Tales of The Valiant - Monster Vault
Tales of The Valiant - Monster Vault
Tales of The Valiant - Monster Vault
MonsterVault
CREDITS
Designers: Wolfgang Baur, Celeste Conowitch, Tim
Hitchcock, Rajan Khanna, Jeff Lee, JB Little, Greg
KOBOLD WARRENS
Marks, Michael E. Shea, Brian Suskind, Mike Welham Publisher: Wolfgang Baur
Cover Artist: Hugh Pindur Art Department: Amber Seger, Kennedy Williams
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Thompson, Eva Widermann, Mat Wilma, Zuzanna Wuzyk Marketing Director: Chelsea “Dot” Steverson
Graphic Designers: Marc Radle, Amber Seger Marketing Department: Zachery Newbill,
Kendrick Smith
Senior Game Designer: Celeste Conowitch
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Sales Manager: Kym Weiler
Customer Service Associate: Chris Wright
Special Thanks
To the 10,057 backers who made this volume possible and the thousands of playtesters who helped refine it!
Another special thanks to the designers and contributors to earlier printings of some of the material that appears in
this book, including, but not limited to: Wolfgang Baur, Dan Dillon, Chris Harris, Phillip Larwood, Sarah Madsen,
Shawn Merwin, Adam Roy, Amber Stewart
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MONSTER VAULT 2
TABLE OF CONTENTS
Introduction.................................6 Optional Rule: Doom....................... 13 Vulnerable, Resistant,
What Are Monsters? ......................... 6 Modifying Monsters......................... 13 and Immune..................................22
Senses............................................23
Using This Book............................6 Chapter 2: Understanding Languages..................................... 24
What’s in the Book? .......................... 6 Monster Statistics..................... 17
Ability Modifiers............................ 24
Elements of a Stat Block................... 17
Chapter 1: Using Monsters.........7 Traits............................................. 24
Name............................................. 17
Building Monster-Centric Actions.......................................... 24
Encounters.......................................7 Challenge Rating (CR).................... 17
Bonus Actions................................25
Understanding Challenge Rating........7 Size................................................ 18
Reactions.......................................25
Building Combat Encounters.............7 Type............................................... 18
Limited Usage................................25
Determining Encounter Armor Class (AC)...........................21
Equipment.................................... 26
Difficulty .........................................8 Hit Points (HP)...............................21
Legendary Creatures....................... 26
Combat Encounter Models.............. 11 Speed.............................................21
Legendary Actions......................... 26
Monster Roles and Tactics................12 Perception......................................22
Lairs.............................................. 26
Customizing Combat....................... 13 Stealth............................................22
3 MONSTER VAULT
Chapter 3: Understanding
Terrain & Creature Types......... 27 B Dragon, Black.................................. 110
Dragon, Blue.................................... 114
Terrain.............................................27 Balara.................................................59 Dragon, Brass................................... 118
Arctic.............................................27 Basilisk.............................................. 60 Dragon, Bronze ...............................122
Behir..................................................61 Dragon, Copper...............................126
Badlands........................................27
Black Pudding................................... 62 Dragon, Gold................................... 130
Coastal...........................................27
Blink Dog...........................................63 Dragon, Green................................. 134
Desert............................................28
Bulette.............................................. 64 Dragon, Red..................................... 138
Farmland........................................28
Dragon, Silver..................................142
Forest.............................................28
Grassland.......................................28 C Dragon, Void....................................146
Dragon, White.................................. 150
Centaur..............................................65
Hills.............................................. 29
Chimera............................................ 66 Dragon, Yellow................................. 154
Mountain...................................... 29
Chol...................................................67 Dragonette, Pseudodragon............... 158
Planar............................................ 29 Drake, Scorch................................... 159
Chuul................................................ 70
Swamp.......................................... 29 Cloaker ............................................. 71 Drider..............................................160
Underground................................ 29 Cockatrice..........................................72 Dryad............................................... 161
Underwater....................................30 Couatl................................................ 73 Dwarf, Duergar................................162
Urban.............................................30 Crimson Jelly ....................................74
Creature Types ................................30
Aberrations....................................30
E
Beasts............................................. 31 D Elemental, Air.................................. 163
Elemental, Earth..............................164
Darkmantle........................................ 75
Celestials........................................ 31
Death Dog.........................................76 Elemental, Fire................................. 165
Constructs...................................... 33
Death Knight..................................... 77 Elemental, Water..............................166
Dragons.........................................34 Elf, Drow ........................................ 167
Deathless...........................................78
Elementals..................................... 37 Demon, Balor.....................................79 Ettercap........................................... 168
Fey ................................................ 38 Demon, Dretch................................. 80 Ettin.................................................169
Fiends............................................39 Demon, Glabrezu............................... 81
Giants........................................... 40
Humanoids....................................41
Demon, Golmana...............................82
Demon, Hezrou................................. 83
F
Feral Hunter....................................170
Monstrosities.................................43 Demon, Husk....................................84
Fey Guardian.................................... 171
Oozes............................................ 44 Demon, Marilith................................ 85
Flinderbeast..................................... 172
Plants ............................................45 Demon, Mire Fiend............................86
Demon, Nalfeshnee............................87 Fungi............................................... 173
Undead.......................................... 46
Demon, Quasit...................................88
A
Demon, Unska...................................89
Demon, Vrock................................... 90
G
Gargoyle.......................................... 174
Aboleth..............................................48 Demon, Wrack...................................91
Gelatinous Cube.............................. 175
Angel, Deva........................................50 Derro................................................ 92
Genie, Djinni................................... 176
Angel, Planetar................................... 51 Devil, Barbed.................................... 94
Genie, Efreeti................................... 177
Angel, Solar........................................52 Devil, Bearded....................................95
Genie, Hinn .................................... 178
Devil, Bone....................................... 96
Animated Objects...............................54 Genie, Sila........................................ 179
Devil, Chain.......................................97
Ankheg..............................................56 Ghost...............................................180
Devil, Erinyes.....................................98
Astral Destroyer................................. 57 Ghoul............................................... 181
Devil, Horned................................... 99
Azer................................................... 58 Giant, Cloud....................................184
Devil, Ice......................................... 100
Giant, Dirgesinger............................ 185
Devil, Imp........................................ 101
Giant, Fire........................................ 186
Devil, Lemure..................................102
Giant, Frost...................................... 187
Devil, Pit Fiend................................. 103
Giant, Hill........................................ 188
Dinosaurs....................................... 104
Giant, Stone..................................... 189
Doppelganger..................................108
Giant, Storm....................................190
Dragon Turtle...................................109
Gibbering Mouther ......................... 191
MONSTER VAULT 4
Gnoll................................................192 Medusa............................................248 Sphinxes..........................................298
Gnome, Deep................................... 193 Mephits.......................................... 249 Sporeborn........................................302
Goblins............................................194 Merfolk............................................ 252 Sprite.............................................. 304
Golem, Clay ....................................199 Mimic..............................................254 Star Crow........................................ 305
Golem, Flesh................................... 200 Minotaur......................................... 255 Stirge ...............................................306
Golem, Iron.....................................201 Moon Knight...................................256 Succubus..........................................307
Golem, Stone...................................201 Mordovermis................................... 257
Gorgon............................................203 Mummy........................................... 258
Gray Ooze....................................... 204 Mycolids..........................................261 T
Grick................................................205 Tarrasque .......................................308
Griffon............................................ 206 Treant.............................................. 310
Grimlock..........................................207 N Troll..................................................311
Nagas...............................................263
H Nightmare.......................................265
Nimbostratus Spirit......................... 266
U
Hag, Ambush.................................. 209 Unicorn........................................... 312
Hag, Green.......................................210
Hag, Night....................................... 211 O V
Hag, Sea...........................................212 Ochre Jelly........................................267 Vampires.......................................... 314
Harpy............................................... 213 Ogre.................................................268
Voidling........................................... 318
Hell Hound......................................214 Oni................................................. 269
Hippocampus.................................. 215 Orc...................................................270
Hippogriff........................................216
Hivebound....................................... 217
Otyugh............................................. 271 W
Owlbear...........................................272 Wickerbeast.....................................320
Homunculus.................................... 218 Wight............................................... 321
Hydra...............................................219
P Will-o’-Wisp.....................................322
Winter Wolf...................................... 323
Pegasus............................................ 273
I Phase Spider.....................................274
Wood Herald....................................324
Worg................................................ 325
Infernal Champion.......................... 220 Purple Worm.................................... 275 Wraith..............................................326
Insatiable Brood...............................221
Wyrdling.......................................... 327
Invisible Stalker................................222
R Wyvern............................................. 328
Rakshasa ........................................276
K Remorhaz........................................ 277
X
Kobolds............................................223 Robots............................................. 278
Xorn................................................329
Kraken ...........................................226 Roc................................................. 280
Roper............................................... 281
L
Rust Monster ..................................282
Z
Zombies........................................... 330
Lamia...............................................228
Lantern Hagfish.............................. 229
S
Sahuagins ........................................ 283
Lich..................................................230 Appendix: Animals.................... 332
Salamander......................................286
Lich, Virtuoso...................................232
Satarre............................................. 287 Appendix: NPCs.........................360
Living Colossus................................234
Satyr ................................................288 Appendix: Creatures
Lizardfolk........................................ 235
Selangs.............................................289 by Challenge............................ 372
Lycanthropes................................... 238
Selkie...............................................291
Appendix: Creatures
Shadow ........................................... 292
by Tag..........................................375
M Shambling Mound ...........................293
Shield Guardian.............................. 294 Appendix: Creatures
Magmin...........................................243
Skeletons.........................................295 by Terrain................................. 376
Manticore....................................... 244
Mechadrons.....................................245 Specter.............................................297
5 MONSTER VAULT
To use this book, you will need the Tales of the ValiantTM
Introduction Player’s Guide for the core rules of the Tales of the ValiantTM
roleplaying game. Spell, disease, and magic item names
Fantasy worlds are full of mysterious and magical that appear in italics without a page or book reference can
creatures. Encounters with these monsters are a be found in the Player’s Guide.
cornerstone of adventure in the Tales of the ValiantTM
roleplaying game. Whether outwitting them or locked in
deadly struggles, the monsters in this book serve as the WHAT’S IN THE BOOK?
foes and foils to your cast of player characters (PCs). Chapter 1 (Using Monsters) gives you guidance on
Every monster herein comes with a bounty of lore ready building monster-centric encounters, including their
to inspire your next game. However, these entries are roles and tactics. It provides optional rules for increasing
ultimately up to your interpretation. As the game master the challenge of encounters (Doom) and strategies for
(GM), you arbitrate how these creatures inhabit your world altering existing monsters to better suit your needs
and how they come into conflict with PCs in your game. (Modifying Monsters).
