage 3d6
  Breath Weapon A steam mephit can unleash a 15’ cone of steam with Recharge 1 as a standard action that 
  deals fire damage. The steam also causes living creatures to be sickened for 3 rounds. A Dexterity save 
  halves the damage and negates the sickened effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  mepHit (steam)
  
  483
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Fast Healing This creature regains hit points at 2 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts or allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, 
  at which point the effects of fast healing end immediately.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+6 
  (10) slashing damage.
  Special 
  Actions
  Damage 2d6
  Damage 2d8
  Damage 2d12
  Damage 4d8
  Boiling Rain Once per day a steam mephit can create a rainstorm of boiling water in a 20-foot-square area. 
  Living creatures within the area take fire damage (Constitution save halves; caster level 6th). This ability is 
  the equivalent of a 2nd-level spell.
  Special 
  Actions
  Summon Summon 1 Steam Mephit, 25% (Level 2)
  Innate 
  Spellcasting
  blur (1/hour)
  Spellcasting
  -
  Possessions
  -
  
  484
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  16
  48
  98
  168
  Speed
  30 ft. Fly 40 ft. (Average)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Aquan, Common
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage 1d6
  Saving Throw  
  Dexterity DC 14
  Damage 2d6
  Saving Throw  
  Dexterity DC 17
  Damage 3d6
  Saving Throw  
  Dexterity DC 18
  Damage 4d6
  Breath Weapon A water mephit can unleash a 15’ cone of acid with Recharge 1 as a standard action that 
  deals acid damage. A Dexterity save halves the damage.
  Special 
  Abilities & 
  Qualities
  Fast Healing This creature regains hit points at 2 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts or allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, 
  at which point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  mepHit (water)
  
  485
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+6 
  (10) slashing damage.
  Special 
  Actions
  Summon Summon 1 Water Mephit, 25% (Level 2)
  Innate 
  Spellcasting
  acid arrow (1/hour); stinking cloud (1/day)
  Spellcasting
  -
  Possessions
  -
  
  486
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  45
  78
  136
  215
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 12 (+1)
  CON 14 (+2)
  INT 
  17 (+3)
  WIS 
  15 (+2)
  CHA 13 (+1)
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 14 (+2)
  INT 
  17 (+3)
  WIS 
  15 (+2)
  CHA 13 (+1)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  20 (+5)
  WIS 
  18 (+4)
  CHA 17 (+3)
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 19 (+4)
  INT 
  20 (+5)
  WIS 
  18 (+4)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Abyssal, Celestial, Common, Draconic, Infernal, Telepathy 100 ft.
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Secret Chest A mercane can retrieve or hide an extradimensional storage chest, as the secret chest spell 
  (caster level 5th). The mercane does not need an expensive replica chest to use this ability; any chest will do. 
  It can only use this ability on one chest at a time.
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation 
  with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple 
  people at the same time.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land or Underground
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary or Company (1-4x+)
    Treasure
  Double
  merCane
  
  487
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Falchion Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit  
  2d6/18-00 (8) slashing 
  damage.
  Falchion Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  2d6/18-00 (8) slashing 
  damage.
  Falchion Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  2d6+7/18-00 (14) 
  slashing damage.
  Falchion Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  3d6+12/18-00 (22) 
  slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  dimension door (3/day); invisibility (self only) (3/day); plane shift (1/day)
  Spellcasting
  -
  Possessions
  Falchion
  
  488
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  15 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  9
  57
  92
  168
  Speed
  5 ft. Swim 50 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  neutral evil
  Medium humanoid, 
  neutral evil
  Medium humanoid, 
  neutral evil
  Large humanoid, neutral 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  7 (-2)
  CHA 8 (-1)
  STR 
  12 (+1)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  7 (-2)
  CHA 8 (-1)
  STR 
  16 (+3)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  12 (+1)
  WIS 
  11 (+0)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  11 (+0)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +8, 
  Darkvision 60 ft.
  Passive Perception +8, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Languages
  Aquan, Common
  Challenge
  1
  6
  9
  13
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Ocean
    Rarity
  Common
    Role
  Artillery / Normal
    Organization
  Solitary, Company (2-4x), Patrol (3-10x+), or Shoal (11-60x+)
    Treasure
  Incidental
  merFolk
  
  489
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Crossbow, Heavy Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d10/19-
  00 (10) piercing damage.
  Trident Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+1 
  (6) piercing/slashing 
  damage.
  Trident Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d8+1 
  (6) piercing/slashing 
  damage.
  Trident Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) piercing/slashing 
  damage.
  Trident Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d8+2 (6) 
  piercing/slashing damage.
  Crossbow, Heavy Ranged 
  weapon attack: +0 to hit, 
  one target.  Hit 1d10/19-
  00 (10) piercing damage.
  Trident Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) piercing/
  slashing damage.
  Trident Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d8+5 
  (10) piercing/slashing 
  damage.
  Crossbow, Heavy 
  Ranged weapon attack: 
  +4 to hit, one target.  
  Hit 1d10/19-00 (10) 
  piercing damage.
  Trident Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9 (14) piercing/
  slashing damage.
  Trident Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d8+9 
  (14) piercing/slashing 
  damage.
  Crossbow, Heavy Ranged 
  weapon attack: +2 to hit, 
  one target.  Hit 1d10/19-
  00 (10) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Heavy crossbow; crossbow bolts (10x); trident
  
  490
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  27
  59
  134
  213
  Speed
  40 ft. Swim 40 ft.
  Size, Type, 
  Alignment
  Large humanoid, neutral 
  evil
  Large humanoid, neutral 
  evil
  Large humanoid, neutral 
  evil
  Huge humanoid, neutral 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 15 (+2)
  INT 
  4 (-3)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 15 (+2)
  INT 
  4 (-3)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 9 (-1)
  Saving Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9
  Passive Perception +9
  Passive Perception +15
  Passive Perception +16
  Languages
  Giant
  Challenge
  4
  8
  12
  16
  Standard 
  Actions
  Javelin Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d8+4 (8) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+4 (8) slashing 
  damage.
  Javelin Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d8+5 (10) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 1d8+5 
  (10) slashing damage.
  Javelin Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d8+7/19-
  00 (12) bludgeoning 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) slashing 
  damage.
  Javelin Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 2d6+12/19-
  00 (19) bludgeoning 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+10 (17) slashing 
  damage.
  Legendary Actions
  -
  Possessions
  Javelin (4x)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Lakes or Rivers
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Gang (3-4x), or Family (5-16x)
    Treasure
  Standard
  merrow (FresHwater)
  
  491
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  126(natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  25
  67
  134
  210
  Speed
  40 ft. Swim 40 ft.
  Size, Type, 
  Alignment
  Large humanoid, neutral 
  evil
  Huge humanoid, neutral 
  evil
  Huge humanoid, neutral 
  evil
  Gargantuan humanoid, 
  neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  4 (-3)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  4 (-3)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  24 (+7)
  DEX 16 (+3)
  CON 22 (+6)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 9 (-1)
  Saving Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9
  Passive Perception +9
  Passive Perception +15
  Passive Perception +16
  Languages
  Giant
  Challenge
  4
  7
  11
  15
  Standard 
  Actions
  Javelin Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 2d6+5 (12) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  1d6+7 (10) slashing 
  damage.
  Javelin Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 2d6+7 (14) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 15 
  ft., one target.  Hit 1d8+7 
  (12) slashing damage.
  Javelin Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 2d6+10 (17) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+10 (17) slashing 
  damage.
  Javelin Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 3d6+14 (24) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  3d6+12 (22) slashing 
  damage.
  Legendary Actions
  -
  Possessions
  Javelin (4x)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Lakes or Rivers
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Gang (3-4x), or Family (5-16x)
    Treasure
  Standard
  merrow (saltwater)
  
  492
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  21
  66
  131
  226
  Speed
  30 ft. Fly 50 ft. (Good)
  Size, Type, 
  Alignment
  Small plant, neutral evil
  Medium plant, neutral evil
  Medium plant, neutral 
  evil
  Large plant, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 19 (+4)
  CON 15 (+2)
  INT 
  20 (+5)
  WIS 
  12 (+1)
  CHA 13 (+1)
  STR 
  14 (+2)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  20 (+5)
  WIS 
  12 (+1)
  CHA 13 (+1)
  STR 
  18 (+4)
  DEX 19 (+4)
  CON 20 (+5)
  INT 
  22 (+6)
  WIS 
  16 (+3)
  CHA 17 (+3)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 22 (+6)
  INT 
  22 (+6)
  WIS 
  16 (+3)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity, all physical attacks except slashing
  Immunities
  Cold, psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +11, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +14, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +18, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  Aklo, Common, Mi-Go
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Damage 1d6
  Saving Throw  
  Constitution DC 17
  Damage 2d6
  Saving Throw  
  Constitution DC 19
  Damage 3d6
  Saving Throw  
  Constitution DC 21
  Damage 5d6
  Evisceration A mi-go’s claws are capable of swiftly and painfully performing surgical operations upon 
  helpless creatures or those it has grappled. When a mi-go makes a successful grapple check, in addition 
  to any other effects caused by a successful grapple, it deals sneak attack damage to the victim. A creature 
  that takes this damage must succeed at a Constitution save or take 1d4 points of ability damage from the 
  invasive surgery (the type of ability damage dealt is chosen by the mi-go at the time the evisceration occurs).  
  Ability damage suffered from this effect must be recovered via restoration or more powerful healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, Scouting Party (3-8x), or Invasion (9-16x)
    Treasure
  Double
  mi-go
  
  493
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Item Creation A mi-go possesses the ability to create strange items that blur the line between magic and 
  technology, given time and resources. This ability allows a mi-go to ignore any item creation requirements 
  and spellcasting requirements for creating a magic item; the resulting item is always mi-go technology. A 
  mi-go can use the Medicine skill to craft mi-go technology. When a mi-go uses this ability to craft an item, 
  it must use a larger amount of strange ingredients and expendable resources—this effectively doubles the gp 
  cost to create the item.
  Special 
  Abilities & 
  Qualities
  Starflight A mi-go can survive in the void of outer space. It flies through space at incredible speeds. Although 
  exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond 
  normally takes 3d20 years (or more, at the GM’s discretion)—provided the mi-go knows the way to its 
  destination.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) slashing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+5 (8) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+8 (12) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  494
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  42
  83
  144
  229
  Speed
  20 ft. Fly 20 ft. (Good)
  Size, Type, 
  Alignment
  Small elemental, neutral 
  evil
  Medium elemental, 
  neutral evil
  Medium elemental, 
  neutral evil
  Large elemental, neutral 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  6 (-2)
  DEX 20 (+5)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  12 (+1)
  CHA 11 (+0)
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  12 (+1)
  CHA 11 (+0)
  STR 
  15 (+2)
  DEX 20 (+5)
  CON 20 (+5)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 15 (+2)
  STR 
  18 (+4)
  DEX 20 (+5)
  CON 22 (+6)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  Critical Hits, Electricity, Flanking, paralyzed, poisoned, unconscious, Sneak Attacks, 
  stunned
  Vulnerabilities
  Susceptible to Cold
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Auran
  Challenge
  5
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Deadly Embrace A mihstu that pins an opponent completely surrounds that creature and deals 1d2 
  Constitution damage every round as it siphons away blood, tears, and other vital fluids. Maintaining a pin is 
  a free action for a mihstu and it does not gain the grappled condition (allowing it to attack other creatures 
  with its tentacles).   Ability damage suffered from this effect is recovered following a long rest.
  Special 
  Abilities & 
  Qualities
  Gaseous A mihstu can pass through small holes, even cracks, without reducing its speed.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Air)
    Rarity
  Rare
    Role
  Leader / Normal
    Organization
  Solitary
    Treasure
  Standard
  miHstu
  
  495
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Susceptible to Cold Magical cold stuns a mihstu rather than damaging it. If the creature fails its save against 
  a magical cold effect, it is stunned for 1 round and then staggered for an additional 1d4 rounds.
  Special 
  Abilities & 
  Qualities
  Wind Defense The churning winds of a mihstu’s body automatically deflect nonmagical projectiles (such 
  as arrows, bolts, and sling stones). All other ranged weapons (including magical projectiles and thrown 
  weapons) have a 20% miss chance. Weapons of significant size, such as giant-thrown boulders, siege engine 
  projectiles, and other massive ranged weapons are not affected by this ability.
  Standard 
  Actions
  Tentacle Melee weapon 
  attack: -2 to hit, reach 
  5 ft., one target.  Hit  
  1d3+0 (2) bludgeoning 
  damage.
  Tentacle Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Tentacle Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d6+3 (6) bludgeoning 
  damage.
  Tentacle Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  496
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  15
  49
  97
  183
  Speed
  10 ft.
  Size, Type, 
  Alignment
  Small aberration, 
  unaligned
  Medium aberration, 
  unaligned
  Medium aberration, 
  unaligned
  Large aberration, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 14 (+2)
  CON 11 (+0)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 10 (+0)
  CON 15 (+2)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  21 (+5)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 12 (+1)
  Saving Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Acid
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw DC 12
  Saving Throw DC 15
  Saving Throw DC 18
  Saving Throw DC 20
  Adhesive A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items 
  that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. 
  Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A 
  weapon that strikes an adhesivecoated mimic is stuck fast unless the wielder succeeds on a Dexterity save. A 
  successful Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves 
  the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the 
  substance breaks down 5 rounds after the creature dies. 
  Special 
  Abilities & 
  Qualities
  Damage 1d8
  Damage 2d8
  Damage 3d8
  Damage 5d8
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  Incidental
  mimiC
  
  497
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Mimic Object A mimic can assume the general shape of any Medium object, such as a massive chest, a 
  stout bed, or a door. The creature cannot substantially alter its size, though. A mimic’s body is hard and has 
  a rough texture, no matter what appearance it might present. A mimic gains a advantage on checks when 
  imitating an object in this manner. 
  Standard 
  Actions
  Slam Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit  
  1d6+4 (8) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d8+6 (10) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 2d6+10 (17) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit 3d6+13 (24) 
  bludgeoning damage.
  Illustration 5: Mind Eater
  