Deciding where these monsters live, how they act, and what Chapter 2 (Understanding Monster Statistics) describes
they want are key components in bringing them to life. the elements of the monster stat blocks in this book.
Chapter 3 (Understanding Terrain and Creature
Types) includes a list of the common terrain types where
WHAT ARE MONSTERS? monsters are encountered, and it details the common
Every being in a Tales of the ValiantTM game (including traits, themes, and allies of various creature types.
each PC) is a creature, especially when referenced in Chapter 4 (Monsters A to Z) features the lore and
rules text. In descriptive text, the terms “creature” and statistics for hundreds of fantasy monsters, from the
“monster” are mostly interchangeable, but “monster” is familiar aboleth to the new wyrdling.
primarily used to describe any creature that can be fought Animals Appendix adds almost 100 common animals,
and potentially killed. This book is most valuable as a from bats to rats to cats and many more!
tool for running combat encounters, and it leans into NPCs Appendix presents over two dozen stat blocks for
the dangerous natures of the denizens covered within it. non-player characters to fully flesh out your world, from
Most monsters are obvious threats to peaceful creatures, acolytes and cultists to bards and knights.
spreading terror and chaos until stopped by a band of Tables Appendix offers a dozen reference tables to find
valiant heroes. the exact monster you need for your game, listing monsters
by challenge ratings, tags, and terrains.
Using This Book
Written primarily for GMs, this book features
over 400 creatures to use in your games.
For PCs, this book features a handful of
familiars and beasts perfect for characters
seeking companions or druids seeking
animals and beasts for Wild Shape.
If you are a player reading this
book, check with your GM
before selecting any of these
creatures as familiars or
companions for Wild Shape.
MONSTER VAULT 6
CHAPTER 1: USING MONSTERS
This chapter shows you how to craft monster-centric PC LEVEL TO CREATURE CR
encounters your players will love, including how to calculate PC LEVEL SUITABLE CREATURE CRS
the challenge of combat scenarios, an overview of monster 1 0–1/2
roles, and basic strategies for creature customization.
2–4 1/8–6
5–10 1–15
7 MONSTER VAULT 1
WHERE TO START? band of equally matched combatants, or a dozen smaller
minions? When taking this approach, use the tables later in
There are three primary ways to start building a combat
this section to choose the type of combat encounter and the
encounter. First, you can choose monsters that make sense
appropriate monster difficulty. Then use the Creatures by
based on the story and locations present in your game. PCs
Terrain tables in the Tables Appendix later in this book to
exploring an old tomb are likely to run into Undead like
see which monsters fit the environment and the encounter
skeletons, zombies, or ghouls. PCs hanging around the
difficulty you’re seeking.
seedy part of a city might run into Humanoid threats in the
form of bandits, cultists, or spies. You can often improvise
CHOOSING THE NUMBER OF MONSTERS
such combat encounters while running the game based on
the choices of the PCs and the direction the story goes. Once you have an idea which monsters you want to use
Another approach is to build combat encounters around in your combat encounter, you must decide how many of
the lore of a particular monster. Maybe you think it’d be them to include in the encounter. If you’re building your
cool if the PCs discovered a manticore nest or the lair of encounter based on the story and situation, ask yourself
a medusa. Maybe you build a whole adventure around how many monsters make sense given this situation. Some
the swamps inhabited by a young black dragon. Reading monsters are typically found alone. Others are found
through the monster entries in this book can give you your in small or large groups. Some monsters work in pairs
own ideas for adventures and encounters based on the or surround themselves with lieutenants or lackies (see
details that you find most interesting. Monster Roles and Tactics later in this chapter). Before
A third approach is to think about the type of combat worrying about the difficulty of a potential battle, ask how
encounter you want to run. What kind of battle fits the many monsters fit the situation in the game’s fiction.
situation, the pacing of the game, and is likely to excite If you’re designing an encounter to challenge the
your players? Will they enjoy facing two big brutes, a characters or around a particular combat encounter model
(see Combat Encounter Models later in this section), you
can use the tables later in this chapter to 1) determine the
threshold of a challenging encounter, 2) choose the number
of monsters to fit that threshold, and 3) modify the number
based on what you know of the capabilities of the PCs.
Bronze Dragon
Wyrmling
1 MONSTER VAULT 8
• Environment. Some environments favor PCs or encounters, mix easier encounters of a few low CR
monsters, depending on the situation. In particular, monsters along with more challenging battles against
some creatures have lair actions—powerful abilities a bigger or more numerous monsters. Mixing up encounter
creature can use only while on its own home turf. difficulty keeps your players better engaged, allowing them
• Experience Level of Players. Experienced players who to enjoy the fun of devastating weaker foes and the thrill of
have played through many combat encounters can be struggling against challenging opponents.
extra effective when working as a team, regardless of CALCULATING CHALLENGING
the level of the PCs they play. ENCOUNTER BENCHMARK
• Magic Items, Spells, Abilities, and NPC Allies. To find your group’s challenging encounter benchmark,
Some magic items, spells, and other PC abilities can add up all the levels of the PCs in your group. Use that
dramatically change the difficulty of a battle. Similarly, number to calculate your party’s challenging encounter
any allied NPCs helping the party will lower the overall benchmark with one of the following equations:
difficulty of combat encounters. • If the PCs are 1st–4th level, your benchmark is equal to
• Monster Combinations. Some monsters work 1/4 of total PC levels (rounded down)
particularly well with others, making them more • If the PCs are 5th–10th level, your benchmark is equal
dangerous than their individual CRs might suggest. to 1/2 of total PC levels (rounded down)
• Well-Rested PCs. PCs have more resources at their • If the PCs are 11th–20th level, your benchmark is equal
disposal when well rested compared to when they’ve to 3/4 of total PC levels (rounded down)
already weathered a few battles. A party at full health,
For example, if you have five 7th level PCs, their total PC
with all spells and healing resources at their disposal,
levels equal 35. Because they’re 7th level, their challenging
can handle far more challenging encounters than that
encounter benchmark equals 1/2 of their total levels, which
same party operating at partial power.
makes the party’s challenging encounter benchmark 17 (1/2
Keep in mind that any general encounter building of 35 rounded down). If you have six characters of 3rd level,
guidelines are superseded by your experiences with your their total PC levels is 18, and the challenging benchmark
players. Understanding the patterns and capabilities of your is 4 (1/4 of 18 rounded down). If you have five characters
group is critical to creating perfectly tailored challenges! of 13th level, their total PC levels is 65, and the challenging
benchmark is 48 (3/4 of 65 rounded down).
UNDERSTANDING ENCOUNTER DIFFICULTY
The following guidelines give you a gauge of encounter
difficulty by setting clear benchmarks where combat
encounters are likely to be challenging or dangerous.
A benchmark functions like a warning gauge, indicting
the point where a combat encounter becomes more
difficult or deadly. The lower an encounter is under a given
UNDERSTANDING ACTION ECONOMY
benchmark, the easier it is. The higher an encounter is over The number of monsters in a combat encounter has
the benchmark, the more difficult it is. the biggest effect on the encounter’s difficulty. The
Don’t build all your combat encounters to be exactly at comparison of the number of total actions the PCs can
a given benchmark. The benchmark is designed to help take on a turn compared to the number of total actions
determine when encounters might be challenging; it the monsters can take on a turn is “action economy.”
isn’t a model to follow for every battle. While preparing Single monsters, even at higher CRs, are at a significant
disadvantage against a group of PCs, because they
have so few actions compared to all those available to
a group of PCs. Likewise, when there are twice as many
monsters as PCs, those PCs are at a disadvantage—
CALCULATING AVERAGE PC LEVEL even against weaker monsters. Groups with fewer
Some of these calculations require that you know the creatures also represent fewer overall targets than a
average PC level for the group. If the PCs in your game group with more creatures, making it easier to focus on
are all the same level, the average party level is equal these fewer enemies and end them quickly. Keep action
to that level. If, however, you have a group of PCs with economy in mind when building combat encounters.
different levels, you can determine the average party When the PCs have significantly more actions than their
level by adding up all PCs levels and dividing this foes, they will be at a big advantage. If they have fewer
number by the number of PCs. actions than the monsters, the battle will be harder.
9 MONSTER VAULT 1
APPLYING THE BENCHMARK monster facing five 13th level PCs is 19. The highest CR for
To gauge a combat’s difficulty, add up all the CRs of each a challenging monster for the group of six 3rd level PCs is
individual monster you plan to have in the encounter, then 3—since they’re below 5th level.
compare that number to your party’s challenging encounter You can go above the single monster CR number if the
benchmark. If the monster total CRs add up to a number situation makes sense or if you know the PCs can defeat
larger than the benchmark, the battle is potentially difficult higher CR foes than this. Again, your own experience
or dangerous. The higher the total CR number is above outweighs these formulas.
your benchmark, the more dangerous the battle is likely to
be. Likewise, the lower the total CR number is below the CHALLENGING BENCHMARK TABLE
benchmark, the less challenging the battle might be.
The challenging encounter benchmark guidance earlier in
If the PCs in your group have powerful NPC sidekicks this section is intended to be simple enough that you can
or seem to have too easy a time, pretend the group has an do it in your head and write down the benchmark in your
additional PC of the average party level. This increases notes. Alternatively, the Challenging Benchmarks by
the overall challenging benchmark as though the group is Average Level table offers the combined monster CR total
bigger than it is. for a challenging encounter per average PC level. It also
DETERMINING MAXIMUM CR FOR A SINGLE MONSTER shows the minimum and maximum CRs for challenging
monsters for each average level.
The challenging encounter benchmark defines the
benchmark for a group of monsters. The benchmark doesn’t To use this table, find the row with the average level of
determine the maximum CR of any single monster in the your PCs. Then find the column with the number of PCs
encounter. The highest CR for a challenging monster in a in the group. The number in that cell is the number of
combat encounter is equal to the average level of the PCs combined monster CRs for a challenging encounter. The
for PCs of 2nd to 4th level, or 1.5 × the average level of the Min CR column describes the likely minimum CR for a
PCs if they’re 5th level or above. single creature that can pose a challenge to the PCs at this
level. Creatures below this CR pose little to no challenge.
For example, the highest CR for any one of the monsters
The Max CR describes the likely maximum CR for a single
facing the group of five 7th level characters mentioned
creature the PCs can handle. Creatures above this CR could
above is 10 (1.5 x 7 rounded down). The highest CR for a
be extremely dangerous or deadly to the PCs at this level.
* See the sidebar Go Easy at 1st Level for more instructions on running combat for 1st level PCs.