  498
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  25
  63
  116
  189
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Tiny aberration, unaligned
  Small aberration, 
  unaligned
  Small aberration, 
  unaligned
  Medium aberration, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 20 (+5)
  CON 13 (+1)
  INT 
  17 (+3)
  WIS 
  7 (-2)
  CHA 11 (+0)
  STR 
  13 (+1)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  17 (+3)
  WIS 
  7 (-2)
  CHA 11 (+0)
  STR 
  17 (+3)
  DEX 20 (+5)
  CON 18 (+4)
  INT 
  18 (+4)
  WIS 
  11 (+0)
  CHA 15 (+2)
  STR 
  20 (+5)
  DEX 19 (+4)
  CON 20 (+5)
  INT 
  18 (+4)
  WIS 
  11 (+0)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except adamantine and magic
  Immunities
  Fire, psychic
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +10, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +11, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +14, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +15, Blindsight 60 ft., 
  Darkvision 60 ft.
  Languages
  Undercommon, Cannot Speak, Telepathy 100 ft.
  Challenge
  4
  8
  12
  16
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary, Brood (2-6x), or Tribe (7-16x)
    Treasure
  Double
  mind eater
  
  499
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 4d8
  Damage 6d8
  Damage 8d8
  Damage 12d8
  Body Thief As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce 
  its size, crawl into the mouth of a helpless or dead creature, and burrow into the victim’s skull to devour 
  its brain. This is a coup de grace attempt that inflicts bludgeoning damage. If the victim is slain (or already 
  dead), the intellect devourer usurps control of the body and may use it as its own, as if it controlled the 
  target via a dominate monster spell. The intellect devourer has full access to all of the host’s defensive and 
  offensive abilities save for spellcasting and spell-like abilities (although the intellect devourer can still use its 
  own spell-like abilities). A host body may not have been dead for longer than 1 day for this ability to function, 
  and even successfully inhabited bodies decay to uselessness in 7 days (unless this time is extended via 
  gentle repose). As long as the intellect devourer occupies the body, it knows (and can speak) the languages 
  known by the victim and basic information about the victim’s identity and personality, yet has none of the 
  victim’s specific memories or knowledge. Damage done to a host body does not harm the intellect devourer, 
  and if the host body is slain, the intellect devourer emerges and is dazed for 1 round. Raise dead cannot 
  restore a victim of body theft, but resurrection or more powerful magic can.
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation 
  with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple 
  people at the same time.
  Standard 
  Actions
  Claw Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit  1d3 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d6+5 (8) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d8+7 
  (12) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  confusion (single target only) (at will); cure wounds (3/day); globe of invulnerability (3/day); inflict wounds 
  (at will); invisibility (at will); reduce person (self only) (at will)
  Spellcasting
  -
  Possessions
  -
  
  500
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  33
  72
  125
  218
  Speed
  5 ft. Climb 5 ft.
  Size, Type, 
  Alignment
  Small plant, neutral evil
  Small plant, neutral evil
  Small plant, neutral evil
  Medium plant, neutral 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 15 (+2)
  CON 15 (+2)
  INT 
  12 (+1)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  1 (-5)
  DEX 15 (+2)
  CON 16 (+3)
  INT 
  12 (+1)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  6 (-2)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  16 (+3)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  11 (+0)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  16 (+3)
  WIS 
  14 (+2)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  Cold, psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Aklo (cannot speak), Common (cannot speak), Sylvan (cannot speak)
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 20
  Saving Throw  
  Dexterity DC 18
  Saving Throw  
  Dexterity DC 16
  Saving Throw  
  Dexterity DC 14
  Avoidance When a mindslaver mold is infesting a living or undead creature and would be hit by an attack, 
  it can make a Dexterity save as an immediate action. If the mold succeeds, the attack doesn’t harm it and 
  instead harms the infested creature; the mold effectively slithers out of the way of the incoming attack so 
  that the blow strikes the creature it controls. The mindslaver mold must choose to attempt avoidance after 
  the attack roll is resolved but before damage is rolled.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary or Infestation (2-10x)
    Treasure
  Incidental
  mindslaver mold
  
  501
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Fast Healing You regain hit points at 2 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise 
  stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at 
  negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Special 
  Abilities & 
  Qualities
  Saving Throw  DC 14
  Saving Throw  DC 16
  Saving Throw  DC 18
  Saving Throw  DC 20
  Infestation A mindslaver mold can climb onto and attach itself to a willing or helpless host as a standard 
  action. As long as the mold infests its host, the mold shares the same 5-foot square with its host’s space; 
  this does not negatively impact the host or the mold. As long as a mindslaver mold infests a host, the host 
  suffers disadvantage penalty on saves against the mindslaver mold’s dominate person spell-like ability, and 
  the duration of that spell-like ability on the host becomes permanent as long as the mold remains attached. 
  Each day, an attached mindslaver mold deals 1d4 points of damage to its host as it feeds on the host’s blood 
  and other bodily fluids. A mindslaver mold can be torn free of a host with a successful Strength check as a 
  standard action; doing so deals 2d6 points of damage to the host as the mold’s tendrils tear free. A dead 
  mindslaver mold deals no damage in this way.
  Special 
  Abilities & 
  Qualities
  Mold Mindlink A mindslaver mold can communicate telepathically with any other mindslaver mold within 10 
  miles, and knows the condition of all other mindslaver molds in this area as if it had a status spell in effect 
  on all other molds.
  Standard 
  Actions
  Spore Pod Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Spore Pod Ranged 
  weapon attack: +2 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Spore Pod Ranged 
  weapon attack: +5 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Spore Pod Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d1 (2) 
  bludgeoning damage.
  Special 
  Actions
  Spore Pod A mindslaver mold’s sole physical attack is to launch a spore pod the size of a sling bullet. This is 
  a ranged touch attack that has a range increment of 20 feet.
  Special 
  Actions
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Spores Whenever a mindslaver mold hits a creature with its spore pod, or whenever a creature touches a 
  mindslaver mold (including when a creature hits the mold with a touch attack, unarmed strike, or natural 
  attack), the creature must succeed at a Constitution save or take 1d4 points of Wisdom damage as the 
  mold’s spores swiftly drain away the victim’s willpower and sense of self.  Ability damage suffered from this 
  effect is restored following a long rest.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  502
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  36
  72
  146
  221
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Huge monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 8 (-1)
  CON 13 (+1)
  INT 
  5 (-3)
  WIS 
  8 (-1)
  CHA 6 (-2)
  STR 
  17 (+3)
  DEX 8 (-1)
  CON 13 (+1)
  INT 
  5 (-3)
  WIS 
  8 (-1)
  CHA 6 (-2)
  STR 
  19 (+4)
  DEX 12 (+1)
  CON 17 (+3)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  22 (+6)
  DEX 10 (+0)
  CON 19 (+4)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 10 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Giant
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 4d6
  Damage 6d6
  Powerful Charge When you make a charge, your attack deals extra damage in addition to the normal benefits 
  and hazards of a charge.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Ruins or Underground
    Rarity
  Common
    Role
  Brute/ Elite
    Organization
  Solitary, Pair, or Gang (3-4x)
    Treasure
  Standard
  minotaur
  
  503
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Greataxe Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  3d6+6/x3 (16) slashing 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+4 (8) piercing 
  damage.
  Greataxe Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit  
  3d6+7/x3 (18) slashing 
  damage.
  Gore Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+5 
  (10) piercing damage.
  Greataxe Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  3d6+11/x3 (22) slashing 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Greataxe Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+16/x3 (26) slashing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+9 (16) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Greataxe
  
  504
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor5
  16 
  (natural armor6
  18 
  (natural armor7
  Hit Points
  5
  26
  63
  111
  Speed
  20 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Small fey, lawful evil
  Small fey, lawful evil
  Small fey, lawful evil
  Medium fey, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  6 (-2)
  DEX 11 (+0)
  CON 9 (-1)
  INT 
  6 (-2)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  6 (-2)
  DEX 12 (+1)
  CON 9 (-1)
  INT 
  6 (-2)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  10 (+0)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 10 (+0)
  STR 
  14 (+2)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 10 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  Light Sensitivity You are dazzled in areas of bright sunlight or within the radius of a 
  daylight spell.
  Senses
  Passive Perception +10, 
  Darkvision 120 ft.
  Passive Perception +10, 
  Darkvision 120 ft.
  Passive Perception +16, 
  Darkvision 120 ft.
  Passive Perception +17, 
  Darkvision 120 ft.
  Languages
  Undercommon
  Challenge
  1
  6
  10
  14
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Minion
    Organization
  Solitary, Band (2-8x), or Tribe (9-20x+)
    Treasure
  Standard
  mite
  
  505
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Dagger Melee weapon 
  attack: -2 to hit, reach 
  5 ft., one target.  Hit 
  1d3+0/19-00 (2) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d3/19-00 
  (4) piercing damage.
  Dart Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d3 (4) 
  bludgeoning damage.
  Dagger Melee weapon 
  attack: -3 to hit, reach 
  5 ft., one target.  Hit 
  1d3+0/19-00 (2) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d3/19-00 (4) 
  piercing damage.
  Dart Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d3 (4) 
  bludgeoning damage.
  Dagger Melee weapon 
  attack: -1 to hit, reach 
  5 ft., one target.  Hit 
  1d319-00 (160) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d319-00 
  (160) piercing damage.
  Dart Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d3+2 (4) 
  bludgeoning damage.
  Dagger Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit  
  1d8/19-00 (8) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d319-00 
  (160) piercing damage.
  Dart Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d3+4 (6) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  prestidigitation (at will)
  Spellcasting
  -
  Possessions
  Dagger; dart (6x)
  
  506
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  13
  43
  88
  154
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Large animal, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 7 (-2)
  STR 
  12 (+1)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 7 (-2)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 11 (+0)
  STR 
  19 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Talons Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Talons Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Talons Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) slashing 
  damage.
  Talons Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d6+7/19-00 (10) 
  slashing damage.
  Legendary 
  Actions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Group (3-5x), or Colony (6-100x) / Companion
    Treasure
  None
  moa
  
  507
  M
    Low
    Moderate
    Advanced
    Elite
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  508
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  41
  74
  127
  255
  Speed
  30 ft. Fly 30 ft. (Clumsy) Swim 40 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Huge monstrosity, 
  chaotic evil
  Gargantuan monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 17 (+3)
  CON 15 (+2)
  INT 
  4 (-3)
  WIS 
  13 (+1)
  CHA 14 (+2)
  STR 
  19 (+4)
  DEX 17 (+3)
  CON 15 (+2)
  INT 
  4 (-3)
  WIS 
  13 (+1)
  CHA 14 (+2)
  STR 
  21 (+5)
  DEX 13 (+1)
  CON 18 (+4)
  INT 
  4 (-3)
  WIS 
  13 (+1)
  CHA 14 (+2)
  STR 
  25 (+7)
  DEX 15 (+2)
  CON 22 (+6)
  INT 
  8 (-1)
  WIS 
  17 (+3)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Boggard
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as 
  your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). 
  Evil weapons and effects cause your regeneration to stop functioning on the round following the attack. 
  During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point 
  damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts 
  if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die 
  normally.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Swamps
    Rarity
  Rare
    Role
  Solider / Elite
    Organization
  Solitary or Gang (2-4x)
    Treasure
  Standard
  moBogo
  
  509
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Swamp Stride A mobogo can move through any sort of natural difficult terrain at its normal speed while 
  within a swamp. Magically altered terrain affects it normally.
  Special 
  Abilities & 
  Qualities
  Tongue A mobogo’s tongue is a primary attack with reach equal to three times the mobogo’s normal reach 
  (45 feet for a typical mobogo). A mobogo does not gain the grappled condition when using its tongue to 
  grapple a foe.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 22
  Vile Croak As a standard action With Recharge 2, a mobogo can unleash a thunderous croak. Any non-
  boggard or non-mobogo within 50 feet of the mobogo must make a Wisdom save or become staggered for 
  1d4 rounds. Once a creature makes its saving throw against a particular mobogo’s vile croak, it is immune to 
  that mobogo’s croak for 24 hours. Any boggards or mobogos within the area of a mobogo’s vile croak gains 
  advantage on attack rolls and saving throws against fear effects for 1 round.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  1d10+10 (16) piercing 
  damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit  1d6+10 (14) 
  bludgeoning damage.
  Tongue Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit  1d4+10 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  1d10+10 (16) piercing 
  damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit  1d6+10 (14) 
  bludgeoning damage.
  Tongue Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit  1d4+10 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+9 (16) piercing 
  damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  1d8+9 (14) bludgeoning 
  damage.
  Tongue Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  1d6+9 (12) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  Hit 
  4d6+13 (27) piercing 
  damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  
  Hit 3d6+13 (24) 
  bludgeoning damage.
  Tongue Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  
  Hit 2d6+13 (20) 
  bludgeoning damage.
  Special 
  Actions
  Saving Throw  DC 15
  Damage 2d6
  Saving Throw  DC 16
  Damage 3d6
  Saving Throw  DC 19
  Damage 4d6
  Saving Throw  DC 22
  Damage 6d6
  Swallow Whole The creature makes one bite Attack against a target at least one size category smaller than 
  you. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total 
  cover against attacks and other Effects outside the creature. The creature can have only one target swallowed 
  at a time.   If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the 
  corpse using 5 feet of Movement, exiting prone.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  510
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  16
  42
  88
  165
  Speed
  20 ft. Fly 60 ft. (Clumsy)
  Size, Type, 
  Alignment
  Tiny fey, chaotic neutral
  Tiny fey, chaotic neutral
  Tiny fey, chaotic neutral
  Small fey, chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 14 (+2)
  CON 11 (+0)
  INT 
  5 (-3)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  4 (-3)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  5 (-3)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  8 (-1)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  12 (+1)
  DEX 16 (+3)
  CON 19 (+4)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Mock As a standard action, a mockingfey can magically take on the appearance of any creature it can see. 
  This functions like disguise seif, but with no restrictions on duration, creature type, or size. The Mockingfey’s 
  size does not change
  Standard 
  Actions
  Talons Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 1d2+0 
  (2) slashing damage.
  Talons Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d2+0 
  (2) slashing damage.
  Talons Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 1d3 
  (4) slashing damage.
  Talons Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Legendary 
  Actions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Jape (3-20x)
    Treasure
  Standard
  moCkingFey
  