1 MONSTER VAULT 10
If you find encounters on
this chart to be too difficult
for your party, pretend there is
one less PC of the average PC level
and use that column. Likewise, if
encounters prove too easy
with this chart, pretend
there is one additional PC Copper Dragon
Wyrmling
of the average PC level
and use that column.
11 MONSTER VAULT 1
good challenge for the PCs. For a challenging battle, such
monsters should have a CR of roughly 1/4th the level of the
MONSTER ROLES AND TACTICS
When preparing encounters, consider the way monsters
PCs if they’re 4th level or below, 1/2 of the level of the PCs
fight and what strengths or weaknesses each one brings to
if they’re 5th to 10th level, and 3/4 the average PC level if
combat. Most monsters fall into one or more roles, which
they’re 11th level or above.
are categories based on their abilities and the tactics they
favor. The roles covered here don’t come with any inherent
HORDE OF MINIONS
mechanics. They are simply tools to clarify the behaviors
Nothing’s more fun than blasting down a horde of weaker a monster might adopt when fighting solo or paired with
monsters. Though each monster in the horde of minions creatures of different roles.
model poses very little threat to the PCs, large numbers Most monsters in this book fall into one of these roles,
of them look scary when crawling over a bone-riddled but a monster’s apparent role isn’t always the only way to
hill. Such hordes can be deadly to PCs below 5th level run that monster in a combat encounter. Any monster can
but at 5th level and above, the PCs often have spells and fill any role—a monster with controller capabilities can
abilities to deal with large groups of monsters. A horde operate as the leader in a fight, while a striker can easily be
can be challenging to PCs of 5th level and above when run as a controller, using its mobility to hinder and weaken
each member of the horde has a challenge rating 1/10 the a party. Sometimes a monster’s stat block is flexible enough
average level of the PCs, assuming five monsters per PC. to fill any role and other times you might need to adjust its
stat block to make it better suited to the role you want it to
WAVES OF MONSTERS fulfill. See the Modifying Monsters section later in this
One very effective way to run memorable and challenging chapter for how to adjust a monster to fit your needs.
fights is to run waves of monsters instead of putting all
the monsters out at once. Mix and match the encounter CONTROLLER
models above for each wave of a multi-wave fight. For Controllers use spells and abilities to hinder a party’s
example, a group of five 6th level PCs battling in the ability to win a fight. These types of monsters will typically
throne room of an underground crypt might face a horde use such abilities at the expense of high damage output.
of twenty skeletons first. Once most of the skeletons are Oftentimes, a controller’s abilities can affect multiple
dead, four ogre zombies bash through the walls. About creatures or entire areas rather than targeting individuals.
halfway through this fight, the crypt’s undead mage arrives, Controllers make exceptional lieutenants in the boss
floating up from the bones atop the throne. Such waves of and lieutenants combat model (see Combat Encounter
combatants push PCs to their limits without overwhelming Models).
them all at once.
LEADER
Leaders enhance their allies, inspiring, healing injuries,
or otherwise increasing their allies’ natural capabilities.
These monsters generally possess solid defenses and some
damage output to help them weather combat, but they
shine when fighting alongside others.
Due to their unique capabilities, leaders should always
be paired with other monsters and work well when paired
with creatures of any role.
Green Dragon
SOLDIER
Wyrmling
Soldiers rely on a balance of moderate damage output,
plentiful hit points, and high ACs to directly engage with
enemies or guard vulnerable allies. These monsters are
typically straightforward, making them easier to run in
large numbers.
Soldiers can stand on their own in a fight but are most
effective when paired with a controller or leader. Since
these monsters employ straightforward tactics and are easy
to use in large numbers, they are ideal for the matched set
of foes or horde of minions encounter models (see Combat
Encounter Models).
1 MONSTER VAULT 12
STRIKER
Strikers utilize mobility and positioning to deal massive
damage, typically at the expense of their own defense.
Oftentimes, a striker’s abilities take down
opponents one at a time, as opposed to
affecting multiple creatures or areas.
Many legendary creatures are strikers
capable of acting alone, making them
suitable for the single big monster
combat encounter model (see Combat
Encounter Models). More mundane strikers benefit
hugely from the defenses provided by soldiers or leaders.
Since strikers generally focus on single targets, they also
synergize well with the crowd-control capabilities of a
controller, making a truly terrifying pair.
13 MONSTER VAULT 1
CUSTOMIZING ABILITIES AND TRAITS You can easily change any of the statistics in this list to
alter an existing stat block:
You can often get a great customization by simply adjusting
the statistics or traits. Each of these approaches is • Speed. Adding a burrowing, flying, or swimming speed
described below. can make a monster compatible with almost
any environment.
ALTERING STATISTICS
• Resistant/Immune/Vulnerable. Altering any of these
When you need a monster that doesn’t exist, start by condition or damage interactions can instantly shift
finding a comparable monster stat block in this book, then where the monster lives or how it survives.
make a minor adjustment appropriate to the encounter. A
• Senses. Adding darkvision or tremorsense makes
lot can be accomplished simply by altering how a creature
any creature better suited to underground or
moves, senses its surroundings, survives, and so on.
underwater areas.
Need a suitable mount for PCs exploring a volcanic
dungeon? Take the giant lizard stat block and give it fire • Languages. Switching known languages allows a
resistance. Need a kingdom of bird people? Take any monster to fit into any culture that fits your game.
Humanoid stat block and add a flying speed. Need a giant Giving a language to a creature that typically doesn’t
earthworm? Take the giant constrictor snake stat block and speak a language or giving it telepathy can add a quick
replace its swimming speed with a burrowing speed. magical twist to a monster.
Most of these kinds of changes to a monster’s stat block
don’t alter its challenge. However, adding or removing
conditions or damage types to which a monster is
resistant, immune, or vulnerable can make a monster
more or less powerful, depending on the encounter
and the environment. For example, making a monster
SAMPLE TRAITS
TRAIT NAME DESCRIPTION
Attack-Focused
Blood Frenzy The monster has advantage on melee attack rolls against any creature that doesn’t have all its HP.
Brutal A melee weapon deals one extra die of its damage when the monster hits with it.
Charge If the monster moves at least [1/2 its walking speed] feet straight toward a target and then hits it with a melee
attack on the same turn, the target takes an extra [1d4 + STR] bludgeoning damage. If the target is a creature, it
must succeed on a DC [8 + STR + PB] STR save or be knocked prone.
Grappler The monster has advantage on attack rolls against any creature grappled by it.
Magic Weapons The monster’s weapon attacks are magical.
Pack Tactics The monster has advantage on attack rolls against a creature if at least one of the monster’s allies is within 5 feet
of the creature and the ally isn’t incapacitated.
Pounce If the monster moves at least [1/2 its walking speed] feet straight toward a creature and then hits it with a melee
attack on the same turn, that target must succeed on a DC [8 + STR + PB] STR save or be knocked prone. If the
target is prone, the monster can make one melee attack against it as a bonus action.
Defense-Focused
Evasion If the monster is subjected to an effect that allows it to make a DEX save to take only half damage, the monster
instead takes no damage if it succeeds on the save, and only half damage if it fails.
[Element] Absorption Whenever the monster is subjected to [acid, cold, fire, lightning, or thunder] damage, it takes no damage and
instead regains HP equal to the [acid, cold, fire, lightning, or thunder] damage dealt.
Flyby The monster doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Immutable Form The monster is immune to any spell or effect that would alter its form.
Magic Resistance The monster has advantage on saves against spells and other magical effects.
Stalwart If the monster starts its turn afflicted by an ongoing effect that allows for a repeated save to end the effect, such as
the hold spell or the poison from an ettercap’s Bite, the monster can make the save at the start of the turn instead
of the end and has advantage on the save.
Undead Fortitude If damage reduces the monster to 0 HP, it must make a CON save with a DC equal to 5 + the damage taken,
unless the damage is radiant or from a critical hit. On a success, the monster drops to 1 HP instead.
1 MONSTER VAULT 14
vulnerable to an environmental effect that Void Dragon
is also affecting the PCs can add an extra Wyrmling
layer of tactics for the PCs, who might use the
environment against the monster, but this also
reduces how challenging the monster is for them.
ALTERING TRAITS
Oftentimes, adjusting a monster to suit a specific
encounter can be solved by altering its existing traits. Traits
are passive features presented in monster stat blocks after
ability modifiers and before actions (see Elements of a
Stat Block in Chapter 2).
Mobility-Focused
Amorphous The monster can move through a space
as narrow as 1 inch wide without squeezing.
Amphibious The monster can breathe air and water.
Earth Glide The monster can burrow through nonmagical, unworked
earth and stone. While doing so, the monster doesn’t
disturb the material through which it moves.
Ice Walk The monster can move across icy surfaces without needing
to make an ability check. In addition, difficult terrain
composed of ice or snow doesn’t cost it extra movement.
Incorporeal Movement The monster can move through other creatures and
objects as if they were difficult terrain. It takes 5 (1d10)
force damage if it ends its turn inside an object.
Running Leap With a 10-foot running start, the monster can long jump up to 25 feet.
Spider Climb The monster can climb difficult surfaces, including upside down on ceilings, without needing to make an ability
check.
Standing Leap The monster’s long jump is up to [10 below walking speed] feet and its high jump is up to [half of long jump
distance] feet, with or without a running start.
Web Walker The monster ignores movement restrictions caused by webbing.
Statistics-Focused
Devil’s Sight Magical darkness doesn’t impede the monster’s darkvision.
[Environment/terrain] The monster’s Stealth is [base + 5] while in [type of] terrain.
Camouflage
False Appearance While the creature remains motionless, it is indistinguishable from a relevant object or its surroundings.
Illumination The monster sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Iron Scent The monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
Heightened [Sense] The monster’s Perception is [base + 5] when perceiving by [sense].
Limited Telepathy The monster can magically communicate simple ideas, emotions, and images telepathically with any creature
within 100 feet of it that can understand a language.
Mimicry The monster can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal
chittering. A creature that hears the sounds can tell they are imitations with a successful DC [10 + CHA] WIS
(Insight) check.
Sunlight Sensitivity While in sunlight, the monster has disadvantage on attack rolls, and its Perception is [base − 5] when perceiving
by sight.
Transparent While motionless, the monster’s Stealth is [base + 5], even when it is in plain sight.
Treasure Sense The monster can pinpoint, by scent, the location of precious metals and stones, such as coins and gems,
within 60 feet of it.
15 MONSTER VAULT 1
You can always design a trait from scratch, but borrowing ADJUSTING CR
an existing trait from a different monster often serves just
If you find the perfect monster to fit the adventure, but
as well. Most traits have little to no impact on a creature’s
need to adjust it to be more or less powerful to fit the
CR but use your best judgment when adding traits. Adding
level of your PCs, you can adjust its statistics and CR. In
too many traits can make a monster difficult to run in
general, for each CR you want to adjust a creature, either
combat. A rare few traits (like Blood Frenzy or Magic
increase or reduce its HP by 10–15, the damage it deals each
Resistance) can significantly alter a monster’s power level,
round by 5–8, and its AC by 1–2. For example, if you want
especially in ideal environments (for instance, if a monster
to reduce the CR 5 bulette to a CR 3, reduce its HP to 78,
with Pack Tactics has a multitude of allies, it ensures
each Bite attack to 12 piercing damage, and its AC to 15.
almost every attack has advantage). In general, for every
Adjusting statistics in this way doesn’t truly reflect all
5–8 damage a trait adds to the damage a monster can deal
the nuances that go into calculating CR, but it is a reliable
each round, increase the monster’s CR by 1.
quick fix for most scenarios that require a CR adjustment
The Sample Traits table lists useful traits that can
on the fly. Keep in mind that the bigger the gap between the
quickly alter a monster’s capabilities. You can modify
current and desired CRs, the less accurate this adjustment
their wording to make sense for the monster you are
is going to be. Higher CR creatures have access to more
customizing. For example, if you give a monster the False
actions, higher circle spells, and other features that aren’t
Appearance trait, you should specify what object that
easily reflected with simple mathematical adjustments. As
creature looks like when motionless, stating it appears like
a general rule, use this method for adjusting a CR no more
a statue, area rug, stalagmite, or other relevant example.
than 5 steps above or below the creature’s standard CR. If
Information that appears in [brackets] indicates what
the CR gap is bigger than 5, finding an entirely different
numbers on the monster’s stat block you should use to
creature is your best option.
calculate the trait’s DC. For any trait requiring a monster’s
PB, see Proficiency Bonus in Chapter 2.
1 MONSTER VAULT 16
CHAPTER 2: UNDERSTANDING
MONSTER STATISTICS
Rules for understanding the statistics of monsters (often
called “creatures”) are described in this chapter. If you’re a
CHALLENGE RATING (CR)
Game Master (GM), look this over and familiarize yourself A creature’s challenge rating (CR) tells you how great a
with the elements of a monster and its statistics before threat the creature is. An appropriately equipped and
using it in your game. well‑rested party of four adventurers should be able to
defeat a creature with a CR equal to its level without
Description and Lore. Each monster entry includes an
suffering any deaths. For example, a party of four 3rd-level
italicized description of it as well as lore describing its
characters should find a creature with a CR of 3 to be a
origins, typical motives, and similar information. The
worthy challenge, but not a deadly one.
italicized description at the top of each entry is written
as if the player characters (PCs) just stumbled upon the Creatures that are significantly weaker than 1st-level
creature, and the description often can be read aloud to characters have a challenge rating lower than 1. Creatures
your players when their characters first encounter it. with a challenge rating of 0 are insignificant except in large
numbers. Some creatures present a greater challenge than
Behind-the-Scenes Calculations. The stat blocks in this
even a typical 20th-level party can handle. These creatures
book include all of the saves, DCs, attack rolls, and similar
have a CR of 21 or higher and are specifically designed to
numbers already calculated to give you everything you need
test player skill.
to effectively use the creature during a game session. The
calculations listed in this chapter give you a behind-the- A creature’s CR is used to determine several aspects of
scenes look at how some of those numbers were derived. the creature, such as the experience points (XP) it provides
when defeated and its proficiency bonus (PB).
17 MONSTER VAULT 2
creatures (see the Player’s Guide for more information on
XP and its impact on PCs). The number of experience
SIZE
This is the relative size of the creature. A creature can be
points a creature is worth is based on its CR, as detailed
Tiny, Small, Medium, Large, Huge, or Gargantuan. The
in the Experience Points by Challenging Rating table.
Size Categories table shows how much space a creature of
Typically, XP is awarded for defeating a creature, although
a particular size occupies on a battle map or grid.
the GM may also award XP for creatively avoiding or
neutralizing the threat posed by the creature. SIZE CATEGORIES
SIZE SPACE EXAMPLES
PROFICIENCY BONUS (PB) Tiny 2.5 x 2.5 ft. Imp, sprite
Like PCs, creatures have a proficiency bonus (PB) based Small 5 x 5 ft. Giant rat, goblin
on their CR, as detailed in the Proficiency Bonus by Medium 5 x 5 ft. Orc, werewolf
Challenging Rating table. The PB is used to calculate many Large 10 x 10 ft. Hippogriff, ogre
of the statistics within a creature's stat block, as described
Huge 15 x 15 ft. Fire giant, treant
later in this chapter, but the PB doesn’t actually appear in
Gargantuan 20 x 20 ft. or larger Kraken, purple worm
the stat block.
All statistics derived from a creature’s PB have the PB
already included in the stat block. You don’t need to add
the PB to any number in a creature’s stat block. You TYPE
might need a creature’s PB for other things, however, such A creature’s type speaks to its fundamental nature. Certain
as the optional Harvesting rule (see Chapter 1) or when a spells, magic items, class features, and other effects
creature casts a spell that requires an attack roll. interact in special ways with creatures of a particular type.
For example, an arrow of dragon slaying deals extra damage
PROFICIENCY BONUS BY CHALLENGE RATING to creatures of the Dragon type, such as red dragons,
CR PB dragon turtles, and wyverns. Here is an overview of each
0–4 +2 of the creature types. For a more detailed look at creature
types, see Chapter 3.
5–8 +3
Aberrations are utterly alien beings. Many have
9–12 +4
innate magical abilities drawn from the creature’s alien
13–16 +5 mind rather than the mystical forces of the world.
17–20 +6 Quintessential Aberrations are creatures like aboleths,
21–24 +7 chuul, and gibbering mouthers.
25–28 +8 Beasts are living creatures of the natural world. Beasts
29+ +9 include all varieties of wild animals, domesticated animals,
and enormous creatures such as whales and dinosaurs.
LARGE
TINY
MEDIUM
SMALL
2 MONSTER VAULT 18
Celestials dwell in higher realms outside of measurable Dragons are large, reptilian creatures of ancient
or material reality. Many are servants of deities, serving as origin and tremendous power. True dragons are highly
messengers or agents in the mortal realm and throughout intelligent, have innate magic, and grow in power as they
the planes. Most lean innately toward forces of good and increase in age, called age categories. This creature type
order. All of them strive to oppose or destroy Fiends. also includes creatures distantly related to true dragons,
Celestials include beings like angels, couatls, and pegasi. but less powerful, less magical, and often less intelligent,
Constructs are made, not born. Often built of metal, such as wyverns and pseudodragons.
stone, or wood, some are charged by their creators to follow
a simple set of instructions, while others are given sentience
and use independent thought. Golems, mechadrons, and
clockwork creatures are iconic Constructs.
GARGANTUAN
HUGE
19 MONSTER VAULT 2
Elementals are creatures born of raw elemental forces.
Some creatures of this type are little more than animate
masses of their respective elements, including the
creatures simply called elementals. Others have biological
forms infused with elemental energy. Elementals include
beings like genies, azers, and invisible stalkers.
Fey are magical creatures closely tied to the forces of
nature. They dwell in twilight groves and misty forests. In
some worlds, they are closely tied to the Plane of Fey or
Plane of Shadow. Fey include dryads, sprites, and satyrs.
Fiends dwell in lower realms outside of measurable or
material reality. A few are servants of deities, but many
more labor under the leadership of archdevils and demon
princes. Priests and mages sometimes summon Fiends to
the material world to do their bidding. Most Fiends lean
innately toward forces of evil and chaos. All of them strive
to oppose or destroy Celestials. Fiends include demons,
devils, hell hounds, and rakshasas.
Giants are enormous, powerful beings that tower over
most creatures. These titanic creatures are humanlike
in shape, and many possess unique characteristics that
allow them to thrive in the most brutal landscapes: biting
blizzards, roiling volcanos, and raging storms. True giants
include stone giants, fire giants, and cloud giants, but this
creature type also includes ogres, ettins, and trolls.
Humanoids are usually bipedal and often warm-
blooded, including humans and a prodigious variety of
other lineages. The most common Humanoids are the
lineages available to player characters (PCs), including
humans, dwarves, elves, and halflings. Almost as
numerous are beings like goblins, gnolls, and lizardfolk.
Monstrosities are frightening, abnormal, unnatural
creatures that are almost never benign. Some are the result
of magical experimentation gone awry (such as owlbears),
others are the product of terrible curses (such as chimeras),
and many are monstrous animals that dominate their
natural habitats (such as ankhegs). Creatures that defy
and powerful beings who sought undeath for greater power
exact categorization and don’t fit within another type are
like liches and mummy lords.
often included in the Monstrosity creature type.
Oozes are gelatinous predators typically without fixed CATEGORIES
forms. These often-mindless eating machines consume
anything they can dissolve with their bodies’ natural acids, Some creatures fall into categories that are a bit more
living or otherwise. Black puddings and gelatinous cubes specific than their creature types but not as game
are among the most recognizable Oozes. rule‑related as tags (though some categories are the same
Plants are vegetable creatures, not ordinary flora. as some tags, such as demon or golem). This categorization
Most are ambulatory, and some are carnivorous. The denotes the creatures are more closely related to each other
quintessential Plants are the shambling mound and the than they are to other creatures of their same creature type,
treant. Fungal creatures such as shriekers and mycolids but there aren’t many game rules that reference or rely on
also fall into this category. that category. However, categories can be helpful when
Undead are creatures that have previously died and determining which creatures are similar to each other,
been brought to a state of nightmarish undeath through might be found together, or might work alongside each
necromantic magic, curses, or divine intervention. This other. For example, bugbears, goblins, and hobgoblins are
creature type includes mindless animated corpses like all part of the goblin family, regularly work together, and
zombies and skeletons, potent predators like vampires and often inhabit the same areas. As such, they are listed as
ghouls, bodiless tormented souls like ghosts and wraiths, “Goblin, Creature Name” in this book.
2 MONSTER VAULT 20
TAGS • Lycanthrope. A specific kind of Humanoid
Shapechanger that changes its shape due to an
Creatures may have various tags that further specify their
animalistic curse called lycanthropy, allowing the
creature type. If a creature has a tag, it is listed in the
creature to transform to and from a Beast form, its
creature’s stat block in parentheses after size and type.