  511
  M
    Low
    Moderate
    Advanced
    Elite
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  512
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  39
  55
  79
  151
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Large undead, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  8 (-1)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  8 (-1)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  8 (-1)
  CHA 12 (+1)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  13 (+1)
  WIS 
  12 (+1)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Create Spawn Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg’s 
  control. The sudden bloom of unlife when a mohrg’s victim dies and becomes a zombie causes a surge of 
  negative energy to flow through the mohrg. Whenever a mohrg creates a zombie in this manner, it is healed 
  1d6 hit points per HD possessed by the slain creature and acts as if hasted for the round immediately 
  following the spawn’s creation.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 19
  Paralysis Creatures struck by the Mohrg’s melee attacks can be rendered immobile for 1d4 minutes, 
  Fortitude save negates.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Soldier / Elite
    Organization
  Solitary, Gang (2-4x), or Mob (2-4x+)
    Treasure
  Standard
  moHrg
  
  513
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Slam Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  2d8+5 (14) bludgeoning 
  damage.
  Tongue Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d8+5 (14) bludgeoning 
  damage.
  Tongue Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d8+5 (14) bludgeoning 
  damage.
  Tongue Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  4d8+9 (27) bludgeoning 
  damage.
  Tongue Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d1 (2) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  514
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  13 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  6
  49
  99
  170
  Speed
  20 ft. Burrow 5 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 9 (-1)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  1 (-5)
  DEX 10 (+0)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  5 (-3)
  DEX 14 (+2)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  10 (+0)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Claw Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d4+0 
  (2) slashing damage.
  Claw Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) slashing damage.
  Claw Melee weapon 
  attack: -5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+0 (4) slashing 
  damage.
  Claw Melee weapon 
  attack: -1 to hit, reach 10 
  ft., one target.  Hit 1d8+1 
  (6) slashing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Labor (3-16x)
    Treasure
  None
  mole
  
  515
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  11
  45
  91
  150
  Speed
  20 ft. Burrow 10 ft.
  25 ft. Burrow 10 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 13 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  8 (-1)
  CHA 3 (-4)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  8 (-1)
  CHA 3 (-4)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 7 (-2)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 7 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 30 ft.
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 30 ft.
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 30 ft.
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 30 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d6+3 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Labor (3-16x) / Companion
    Treasure
  None
  mole (giant)
  
  516
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  7
  30
  70
  118
  Speed
  20 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 3 (-4)
  STR 
  2 (-4)
  DEX 13 (+1)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 3 (-4)
  STR 
  7 (-2)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 7 (-2)
  STR 
  12 (+1)
  DEX 15 (+2)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 7 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Attach When you hit with a bite attack, you automatically grapple your foe, inflicting automatic bite damage 
  each round.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d8+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -3 to hit, reach 
  5 ft., one target.  Hit 
  1d8+0 (4) piercing 
  damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit 
  2d6+4 (11) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Labor (3-16x)
    Treasure
  None
  mongoose
  
  517
  M
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  518
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  6
  24
  70
  124
  Speed
  20 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Tiny beast, unaligned
  Tiny beast, unaligned
  Tiny beast, unaligned
  Small beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 3 (-4)
  STR 
  2 (-4)
  DEX 13 (+1)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 3 (-4)
  STR 
  7 (-2)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 7 (-2)
  STR 
  12 (+1)
  DEX 15 (+2)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 7 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except evil
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Attach When you hit with a bite attack, you automatically grapple your foe, inflicting automatic bite damage 
  each round.
  Special 
  Abilities & 
  Qualities
  Attack Bonus +1 
  Damage Bonus +1
  Attack Bonus +6 
  Damage Bonus +6
  Attack Bonus +10 
  Damage Bonus +10
  Attack Bonus +14 
  Damage Bonus +14
  Smite Evil 1x/day, you may activate this ability as a free action. Add a bonus to attack rolls and damage bonus 
  against evil foes; smite persists until target is dead or the celestial creature rests.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Labor (3-16x)
    Treasure
  None
  mongoose (Celestial)
  
  519
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d4+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -3 to hit, reach 
  0 ft., one target.  Hit 
  1d4+0 (2) piercing 
  damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  520
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  5
  18
  48
  101
  Speed
  20 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Tiny beast, neutral evil
  Tiny beast, neutral evil
  Tiny beast, neutral evil
  Small beast, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 3 (-4)
  STR 
  2 (-4)
  DEX 13 (+1)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 3 (-4)
  STR 
  7 (-2)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 7 (-2)
  STR 
  12 (+1)
  DEX 15 (+2)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 7 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except good
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Attach When you hit with a bite attack, you automatically grapple your foe, inflicting automatic bite damage 
  each round.
  Special 
  Abilities & 
  Qualities
  Attack Bonus +1 
  Damage Bonus +1
  Attack Bonus +6 
  Damage Bonus +6
  Attack Bonus +10 
  Damage Bonus +10
  Attack Bonus +14 
  Damage Bonus +14
  Smite Good 1x/day, you may activate this ability as a free action. Add a bonus to attack rolls and damage 
  bonus against good foes; smite persists until target is dead or the fiendish creature rests.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Labor (3-16x)
    Treasure
  None
  mongoose (FiendisH)
  
  521
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d4+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -3 to hit, reach 
  0 ft., one target.  Hit 
  1d4+0 (2) piercing 
  damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  522
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  19
  48
  107
  173
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  lawful neutral
  Medium monstrosity, 
  lawful neutral
  Medium monstrosity, 
  lawful neutral
  Large monstrosity, lawful 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 11 (+0)
  CON 13 (+1)
  INT 
  8 (-1)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  12 (+1)
  DEX 11 (+0)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  16 (+3)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 19 (+4)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common, Undercommon
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Sound Mimicry The creature perfectly imitates certain sounds or even specific voices. The creature makes 
  a Deception check opposed by the listener’s Perception check to recognize the mimicry, although if the 
  listener isn’t familiar with the person or type of creatures mimicked, it suffers disadvantage on its Perception 
  check. The creature has advantage on its Deception check to mimic sounds (including accents and speech 
  patterns, if a voice mimic) it has listened to for at least 10 minutes. The creature cannot duplicate the effects 
  of magical abilities (such as bardic performance or a harpy’s captivating song), though it may be able to 
  mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages 
  it doesn’t know.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Ruins or Underground
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, Gang (3-6x), Band (7-12x), or Tribe (21-30x+)
    Treasure
  Standard
  mongrelman
  
  523
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Club Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning damage.
  Club Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d6+2 (6) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) bludgeoning damage.
  Club Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning damage.
  Club Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d6+2 (6) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) bludgeoning damage.
  Club Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) bludgeoning 
  damage.
  Club Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d6+4 (8) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) bludgeoning 
  damage.
  Club Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+8 (12) bludgeoning 
  damage.
  Club Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d8+8 (12) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9 (14) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Club
  
  524
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  6
  29
  68
  128
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Tiny beast, unaligned
  Tiny beast, unaligned
  Tiny beast, unaligned
  Small beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 3 (-4)
  STR 
  1 (-5)
  DEX 14 (+2)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 3 (-4)
  STR 
  6 (-2)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 7 (-2)
  STR 
  11 (+0)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 7 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d4+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -3 to hit, reach 
  0 ft., one target.  Hit 
  1d4+0 (2) piercing 
  damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, Band (3-9x), or Troop (10-40x) / Companion
    Treasure
  None
  monkey
  
  525
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  6
  22
  59
  112
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Tiny beast, neutral good
  Tiny beast, neutral good
  Tiny beast, neutral good
  Small beast, neutral good
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 3 (-4)
  STR 
  2 (-4)
  DEX 13 (+1)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 3 (-4)
  STR 
  7 (-2)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 7 (-2)
  STR 
  12 (+1)
  DEX 15 (+2)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 7 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except evil
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d4+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -3 to hit, reach 
  0 ft., one target.  Hit 
  1d4+0 (2) piercing 
  damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Special 
  Abilities & 
  Qualities
  Attack Bonus +1 
  Damage Bonus +1
  Attack Bonus +6 
  Damage Bonus +6
  Attack Bonus +10 
  Damage Bonus +10
  Attack Bonus +14 
  Damage Bonus +14
  Smite Evil 1x/day, you may activate this ability as a free action. Add a bonus to attack rolls and damage bonus 
  against evil foes; smite persists until target is dead or the celestial creature rests.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, Band (3-9x), or Troop (10-40x) / Companion
    Treasure
  None
  monkey (Celestial)
  
  526
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  7
  26
  61
  110
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Tiny beast, neutral evil
  Tiny beast, neutral evil
  Tiny beast, neutral evil
  Small beast, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 3 (-4)
  STR 
  2 (-4)
  DEX 13 (+1)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 3 (-4)
  STR 
  7 (-2)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 7 (-2)
  STR 
  12 (+1)
  DEX 15 (+2)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 7 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except good
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d4+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -3 to hit, reach 
  0 ft., one target.  Hit 
  1d4+0 (2) piercing 
  damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Special 
  Abilities & 
  Qualities
  Attack Bonus +1 
  Damage Bonus +1
  Attack Bonus +6 
  Damage Bonus +6
  Attack Bonus +10 
  Damage Bonus +10
  Attack Bonus +14 
  Damage Bonus +14
  Smite Good 1x/day, you may activate this ability as a free action. Add a bonus to attack rolls and damage 
  bonus against good foes; smite persists until target is dead or the fiendish creature rests.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, Band (3-9x), or Troop (10-40x) / Companion
    Treasure
  None
  monkey (FiendisH)
  
  527
  M
  
  528
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  50
  77
  127
  237
  Speed
  50 ft. Climb 20 ft. 50 ft.
  Size, Type, 
  Alignment
  Medium aberration, 
  chaotic evil
  Medium aberration, 
  chaotic evil
  Large aberration, chaotic 
  evil
  Huge aberration, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 18 (+4)
  CON 14 (+2)
  INT 
  17 (+3)
  WIS 
  16 (+3)
  CHA 20 (+5)
  STR 
  16 (+3)
  DEX 18 (+4)
  CON 14 (+2)
  INT 
  17 (+3)
  WIS 
  16 (+3)
  CHA 20 (+5)
  STR 
  18 (+4)
  DEX 15 (+2)
  CON 17 (+3)
  INT 
  17 (+3)
  WIS 
  16 (+3)
  CHA 20 (+5)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 21 (+5)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 22 (+6)
  Saving Throws
  -
  -
  -
  -
  Resistances
  Electricity, all physical attacks except piercing or slashing
  Immunities
  Cold, Gaze Attacks, Illusions, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +16, Blindsight 9 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 9 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +18, Blindsight 9 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +20, Blindsight 9 ft., 
  Darkvision 60 ft.
  Languages
  Aklo (cannot speak), Telepathy 300 ft.
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Compression The creature can move through an area as small as one-quarter its space without squeezing or 
  one-eighth its space when squeezing.
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Rend If you hit with two or more natural attacks in 1 round, you can cause tremendous damage by latching 
  onto the opponent’s body and tearing flesh. This attack deals an additional amount of damage, but no more 
  than once per round.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Controller / Elite
  Controller / Elite
  Controller / Normal
  Controller / Normal
    Organization
  Solitary, Pair, or Cabal (3-5x)
    Treasure
  Double
  moon-Beast
  
  529
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation 
  with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple 
  people at the same time.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 22
  Wisdom Drain A creature that takes rend damage from a moon-beast must succeed at a Wisdom save or 
  take 1d4 points of Wisdom damage.  A moon-beast heals 5 points of damage for each point of Wisdom 
  it drains in this manner. If it drains a victim to 0 Wisdom, the moon-beast gains the effects of a heal spell.  
  Ability damage suffered from this effect is restored following a long rest.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d4+6 (8) slashing 
  damage.
  Tentacles Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d4+6 (8) bludgeoning 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit  1d4+6 
  (8) slashing damage.
  Tentacles Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit  
  1d4+6 (8) bludgeoning 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+6 (10) slashing 
  damage.
  Tentacles Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) bludgeoning 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+10 (17) slashing 
  damage.
  Tentacles Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+5 (12) bludgeoning 
  damage.
  Illustration 6: Moon-Beast
  
  530
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  30
  62
  117
  229
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Large plant, unaligned
  Large plant, unaligned
  Huge plant, unaligned
  Gargantuan plant, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 12 (+1)
  CON 15 (+2)
  INT 
  3 (-4)
  WIS 
  10 (+0)
  CHA 15 (+2)
  STR 
  19 (+4)
  DEX 12 (+1)
  CON 15 (+2)
  INT 
  3 (-4)
  WIS 
  10 (+0)
  CHA 15 (+2)
  STR 
  21 (+5)
  DEX 8 (-1)
  CON 18 (+4)
  INT 
  3 (-4)
  WIS 
  10 (+0)
  CHA 15 (+2)
  STR 
  25 (+7)
  DEX 10 (+0)
  CON 22 (+6)
  INT 
  7 (-2)
  WIS 
  14 (+2)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except slashing
  Immunities
  Electricity, psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  Vulnerability to Fire
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Fast Healing You regain hit points at 5 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise 
  stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at 
  negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 21
  Light Pulse As a standard action, a moonflower can release a pulse of bright light. All creatures within a 
  50-foot burst that can see the moonflower must make a Constitution save or be blinded for 1d4 rounds. 
  Moonflowers are immune to this ability.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary or Cluster (2-8x)
    Treasure
  Standard
  moonFlower
  