Tags indicate creatures that can be targeted by specific Humanoid form, and a hybrid of the two. The curse is
spells, magic items, and other features available to PCs. typically passed by an attack from another Lycanthrope
For example, the moonbeam spell has special effects against or by the creature having a Lycanthrope parent.
creatures with the Shapechanger tag. Though all Lycanthropes are Shapechangers, not all
If a creature has a subtag, the creature is subject to effects Shapechangers are Lycanthropes.
related to both its tag and its subtag, though only the
subtag is listed in its stat block. For example, a werewolf ARMOR CLASS (AC)
is both a Lycanthrope and a Shapechanger—though only Armor class (AC) represents the creature’s defenses. The
Lycanthrope is listed in its stat block—and it is affected higher the number, the more difficult the creature is to
by spells, magic items, and other features that affect hit in combat. The kind of armor a creature uses (if any)
Shapechangers or Lycanthropes. The following are the or any special defenses a creature has (if any) are placed
most commonly used tags and their associated subtags: in parentheses after the AC value to help you alter the
Animal. A creature not of the Beast type but that shares creature’s AC if the armor is removed or the special defense
enough characteristics with Beasts that it can be affected is negated.
by spells, features, or other abilities that specifically target The AC included in each stat block has been calculated
Beasts, such as the speak with animals spell. using the following formula. Keep in mind that AC is
Golem. A specific type of Construct that is almost always calculated before proficiency bonus (PB) is added to the
humanoid in shape, is typically crafted wholly out of a Ability Modifiers, as explained in the Ability Modifiers
specific material, and has some magical connection to section later in this chapter:
its creator. This connection might be that the golem was AC = 10 + DEX modifier + any additional bonuses (from
made from the remains of the creator’s loved one, made equipment, natural armor, or special traits)
with some of the creator’s blood, made from an object with
great sentimental significance to the creator, or made with
some other object or material personal to the creator. HIT POINTS (HP)
Outsider. A creature from another plane or realm Hit points (HP) represent the health and vitality of the
not bound by laws of material or measurable reality. creature. The higher the number, the harder it is to kill or
When an outsider is slain, its physical remains, other knock out the creature. Unlike PCs, creatures typically die
than any equipment it is wearing or carrying, disappear or are destroyed when reduced to 0 HP.
after 1 hour, and revives on its home plane. An outsider
can be permanently destroyed only if it is slain on its SPEED
home plane, or if a wish spell is cast after it is slain on the
A creature’s speed defines how far it can move during a
Material Plane. There are a wide range of Outsiders from
single round of combat. If the creature has multiple ways to
a variety of planes and realms. Some of the most common
move (such as swimming or flying), those are also listed in
Outsiders are Angels, Demons, and Devils, which are
this section.
defined as the following:
All creatures have a walking speed, simply called speed.
• Angel. A specific kind of Celestial Outsider bound in Creatures with no ground-based movement have a walking
service to gods of good and order. speed of 0 feet. Some creatures have one or more of the
• Demon. A specific type of Fiend Outsider bound to following additional ways to move.
the forces of evil and chaos.
• Devil. A specific type of Fiend Outsider bound in BURROW
service to gods or fiendish lords of evil and order. A creature with a burrowing speed can move through
Shapechanger. A creature capable of changing form, sand, earth, mud, or ice. A creature can’t burrow through
such as a werewolf, doppelganger, or vampire. This tag solid rock unless it has a trait that allows it to do so. A
applies only to creatures with the natural ability to change creature can’t drag a grappled creature along with it while
their shape. It doesn’t apply to creatures that use magic— burrowing, unless it has the ability to leave a tunnel when
whether or not that magic is innate to the creature—to it burrows.
change their shape, such as gold dragons.
21 MONSTER VAULT 2
CLIMB The Perception Value included in each stat block has been
calculated using the following formula. Some creatures
A creature with a climbing speed can move on vertical
are naturally perceptive, which allows them to add their PB
surfaces with no check required. The creature doesn’t need
or even double their PB when calculating their Perception
to spend extra movement to climb.
Value. In such cases, the Perception Value in the stat block
already includes that bonus.
FLY
Perception Value = 10 + WIS modifier
A creature with a flying speed can move by flying. Some
creatures can hover, which makes them hard to knock
out of the air. Such a creature stops hovering when it STEALTH
dies. If a creature can hover, the word “hover” appears in The Stealth Value shows how readily a creature evades
parentheses after its flying speed. notice—either to sneak around or stage a surprise attack.
Stealth is calculated using a creature’s Dexterity (DEX).
SWIM A PC searching for unseen foes must make a WIS
A creature with a swimming speed can move easily through (Perception) check. If the result is equal to or higher than
liquid and doesn’t need to spend extra movement to swim. the creature’s Stealth score, the PC succeeds and detects
signs of the creature. If it is lower, the PC fails, and the
creature remains undetected. For example, a goblin has a
Stealth Value of 14. A PC’s WIS (Perception) check result
must be a 14 or better to detect the goblin when it is trying
Player Advice: Unlike most creatures, creatures with a swimming to hide from the PC.
speed don’t have disadvantage on melee weapon attacks while The Stealth Value included in each stat block has been
underwater. For more information about underwater combat, see calculated using the following formula. Some creatures
Combat in Chapter 6 of Player’s Guide. are naturally stealthy, which allows them to add their PB or
even double their PB when calculating their Stealth Value.
In such cases, the Stealth Value in the stat block already
includes that bonus.
Stealth Value = 10 + DEX modifier
USING DIFFERENT SPEEDS
Hiding. When a monster takes the Hide action, it doesn’t
If a creature has more than one speed, such as a walking roll a DEX (Stealth) check. Instead, it uses the Stealth
and flying speed, it can switch back and forth between its Value in its stat block.
speeds during its move. Whenever the creature switches,
subtract the distance the creature has already moved from
the new speed. The result determines how much farther VULNERABLE, RESISTANT, AND IMMUNE
the creature can move. If the result is 0 or less, the creature Some creatures are vulnerable, resistant, or immune to
can’t use the new speed during the current move. certain kinds of damage or conditions. Particular creatures
For example, if a creature has a speed of 30 and a flying are even vulnerable, resistant, or immune to damage from
speed of 60, the creature could fly 20 feet, then walk 10 nonmagical attacks. A magical attack is an attack delivered
feet, and then leap into the air to fly 30 feet more. by a spell, a magic item, or another magical source.
Multiple Protective Sources. Multiple instances of a
creature being resistant or vulnerable to a type of damage
PERCEPTION count as only one instance. For example, if a creature
The Perception Value shows how observant the creature has resistance to fire damage, such as a from its natural
is, regardless of whether it’s actively observing its capabilities or the protection from energy spell, as well as
surroundings. This Perception Value is calculated using a resistance to nonmagical damage, such as from the gaseous
creature’s Wisdom (WIS). form spell, the damage of a nonmagical fire is reduced by
A PC attempting to hide from, sneak around, or stage half against the creature, not reduced by three-quarters.
a surprise attack against a creature must make a DEX Conditions and Damage. Each creature has only one
(Stealth) check. If the result is equal to or higher than the line for each of the following categories. This means that
creature’s Perception Value, the PC succeeds and remains a creature resistant to cold damage and the grappled
undetected. If it is lower, the PC fails, and the creature condition lists both cold and grappled in the Resistant
detects the character. For example, a goblin has a Perception line. In many cases, a creature being vulnerable, resistant,
Value of 9. A PC’s DEX (Stealth) check result must be a 9 or or immune to a condition or type of damage is due to
better for the PC to successfully sneak past the goblin. its creature type, which is noted as the associated trait’s
2 MONSTER VAULT 22
name in the appropriate category line and detailed in Senses and Targeting. When a creature targets another
the traits section of the stat block. For example, the with an attack, effect, or other feature, the creature must
ettercap’s Monstrosity Resilience trait makes it resistant be able to see or sense the target with at least one of its
to exhaustion and the frightened condition. The ettercap’s listed senses, and the target can't be behind total cover (see
Resistant line, therefore, lists Monstrosity Resilience. Chapter 6 of the Player's Guide), unless that attack, effect,
or feature states otherwise.
VULNERABLE
DARKVISION
If a creature is vulnerable to a type of damage and it takes
damage of that type, the damage is doubled against the A creature with darkvision can see in nonmagical darkness.
creature. For example, a creature vulnerable to fire damage The creature can see in dim light within the radius as if
takes double damage from a fireball spell or flaming oil. it were bright light and can see in darkness as if it were
A creature that is vulnerable to a condition has dim light. A creature can’t discern color in darkness, only
disadvantage on checks and saves made to avoid becoming shades of gray. Many nocturnal creatures and creatures that
affected by that condition or to end it. live underground have this special sense.
RESISTANT
If a creature is resistant to a type of damage and it takes
Player Advice: A PC with the invisible condition has advantage
damage of that type, the damage is halved (rounded down)
on DEX (Stealth) checks made to hide from or sneak past a
against the creature.
creature that relies on sight-based senses. Keep in mind that
A creature that is resistant to a condition has advantage
on checks and saves made to avoid becoming affected by invisibility doesn’t completely mask a creature’s presence—
that condition or to end it. invisibility doesn’t suppress the sound of footsteps or the
smell of nervous sweat. The invisible condition grants no
IMMUNE benefits when sneaking past a creature while within range
of its non‑sight‑based senses like keensense or tremorsense
If a creature is immune to a type of damage, it doesn’t take
damage of that type or lose hit points when subjected to (assuming the creature has such a sense).
that type of damage. If a spell, class feature, or other effect
deals damage of a type to which a creature is immune
and has an extra effect, such as causing the charmed
or frightened condition, the creature doesn’t take that
KEENSENSE
damage, but it might still be subjected to that extra effect.
For example, a creature immune to slashing damage would A creature with keensense can precisely perceive its
be immune to the slashing damage of a ghoul’s Claws, but it surroundings using some other sense than vision.
might still become paralyzed if it fails the Claws’ CON save. Creatures without vision, such as morlocks and gelatinous
A creature that is immune to a condition automatically cubes, typically have this special sense, as do creatures with
succeeds on checks and saves to avoid the condition and echolocation or other extraordinary sense, such as bats and
otherwise can’t be affected by that condition. true dragons.
If a creature has no other form of sensing, it has a
parenthetical note to this effect, indicating that the radius of
SENSES its keensense defines the maximum range of its perception.
Creatures primarily perceive the world by sight. This is
called vision. Creatures usually have secondary senses
of hearing, smell, and touch that also allow them to
interact with the environment, but vision is considered the
“standard” primary sense. Player Advice: Creature vision follows the same rules as PC
If a creature has no unusual sensory capacity, the Senses vision. Assuming there are no obstacles and adequate bright light
section is marked with “—” and denotes a creature can see
(like sunlight), a creature can see about 2 miles in any direction
as an average human.
or until the landscape or other obstruction blocks its view.
If a creature has one of the following specialized senses
Rain typically reduces maximum visibility to 1 mile, and foggy
that allows it to perceive in some way other than “standard”
vision, it is noted in the Senses line, followed by a radius in conditions can cut visibility down to 300 feet or less.
feet that defines the sense’s maximum range.
23 MONSTER VAULT 2
TREMORSENSE TELEPATHY
A creature with tremorsense can detect and pinpoint the Telepathy is a magical ability that allows a creature to
source of vibrations if it and the source are in contact with mentally communicate with another creature within a
the same ground or similar solid substance. Tremorsense specified range. A telepathic creature can start or end a
can’t be used to detect flying creatures or creatures with the telepathic conversation at will, without using an action, like
Incorporeal Movement trait. A creature with tremorsense talking. A telepathic creature doesn’t need to see a contacted
is considered to have line of sight to any creature in contact creature to communicate, it only needs to be in range.
with the same ground as it, although obstacles between A telepathic creature can communicate with a creature
the creature and its target can still provide the target with that doesn’t have telepathy. The contacted creature doesn’t
cover. Many burrowing creatures, such as ankhegs and need to share a language with the telepathic creature
purple worms, have this special sense. to communicate, but it must understand at least one
language. The contacted creature can receive and respond
TRUESIGHT to telepathic messages, but it can’t start or end telepathic
A creature with truesight can see clearly in normal and communication.
magical darkness, see invisible creatures and objects, Contact breaks if two creatures are no longer within
automatically detect and succeed on saves against visual range of each other or if the telepathic creature contacts
illusions, and perceive the original form of a shapechanger a different creature. While a telepathic creature is
or creature that is transformed by magic. Furthermore, incapacitated, it can’t start telepathy, and any contact ends.
the creature can see into the Ethereal Plane within range. A creature in an antimagic field or in any location where
Powerful or exceptionally magical creatures, such as balors magic doesn’t function can’t send or receive telepathic
and solars, have this special sense. messages.
2 MONSTER VAULT 24
or if that trait or feature’s text states it isn't magical, then it SPELLCASTING
can function normally regardless of if magic functions in
A creature with the Spellcasting action can cast spells
an area. For example, the storm giant's Influence Weather
through innate magical talent. Unless noted otherwise,
trait and the lich's Levitate bonus action are both described
a spell of 1st circle or higher is always cast at its lowest
as working like specific spells and are therefore magical.
possible circle and can’t be cast at a higher circle. If a
creature has a cantrip where its spellcaster level matters
ACTIONS and no level is given, use the creature’s challenge rating.
When a creature takes its action, it can choose from the A creature doesn’t adhere to the tenets, restrictions, or
options in the Actions section of its stat block or use one requirements of specific spellcasting classes, sources of
of the actions available to all creatures, such as the Dash magic, or similar spellcasting structures found among
or Hide action, as described in Combat in Chapter 6 of player characters, as a creature’s spellcasting is unique to
Player’s Guide. the creature. A creature’s spells can’t be swapped out with
other spells.
MELEE AND RANGED ATTACKS
SPELL SAVE DCS AND SPELLS WITH ATTACKS
The most common actions that a creature takes in combat The Spellcasting action always lists the creature’s
are melee and ranged attacks. These can be spell attacks spellcasting ability and the spell save DC for its spells.
or weapon attacks, where the “weapon” might be a When a spell listed in this action requires an attack roll, use
manufactured item or a natural weapon, such as a claw or the creature’s spellcasting ability modifier + the creature’s
tail spike. PB to determine the creature’s total attack bonus. The
Creature vs. Target. The target of a melee or ranged attack creature’s PB can be found in the table on page 18.
is usually either one creature or one target. The difference
is that a “target” can be a creature, object, or structure. SPELL COMPONENTS
This designator on an attack reflects the creature’s natural The Spellcasting action always notes if the creature doesn’t
inclination, but it doesn’t mean a tyrannosaurus rex can’t need to use a particular type of spell component, such
or won’t bite at a door to get to a creature it can smell on as material components. If no exception is listed in the
the other side. This designator helps reflect that a creature creature’s Spellcasting action, the creature must provide all
like a tyrannosaurus rex isn’t likely to strategically attack necessary components to cast the spell. For the purposes of
pillars of a building to make the building collapse on its casting a spell, a creature needs free use of at least one limb
prey or to otherwise attack an object or structure in a way to produce gestures for somatic components rather than
that isn’t directly related to reaching its prey. specifically free use of one hand.
Hit. Any damage dealt and other effects that occur
when an attack hits a target are described after the “Hit:”
notation.
BONUS ACTIONS
If a creature can do something special with its bonus
Ammunition. A creature carries enough ammunition to
action, that information is contained here. If a creature has
make its ranged attacks. A creature generally has 2d4 pieces
no special bonus action, this section is absent.
of ammunition for a thrown weapon attack, and 2d10
pieces of ammunition for a projectile weapon, such as a
bow or crossbow. REACTIONS
Spell Attacks and Antimagic. A creature in an antimagic If a creature can do something special with its reaction,
field or in any location where magic doesn’t function can’t that information is contained here. If a creature has no
cast spells or make spell attacks. Similarly, targets in an special reaction, this section is absent.
antimagic field are immune to the damage and effects of
spell attacks and spells from outside of the field.
LIMITED USAGE
MULTIATTACK Some traits or actions have restrictions on the number of
times they can be used. Common examples:
A creature that can make multiple attacks on its turn has
X/Day. This means a special ability can be used a limited
the Multiattack action. A creature can’t use Multiattack
number of times in a day, where “X” is a number (often 1 or
when making an opportunity attack, which must be a
3). The creature must finish a long rest to regain expended
single melee attack.
uses. For example, “1/Day” means a special ability can be
used once and then the creature must finish a long rest to
use it again.
25 MONSTER VAULT 2
Recharge X–Y. This means a creature can use a special
ability once. Afterward, the ability has a random chance Legendary Creatures
of recharging during each round of combat. “X” and “Y”
are values on a d6 (often 5 and 6). At the start of each of A legendary creature can do things that ordinary creatures
the creature’s turns, roll a d6. If the result is in the range of can’t. It can take special actions outside its turn, and
numbers in the recharge notation, the creature regains the it might exert magical influence for miles around. If a
use of the special ability. The ability also recharges when creature assumes the form of a legendary creature, such
the creature finishes a short or long rest. For example, as through a spell, it doesn’t gain that form’s legendary
“Recharge 5–6” means a creature can use the special ability actions, lair actions, or regional effects.
once. Then, at the start of the creature’s turn, it regains the
use of that ability if it rolls a 5 or 6 on a d6. LEGENDARY ACTIONS
Recharge after a Short or Long Rest. This means that a
A legendary creature can take a certain number of special
creature can use a special ability once and then must finish
actions—called legendary actions—outside its turn. Only
a short or long rest to use it again.
one legendary action option can be used at a time and only
Situational. This covers a lot of territory where an ability at the end of another creature’s turn. A creature regains its
can be used only after a certain requirement is met. This spent legendary actions at the start of its turn. It doesn’t
information always appears in parentheses. For example, have to use them, and it can’t use them while incapacitated
Vicious Bound (44 HP or Fewer) means a creature can’t use or otherwise unable to take actions. If surprised, it can’t
the Vicious Bound action unless it has 44 hit points (HP) or use them until after its first turn in the combat.
fewer remaining.
EQUIPMENT LAIRS
A legendary creature might have a section describing its lair
A stat block rarely refers to equipment, other than a and the special effects it can create while there, either by act
creature’s armor or weapons. A creature that customarily of will or simply by being present. Such a section applies
wears clothes, such as a Humanoid, is assumed to be only to a legendary creature that spends a great deal of time
dressed appropriately. in its lair.
As the GM, you can equip creatures with additional
gear and trinkets as desired. You decide how much of a LAIR ACTIONS
creature’s equipment is recoverable after it is slain and
whether any of that equipment is still usable. A battered If a legendary creature has lair actions, it can use them to
suit of armor made for a creature is rarely usable by harness the ambient magic in its lair. On initiative count
someone else, for instance. 20 (losing all initiative ties), it can use one of its lair action
If a spellcasting creature needs material components to options. It can’t do so while incapacitated or otherwise
cast its spells, assume that it has what it needs to cast the unable to take actions. If surprised, it can’t use one until
spells in its stat block. after its first turn in the combat.
REGIONAL EFFECTS
The mere presence of a legendary creature can have strange
and wondrous effects on its environment, as noted in this
section. Regional effects end abruptly or dissipate over
time when the legendary creature dies.
2 MONSTER VAULT 26
CHAPTER 3: UNDERSTANDING
TERRAIN AND CREATURE TYPES
This chapter describes where creatures might be
encountered, and it gives guidance on typical allies, traits,
BADLANDS
and encounter locations for each creature type. If you are The rocky, arid regions and wastelands of the world seem
looking for inspiration for an adventure site or for the to attract strange creatures able to survive on little but air
kinds of allies your favorite monster might have, you’ll and carrion. Badlands terrain features towering, eroded
find it here. rock, sparse vegetation, and infrequent rains. Badlands
terrain also encompasses magic-blasted wastelands, which
are characterized by magical storms, alchemical rivers, and
Terrain mutated vegetation. Examples of creatures and adventure
locations in badlands terrain include:
Because most creatures can inhabit multiple types of • A rocky outcropping dotted with the burrows of lizards
terrain, the creatures in this book have been divided and poisonous snakes.
into the terrains they inhabit in the Creatures by Terrain • A magically blasted, sparsely covered forest filled with
appendix rather than duplicated in the various terrains eerie lights and the void-infused music of the selang.
listed here. See that appendix for the broadest lists
• A “forest” of tall, eroded rocks that serve as the base
showing which creatures would best fit an encounter and
of operations for a group of goblins and their worg
its terrain.
companions.
ARCTIC COASTAL
The cold regions of the world include tundra, taiga, ice,
Where land meets water, along a freshwater lake or a
snow, glaciers, and iceberg-filled waters–and frequently
storm‑driven ocean, marine life and land blend into
get even more dangerous in winter. Arctic terrain features
unusual forms that are home along the shore. Coastal
cold winters and cool summers, and most of its water falls
terrain includes land shaped by waves or shifting tides, as
in the form of snow. Arctic and subarctic life is adapted
well as water shaping sandy beaches, sea caves, and rocky
to short growing seasons, extreme cold, and long periods
cliffs. A mix of salt and fresh water may shape salt marshes,
of sunlight and cold darkness. Examples of creatures and
seaweed forests, or tidal lagoons. Coastal life requires
adventure locations in arctic terrain include:
adaptations to surviving on land and in water, to high
• Icy caverns carved into a glacier are home to a white winds, and to rich nutrients, often carried by the water.
dragon or a family of frost giants. Examples of creatures and adventure locations in coastal
• A bleak, flat land of endless snow hiding camouflaged terrain include:
dangers, like remorhazes or winter wolves. • A sea hag and her sahuagin allies live in sea caves in a
• Cold waters filled with icebergs, orcas, and the rocky cliffside, alternating dry and underwater as the
occasional polar bear. tides shift.