  531
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw DC 14
  Damage 1d6
  Saving Throw DC 15
  Damage 2d6
  Saving Throw DC 18
  Damage 3d6
  Saving Throw DC 21
  Damage 4d6
  Pod Prison This works like the swallow whole ability, except the moonflower can only use it once every 
  1d4 rounds, and the swallowed creature is immediately wrapped in a tight digestive cocoon and expelled 
  into an adjacent square, where it takes damage every round (2d6 bludgeoning and 2d6 acid, AC 15, 25 hp). 
  The cocooned target cannot use ability checks to get out of the cocoon. Other creatures can aid the target 
  by attacking the cocoon with piercing or slashing weapons, but the creature within takes half the damage 
  from any attack against the cocoon. Once the cocoon is destroyed, it deflates and decays. Each creature 
  swallowed by a moonflower is encased in its own cocoon.
  Special 
  Abilities & 
  Qualities
  Pod Spawn Should a moonflower’s pod prison kill and digest a Small or larger creature, the pod transforms 
  him into an adult moonflower with full hit points after 1d4 hours. The newly formed moonflower has its own 
  consciousness, but some aspect of its trunk or blossoms resembles the creature that died within. The dead 
  creature’s equipment remains inside the new moonflower and can be retrieved by killing it.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  1d10+10 (16) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit  1d6+10 (14) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  1d10+10 (16) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit  1d6+10 (14) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+9 (16) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  1d8+4 (8) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  Hit 
  4d6+13 (27) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  Hit 
  3d6+6 (16) bludgeoning 
  damage.
  Special 
  Actions
  Telepathy You can mentally communicate with any other creature within 1 mile that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation 
  with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple 
  people at the same time.
  Special 
  Actions
  Vulnerability to Fire You take half again as much (+50%) damage as normal from Fire, regardless of whether 
  a saving throw is allowed, or if the save is a success or failure
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  532
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  33
  62
  122
  202
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  19 (+4)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 9 (-1)
  STR 
  22 (+6)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Powerful Charge When you make a charge, your attack deals extra damage in addition to the normal benefits 
  and hazards of a charge.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Forests
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary or Pair
    Treasure
  None
  moose
  
  533
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Gore Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Hoof Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning damage.
  Gore Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 2d6+5 
  (12) piercing damage.
  Hoof Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) bludgeoning damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Hoof Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+4 (8) bludgeoning 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+9 (20) piercing 
  damage.
  Hoof Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+5 (12) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  534
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  25
  48
  114
  186
  Speed
  40 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic evil
  Medium monstrosity, 
  chaotic evil
  Medium monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  3 (-4)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  3 (-4)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  16 (+3)
  DEX 19 (+4)
  CON 17 (+3)
  INT 
  7 (-2)
  WIS 
  16 (+3)
  CHA 8 (-1)
  STR 
  18 (+4)
  DEX 18 (+4)
  CON 19 (+4)
  INT 
  7 (-2)
  WIS 
  16 (+3)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, poisoned
  Vulnerabilities
  Light Blindness
  Senses
  Passive Perception +11, 
  Darkvision 120 ft.
  Passive Perception +11, 
  Darkvision 120 ft.
  Passive Perception +13, 
  Darkvision 120 ft.
  Passive Perception +13, 
  Darkvision 120 ft.
  Languages
  Undercommon
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Expert Climber A morlock can cling to cave walls and even ceilings as long as the surface has hand and 
  footholds. You are treated as constantly being under a nonmagical version of the spell spider climb, save that 
  you cannot cling to smooth surfaces. 
  Special 
  Abilities & 
  Qualities
  Light Blindness You are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. 
  You are dazzled as long as you remain in areas of bright light.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, Band (3-6x), or Tribe (7-18x)
    Treasure
  Standard
  morloCk
  
  535
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Swarming Morlocks dwell and fight in cramped quarters every day of your life, and as such are quite adept 
  at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the 
  same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite 
  squares.
  Standard 
  Actions
  Club Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning damage.
  Club Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d6+2 (6) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) piercing damage.
  Club Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning damage.
  Club Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d6+2 (6) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Club Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+5 (8) bludgeoning 
  damage.
  Club Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d6+5 (8) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) piercing 
  damage.
  Club Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+9 (12) bludgeoning 
  damage.
  Club Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d6+9 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Club
  
  536
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  27
  66
  124
  192
  Speed
  20 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Small vermin, unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 20 (+5)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  16 (+3)
  DEX 20 (+5)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  18 (+4)
  DEX 22 (+6)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 21 (+5)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Bleed You can cause wounds that continue to bleed, inflicting additional acid damage each round at the start 
  of the affected creature’s turn. This bleeding can be stopped by a successful DC 15 Medicine skill check or 
  through the application of any magical healing.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Disease Malaria: Bite - injury; save Constitution; onset 1d3 days; frequency 1 day; effect 1d3 Constitution 
  damage and 1d3 Wisdom damage; cure 2 consecutive saves.  Ability damage suffered from this condition 
  must be restored via a restoration spell or more potent healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Tropical Swamps
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Swarm (3-12x)
    Treasure
  None
  mosQuito (giant)
  
  537
  M
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit  
  1d6+4 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+9 (16) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  3d6+12 (22) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  538
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  16
  42
  86
  151
  Speed
  5 ft. Fly 40 ft. (Good)
  Size, Type, 
  Alignment
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 15 (+2)
  CON 4 (-3)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  1 (-5)
  DEX 11 (+0)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  3 (-4)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 11 (+0)
  STR 
  7 (-2)
  DEX 15 (+2)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Flanking, psychic, Weapon Damage
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Bleed You can cause wounds that continue to bleed, inflicting additional acid damage each round at the start 
  of the affected creature’s turn. This bleeding can be stopped by a successful DC 15 Medicine skill check or 
  through the application of any magical healing.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 10
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Disease Malaria: Bite - injury; save Constitution; onset 1d3 days; frequency 1 day; effect 1d3 Constitution 
  damage and 1d3 Wisdom damage; cure 2 consecutive saves.  Ability damage suffered from this condition 
  must be restored via a restoration spell or more potent healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Tropical Swamps
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Fury (3-6x), or Scourge (7-12x)
    Treasure
  None
  mosQuito swarm
  