• A beach dotted with tidepools inhabited by giant crabs is
the favored hunting ground of a young bronze dragon.
Enormous cracked shells litter the beach.
• A thriving coral reef where a local humanoid fishing
village casts their nets daily and merfolk sing at high tide.
27 MONSTER VAULT 3
DESERT
The dry, barren regions of the world still hold monstrous
life. Deserts receive little to no precipitation and often
feature great sand dunes, dust storms, and stony plains—as
well as cracked plains of mud or even expanses of glass or
lava. Desert life is adapted to harsh, dry environments with
scarce food and water; it depends on hardy prey or hardy
plant life, like cactuses, to survive. Examples of creatures
and adventure locations in desert terrain include:
• Shimmering, endless sand hides a shady giant scorpion
cave, a sunstone for poisonous snakes, and a bulette
near a dry creekbed.
• An ancient, abandoned temple worn down by
countless sandstorms is home to a mummy lord
and his chanting mummy priests. FOREST
Any land dominated by trees, regardless of climate, is a
• A dusty valley at the edge of the grasslands is home
forest, from dry pinyon pineland to temperate oak forest
to a pride of lions and an ancient androsphinx that
to tropical jungle. The exact type of trees depends on
loves to hunt scorpions.
temperature, the yearly rain, and soil drainage. Forest life
features abundant plant and animal life that relies on the
FARMLAND forest’s trees for food, perches, ambush sites, safe cover,
Land used for crops or livestock is usually tended by and shelter from wind and weather. Examples of creatures
humanoids, and that land supports small villages and and adventure locations in forest terrain include:
towns. It features cultivated cropland, crafted irrigation, • A logging camp on the edge of a temperate forest,
and pastures for grazing livestock. Farmland life is where dryads and satyrs clash with logging humanoids.
characterized by being part of humanoid agriculture, such • An enchanted glade in the heart of an ancient forest
as labor animals, livestock animals, and edible plants, or inhabited by a unicorn and the circle of druids
by being adjacent to agriculture, such as pollinating fauna, dedicated to protecting it.
livestock predators, and humanoid predators. Creatures
• A small, forest-covered cave that is home to an owlbear
found here are adapted to the presence of humanoids,
and its cubs.
thriving or stifled because of them. Examples of creatures
and adventure locations in farmland include:
• A small town cemetery inhabited by a flock of ravens GRASSLAND
and a few ghouls who feast on the town’s dead. Any land dominated by grasses and bushes, typically
• A large field of melon crops filled with the buzzing of between forests and deserts. Grasslands feature sparse
wings as giant wasps devour the melons and drink the stands of trees and large swaths of their namesake grass,
sugary insides. often standing 3 to 10 feet tall depending on rainfall.
Grassland life features an abundance of large animals, such
• An old farmhouse where a group of cultists meets with
as elephants, rhinoceroses, and lions. The open nature
their fanatic cultist leader, who has a young goat bound
of grassland terrain means most creatures interact as
and ready for sacrifice.
predator, prey, symbiotic helper, herd protectors, and so
forth. Examples of creatures and adventure locations in
grassland terrain include:
• A small seasonal watering hole is home to a pride of
lions, a pair of rhinoceroses, a flock of axe beaks, and a
young yellow dragon. They all drink in an uneasy truce
during the dry season.
• A traveling pack of gnolls and their hyena companions
make a temporary home in an abandoned human fort
with sunbaked wooden walls and a muddy well—bones
litter the ground before the fallen gate.
• A small gathering of trees provides shade from the
midday heat to a herd of wild boars. A nesting pair of
harpies roosts here each spring.
3 MONSTER VAULT 28
notice. Examples of creatures and adventure locations in
HILLS planar terrain include:
Often called foothills or piedmont terrain, this is the hilly,
elevated land near the base of mountains or mountain • A battlefield where armies of angels and devils clash—
ranges. It often includes plateaus, gradual slopes, gullies the battle is ending, and the wounded seek assistance.
or canyons, natural ridges, and small caves. Hills flora • A fiendish tavern on the border of the Abyss and the
features shrubs, grasses, and sparse trees as the terrain Hells, where fiends broker deals and sup the soul
shifts from grasslands to mountains, providing shelter for alcohol served by the night hag bartender.
smaller fauna to hide from predators and enough space • An ancient azer holds the secret to crafting a legendary
for larger fauna to freely roam. Hills terrain’s ridges and weapon at a molten forge on the Plane of Fire.
small caves also allow for mingling between surface and
underground flora and fauna. Examples of creatures and
adventure locations in hills terrain include: SWAMP
• A battle-scarred, humanoid fortress has been Swamp terrain is any land that regularly floods or that
repurposed as a lair by an adult copper dragon. has saturated soil or standing water. More importantly,
it tends to be extremely fertile terrain, filled with wildlife
• A musty cave filled with oddly shaped stones is home
that can feed enormous predators or support huge flocks
to a mated pair of basilisks and their clutch of eggs.
of waterfowl or masses of croaking amphibians. Swamp
• A wood-walled hill giant settlement nestled in a terrain flourishes along rivers, deltas, and coasts as well
small valley, along with their herd of enormous as in areas with significant rainfall or groundwater such
mountain goats. as rainforests or jungles. Swamp life is adapted to life on
land and water, particularly stagnant water, which limits
breathability and accumulates rich plant life alongside
MOUNTAIN disease, parasites, and decaying plant matter. Aquatic and
The highest elevations of the world feature exposed
semi-aquatic flora and fauna dominate swamp terrain, and
bedrock and sharp valleys. Mountain life is shaped by the
many fauna inhabit swamps seasonally or for certain life
terrain’s elevation, with temperatures falling as elevation
stages. Examples of creatures and adventure locations in
increases. While lower-elevation life resembles that found
swamp terrain include:
in hills, middle-elevation mountain life sees the most
diversity with moderate temperatures and high rainfall • A green hag’s moss-covered hut at the base of a large
encouraging dense forests and supporting a wide range cypress tree crawling with snakes and spiders.
of plants and monsters. High-elevation life requires • A shallow, muddy lake sparkling with the light of
adaptations to the low temperatures, drier climate, fireflies and will-o’-wisps and where a wight and its
and short growing seasons. Examples of creatures and zombie minions lie in wait to ambush lost travelers.
adventure locations in mountain terrain include: • A copse of dogwood trees grown into the beginnings of
• Small, bubbling lava flows along a stony ridge that is circular “rooms” by a lairing young black dragon.
home to a colony of magma mephits.
• A snow-covered, ancient dwarven settlement carved UNDERGROUND
into a mountainside serves as the lair of an adult silver
All forms of caverns, sinkholes, and subterranean spaces
dragon that remembers the dwarves of long ago.
are underground terrain, including underground rivers,
• A large circular arena worn smooth by generations lakes, and waterfalls as well as any vast underworld of
of stone giant competitions in boulder-tossing, linked tunnels and caverns. While most of this is formed by
swrestling, rock carving, and sorcery. nature, underground terrain can include humanoid‑made
mines, tunnels, and dungeons. Underground life is adapted
to limited resources and a lack of light, and fungi make
PLANAR up a prominent rung in the chain of life that sustains
Planar terrain encompasses all realities and environments underground creatures. Examples of creatures and
outside of the Material Plane. Planar life features the adventure locations in underground terrain include:
overarching aspect of that plane. For example, the Plane
• A collection of beetle-shaped, stony huts along a
of Water is filled with life adapted to surviving in water,
narrow stone passageway, indicating an outpost along a
particularly magical water, while the Abyss is dominated
route to a drow settlement.
by demons and other life adapted to ever-shifting chaos.
In planes ruled by deities or other powerful, extraplanar • The ooze- and undead-filled dungeon beneath a
entities, the native, non-sentient flora and fauna are often lich’s tower.
shaped by the whims of that entity, changing color, shape, • A vast cavern filled with a towering, tree-like fungi
temperament, and similar characteristics at a moment’s forest tended by mycolids and home to giant bats.
29 MONSTER VAULT 3
Pronunciation Key. Each creature includes guidance on
UNDERWATER how to pronounce its name. The guidance is written using
All marine environments, regardless of type or salinity phonetic spelling with no special characters for easier
of water, count as underwater terrain. Underwater life pronunciation.
features differing depths, with temperatures and light
levels falling as depth increases. Shallower zones support
significantly more flora and fauna, which rely on light ABERRATIONS
and air. Deeper zones feature creatures adapted to cold, Aberrations are utterly alien beings with otherworldly
darkness, and underwater pressure, including life near senses, features, and minds. Many have innate magical
deep-sea, hydrothermal vents. Examples of creatures and abilities drawn from their alien mind rather than the
adventure locations in underwater terrain include: mystical forces of the world. Though not all Aberrations
• A seagrass meadow where a herd of hippocampus are outsiders, their physiology is unusual and often entirely
disturb resting crabs as they graze. outside the bounds of the natural reality of the Material
• A kelp forest inhabited by sharks, octopi, and swarms Plane. Even Aberrations native to the Material Plane often
of quippers. find the natural world chafing for one reason or another, as
their physiology doesn’t quite mesh well with the natural
• A deep-sea trench that serves as the lair of a kraken, its
world. Quintessential Aberrations are creatures like
territory littered with shipwrecks and whale bones.
aboleths, chuul, and gibbering mouthers.
URBAN ALLIES
All settlements featuring buildings, walls, fences, streets, Due to the alien and often extraplanar nature of most
and similar structures constitute urban terrain, typically in Aberrations, they work best with creatures that are better
the form of cities, villages, or towns. Urban terrain includes able to interact with and manipulate the material world.
secondary elements, like sewers, bridges, graveyards, Sometimes this means allies that help with physical
and ruins of structures or older settlements. Similar interactions with the world itself, though often it may
to farmland terrain, urban terrain life is habituated to mean social interactions with its inhabitants who would
humanoid activities and influence. Urban flora is typically otherwise by terrified by the Aberration.
purposefully placed, such as gardens, fruit-bearing trees, Because Aberrations are often innately magical, they
or decorative bushes, and fauna is typically linked to frequently choose nonmagical allies. This helps them avoid
humanoid life, such as pets, labor animals, or pest animals. the risk of their own magic being resisted, countered, or
Examples of creatures and adventure locations in urban otherwise disrupted.
terrain include:
• A basement or attic laboratory where a master TRAITS AND THEMES
alchemist creates a flesh golem.