  539
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 10
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Distraction You can nauseate creatures that you damage. Any living creature that takes damage from you is 
  nauseated for 1 round; a Constitution save negates the effect.
  Standard 
  Actions
  Swarm Melee weapon 
  attack: -7 to hit, reach 
  0 ft., one target.  Hit 
  1d10 (10) bludgeoning 
  damage.
  Swarm Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 2d6 
  (7) bludgeoning damage.
  Swarm Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 3d6 
  (8) bludgeoning damage.
  Swarm Melee weapon 
  attack: -3 to hit, reach 0 
  ft., one target.  Hit 4d6 
  (8) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  540
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  92
  136
  215
  215
  Speed
  10 ft. Fly 40 ft. (Average)
  Size, Type, 
  Alignment
  Medium undead, neutral 
  evil
  Medium undead, neutral 
  evil
  Large undead, neutral 
  evil
  Large undead, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 19 (+4)
  CON 10 (+0)
  INT 
  18 (+4)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  22 (+6)
  DEX 22 (+6)
  CON 10 (+0)
  INT 
  18 (+4)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  24 (+7)
  DEX 20 (+5)
  CON 10 (+0)
  INT 
  18 (+4)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  24 (+7)
  DEX 24 (+7)
  CON 10 (+0)
  INT 
  20 (+5)
  WIS 
  19 (+4)
  CHA 20 (+5)
  Saving Throws
  -
  -
  -
  -
  Resistances
  Fire, all physical attacks except bludgeoning and good
  Immunities
  Cold, diseased, Electricity, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Abyssal, Common, Infernal, Necril
  Challenge
  8
  12
  16
  18
  Special 
  Abilities & 
  Qualities
  Always Armed Heralds can always be summoned by the faithful using greater planar ally or gate, regardless of limitations 
  of that spell, even if it’s not an outsider.
  Emissary Heralds can always be summoned by the faithful using greater planar ally or gate, regardless of limitations of 
  that spell, even if it’s not an outsider.
  Deathless If destroyed, the herald it returns to unlife 1 hour later at 1 hit point, allowing its fast healing to resume 
  healing it. It can be permanently destroyed by positive energy, being reduced to 0 hit points in the area of a Bless or 
  Hallow spell, or if 20 vials of holy water are sprinkled on its remains.
  Special 
  Abilities & 
  Qualities
  Save Dexterity DC 17
  Damage 4d6
  Save Dexterity DC 18
  Damage 8d6
  Save Dexterity DC 20
  Damage 12d6
  Save Dexterity DC 20
  Damage 14d6
  Breath Weapon As a free action with Recharge 1, the herald can breathe a 60-foot cone of negative energy (Dexterity 
  save for half).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Extraplanar
    Rarity
  Rare
    Role
  Brute / Solo
    Organization
  Solitary
    Treasure
  None
  motHer’s maw
  
  541
  M
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Save Wisdom DC 17
  Damage 2d6
  Save Wisdom DC 18
  Damage 4d6
  Save Wisdom DC 20
  Damage 6d6
  Save Wisdom DC 20
  Damage 8d6
  Channel Negative Energy You can unleash a wave of negative energy. You must choose to inflict negative energy damage 
  to living creatures or to heal undead creatures of damage. Creatures that take damage from channeled energy receive a 
  Wisdom save to halve the damage. You can use this ability 11 times per day.
  Channel Resistance You are less easily affected by clerics or paladins. You gain advantange on saves made to resist the 
  effects of channel energy, including effects that rely on the use of channel energy.
  Special 
  Abilities & 
  Qualities
  Desecrate Aura The herald has a 20-foot-radius emanation equivalent to a Desecrate spell centered on a shrine of 
  evil power. Undead within this radius (including the Maw) gain a +2 profane bonus on attack and damage rolls and 
  saving throws, as well as +2 hit points per die, and the save DC of channeled negative energy is increased by +6 (these 
  adjustments are included for the Maw in its entry). This aura can be negated by Dispel Evil, but the herald can reactivate 
  it on its turn as a free action. A desecrating aura suppresses and is suppressed by Consecrate or Hallow; both effects are 
  negated within any overlapping area of effect.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  5d4+12/19-00 (24) 
  piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit  
  5d4+15/19-00 (28) 
  piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  5d6+13/19-00 (30) 
  piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  5d8+13/19-00 (36) 
  piercing damage.
  Special 
  Actions
  Devour Soul A creature swallowed by the herald must save every round against slay living (caster level equals this 
  creature’s Hit Dice). The soul of a creature slain by this attack becomes trapped within the herald’s skull and the 
  mangled corpse is immediately regurgitated. The creature cannot be brought back to life until the herald’s destruction 
  releases its soul. The Maw can hold only one soul at a time. The trapped essence provides the Maw with fast healing 20, 
  lasting 1 round for every Hit Die of the devoured soul. The trapped soul gains 1 permanent negative level for every round 
  it spends within the Maw - these negative levels remain if the creature is brought back to life (but don’t stack with any 
  negative levels imparted by being brought back to life). A soul that is completely consumed may be restored to life only 
  by a miracle or wish spell.
  Special 
  Actions
  Fast Healing This creature regains hit points at 5 per round. Fast healing does not restore hit points lost from starvation, 
  thirst, or suffocation, nor does it allow a creature to regrow lost body parts or allow lost body parts to be reattached. Fast 
  healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Spell Deflection If any of the following spells are cast at the Mother’s Maw and overcome its spell resistance, they 
  instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, 
  dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or 
  any form of charm or compulsion. While none of these effects harms the soul, the caster makes a DC 25 caster level 
  check when a spell is deflected - success indicates that the trapped soul is released from its prison and the creature 
  whose body it belonged to can now be restored to life as normal. Mother’s Maw can only benefit from this ability while it 
  has a soul devoured.
  Special 
  Actions
  Lifesense The creature notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
  Special 
  Actions
  Save Constitution DC 17
  Save Constitution DC 18
  Save Constitution DC 20
  Save Constitution DC 20
  Mummy Rot Curse and disease, make Constitution save every day or lose 1d6 Constitution and Charisma.  Make 
  successful remove curse and magical heal to remove. Mummy rot is both a curse and disease and can only be cured if 
  the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy 
  rot is lifted, a creature suffering from it cannot recover naturally over time.  Anyone who dies from mummy rot turns to 
  dust and cannot be raised without a resurrection or greater magic. 
  Special 
  Actions
  Save Dexterity DC 17
  Damage 1d6
  Save Dexterity DC 18
  Damage 3d6
  Save Dexterity DC 20
  Damage 4d6
  Save Dexterity DC 20
  Damage 6d6
  Swallow Whole If you begin your turn with an opponent grappled in your mouth, you can attempt a new grapple check. If 
  you succeed, you swallow your prey, and the opponent takes bite damage. The opponent can be up to one size category 
  smaller than you. Being swallowed causes a creature to take bludgeoning damage each round. A swallowed creature 
  keeps the grappled condition, while you do not. A swallowed creature can try to cut its way free with any light slashing or 
  piercing weapon (the amount of cutting damage required to get free is equal to 1/10 of your total hit points), or it can 
  just try to escape the grapple. The Armor Class of your interior is normally 5 + 1/2 of your AC. If a swallowed creature 
  cuts its way out, you cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the 
  grapple, success puts it back in your mouth, where it may be bitten or swallowed again.
  Innate 
  Spellcasting
  animate dead (3/day); contagion (at will); create undead (3/day); dimension door (at will); eyebite (1/day); 
  inflict wounds (at will); plane shift (1/day); vomit swarm (at will)
  
  542
  M
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  2
  9
  35
  78
  Speed
  5 ft. Fly 30 ft. (Average)
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 11 (+0)
  CON 2 (-4)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  1 (-5)
  DEX 12 (+1)
  CON 2 (-4)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  5 (-3)
  DEX 16 (+3)
  CON 6 (-2)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 9 (-1)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  -
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate or Warm
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Kaleidoscope (3-100x)
    Treasure
  None
  motH
  
  543
  Appendices
  Open Gaming License (OGL)
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  15. COPYRIGHT NOTICE
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
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  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
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  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
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  Author: Jason Bulmahn
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  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
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  Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ 
  Taylor. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Infinium Game Studios/Aquilae - Bestiary of the Realm - Volume 4.pdf