The key feature of Aberrations is their otherworldly
• A musician’s academy filled with young bards and physiology. This often includes powerful minds, writhing
mage apprentices and secretly run by a virtuoso lich. tentacles, and extra body parts, such as eyes, ears, and
• The armory of a king’s castle protected by dormant mouths. Many Aberrations scheme and manipulate others
animated armors and flying swords. to gain power, some seek to bring the chaos of the Void to
the Material Plane, and others are trapped on the Material
Plane and simply strive to exist comfortably. Whatever
3 MONSTER VAULT 30
ABERRATION CR ALLIES PRONUNCIATION
Aboleth 10 Chuul, derro, sea hag, and coastal or water-dwelling Humanoids ABB-oh-lehth
Chuul 4 Aboleth and coastal or water-dwelling Beasts chool
Cloaker 8 Derro, drow, duergar, grick, vampire KLOHK-ir
Gibbering Mouther 2 * GIBB-ir-eeng MOWTH- ir
Insatiable Brood 3 * ihn-SAY-shuh-buhl brood
Lantern Hagfish 1/8 * LAN-turn HAG-fihsh
Mordovermis 3 * morr-DOH-vir-mihs
Otyugh 5 Derro, drow, duergar OH-tee-uhg (sometimes AW-tee-uhg)
Star Crow 1/4 Cultists, derro star croh
Voidling 11 Cultists VOYD-leeng
Voidling, Lesser 4 Cultists VOYD-leeng, LEH-sir
*Typically encountered solo, with others of its kind, or rarely works with other creatures
Plane is thin, or they might seek to transform native where nature is destroyed, corrupted, or unwelcome.
creatures into Aberrations. In places where powerful magic Similarly, Undead and sites imbued with necromantic
tore the fabric of reality, Aberrations might pour through in magic unnerve or frighten most Beasts. Few Beasts
great numbers in pursuit of outright conquest. are adapted to urban environments or life alongside
Humanoids, and most avoid the noise of Humanoid cities.
BEASTS
Beasts are living creatures of the natural world, fearsome, CELESTIALS
wild, and often deadly. Beasts include wild animals, Celestials dwell in higher realms outside of measurable or
domesticated animals, and enormous behemoths, such as material reality, often called heavens or paradise worlds.
whales and dinosaurs. Though animals are extremely varied Many are servants of divine powers, serving as messengers
in form, function, and appearance, the Beast creature type or agents in the mortal realm and throughout the planes.
encompasses almost all of them. Most of them lean innately toward forces of good and
order. All of them strive to oppose or destroy Fiends.
ALLIES Celestials include beings like angels, couatls, and unicorns.
Angel Tag. Angels are Outsider Celestials that are direct
Because most Beasts aren’t overly intelligent, their allies
agents of good deities or operate on behalf of such deities.
tend to be others of their own kind, such as a pack of wolves.
Some are even created by deities for specific tasks.
In other cases, they ally themselves with Humanoids or
other creatures that use the Beasts, for instance as mounts
ALLIES
or guardian animals. Because of the sheer variety of Beasts,
they have the widest range of allies, making such allies too As agents of deities, goodness, or some other higher
numerous to include in the table in this section. power, Celestials ally with similarly motivated creatures. A
Celestial might aid a paladin on a mission from their shared
TRAITS AND THEMES deity, might form a temporary alliance with a creature
seeking assistance to correct a great injustice, or might
The Beast category includes almost all real-world animals,
arrive at a pivotal moment in a battle to help a creature
in their full variety of shapes, sizes, and appearances, and
with a greater destiny only the Celestial understands. In
each adapted to its environment and niche. As natural
many cases, the recipient of the Celestial’s aid must prove
creatures, Beasts never cast spells or use magic, though
worthiness—whether or not that recipient is even aware of
some have unique adaptations to magical environments,
the Celestial’s tests. As otherworldly creatures, Celestials
such as being resistant to specific environmental damage or
have their own opinions on what might be worth their aid,
effects. Beasts also typically have less intelligence than many
and they view the mortal realm with an immortal gaze.
other creatures, operating almost entirely on instincts when
Their aid, whether earned or withheld, often has some
hunting, eating, and sleeping.
greater purpose unfathomable to the mortal mind.
ENCOUNTER LOCATIONS Whatever the case for their aid, Celestials that seek
non‑Celestial allies typically align themselves with
Beasts are found anywhere on the Material Plane where a Humanoids. Celestials are almost never found allied
natural order of plants, animals, and climate exists. Beasts with Fiends, malicious creatures, or agents of foul deities.
are rarely found near sites of unnatural magic or places
31 MONSTER VAULT 3
BEAST CR PRONUNCIATION BEAST CR PRONUNCIATION
Ape 1/2 ayp Dinosaur, 8 DEYE-nuh-sorr, TEYE-ran-noh-
Ape, Giant 7 ayp, jEYE-uhnt Tyrannosaurus Rex SORR-uhs reks
Axe Beak 1/4 AKS beek Dinosaur, Velociraptor 1/2 DEYE-nuh-sorr, veh-lah-seh-
rap-tir
Baboon 0 ba-BOON
Eagle 0 ee-guhl
Badger 0 BAJ-ir
Eagle, Giant 1 ee-guhl, jEYE-uhnt
Badger, Giant 1/4 BAJ-ir, jEYE-uhnt
Elephant 4 ehl-uh-fuhnt
Bat 0 bat
Elk 1/4 ehlk
Bat, Giant 1/4 bat, jEYE-uhnt
Elk, Giant 2 ehlk, jEYE-uhnt
Bat, Swarm of Bats 1/4 bat, sworm uhv batz
Frog 0 frawg
Bear, Black 1/2 BAIR, blak
Frog, Giant 1/4 frawg, jEYE-uhnt
Bear, Brown 1 BAIR, brown
Frog, Giant Poisonous 1 frawg, jEYE-uhnt POY-zuhn-uhs
Bear, Polar 2 BAIR, POHL-ar
Goat 0 goht
Boar 1/4 borr
Goat, Giant 1/2 goht, jEYE-uhnt
Boar, Giant 2 borr, jEYE-uhnt
Hawk 0 hawk
Camel 1/8 KAM-uhl
Hawk, Blood 1/8 hawk, bluhd
Cat 0 kat
Hippocampus 1 HIH-poh-KAM-puhs
Crab 0 krab
Horse, Draft 1/4 horrs, draft
Crab, Giant 1/8 krab, jEYE-uhnt
Horse, Riding 1/4 horrs, REYE-deeng
Crocodile 1/2 krok-uh-dEYEl
Horse, War 1/2 horrs, worr
Crocodile, Giant 5 krok-uh-dEYEl, jEYE-uhnt
Hyena 0 heye-EE-nuh
Deer 0 deer
Hyena, Giant 1 heye-EE-nuh, jEYE-uhnt
Dinosaur, Ankylosaurus 4 DEYE-nuh-sorr, ANG-kuh-loh-
SORR-uhs Insect, Giant Centipede 1/4 IHN-sekt, jEYE-uhnt SIHN-tuh-
peed
Dinosaur, Plesiosaurus 2 DEYE-nuh-sorr, PLEE-see-oh-
SORR-uhs Insect, Giant Fire Beetle 0 IHN-sekt, jEYE-uhnt fEYEr
BEE-tuhl
Dinosaur, Triceratops 5 DEYE-nuh-sorr, TREYE-sair-uh-
tahps
When a Celestial aids such a creature, it is either at the Celestials that aren’t angels often have angelic qualities,
behest of some unknowable greater plan, or, more often, such as melodic voices, feathered wings, shining fur,
the Celestial was manipulated into believing the malicious glowing eyes, metallic skin, or similar. Though many
creature was just and upstanding. Celestials have human-like forms and mannerisms, just
as many are completely alien in appearance with bodies
TRAITS AND THEMES of holy fire, bodies covered in dozens of eyes in exacting
formations, bodies made of concentric rings that emit
Many Celestials are creatures of light and goodness, both
an otherworldly melody, or bodies made up of other
in ideals and in physicality. They often shed light, create
variations that seem bizarre to Humanoids, such as pure
radiance, promote life and growth, and similarly brighten
light or feathered serpents.
or empower the world and creatures around them. Even
*Typically encountered solo, with others of its kind, or rarely works with other creatures
3 MONSTER VAULT 32
BEAST CR PRONUNCIATION BEAST CR PRONUNCIATION
Insect, Giant Scorpion 3 IHN-sekt, jEYE-uhnt SKORR- Raven, 1/4 RAY-vihn, sworm uhv RAY-
pee-uhn Swarm of Ravens vihnz
Insect, Giant Wasp 1/2 IHN-sekt, jEYE-uhnt wahsp Rhinoceros 2 rEYE-nah-sur-uhs
Insect, Scorpion 0 IHN-sekt, SKORR-pee-uhn Seahorse 0 see horrs
Insect, Swarm 1/4 IHN-sekt, sworm uhv IHN-sektz Seahorse, Giant 1/2 see horrs, jEYE-uhnt
of Insects Shark, Giant 5 shark, jEYE-uhnt
Jackal 0 jak-uhl Shark, Hunter 2 shark, HUHN-tir
Lion 1 lEYE-uhn Shark, Reef 1/2 shark, reef
Lizard 0 LIH-zard Snake, Constrictor 1/4 snayk, KUHN-stihk-tur
Lizard, Giant 1/4 LIH-zard, jEYE-uhnt Snake, Flying 1/8 snayk, FLEYE-eeng
Mammoth 6 MAM-uhth Snake, Giant 2 snayk, jEYE-uhnt KUHN-stihk-
Mastiff 1/8 MAS-tihf Constrictor tur
Mule 1/8 myool Snake, Giant Poisonous 1/4 snayk, jEYE-uhnt POY-zuhn-
Octopus 0 AHK-tuh-puhs uhs
Rat, Swarm of Rats 1/4 rat, sworm uhv ratz Weasel 0 WEE-zuhl
33 MONSTER VAULT 3
guard a location, ally with other creatures that align with
that purpose, such as aiding and defending creatures in the
DRAGONS
As large, reptilian creatures of ancient origin and
guarded location.
tremendous power, Dragons are both legendary and feared.
True dragons are highly intelligent, have innate magic, and
TRAITS AND THEMES
grow in power as they increase in age, called age categories.
Constructs can come in all shapes, sizes, and body styles This creature type also includes creatures distantly related
as suited for the Constructs’ primary purposes. Most to true dragons, but less powerful, less magical, and often
Constructs have limited intelligence and devote themselves less intelligent, such as wyverns and pseudodragons
to endlessly carrying out their original directives—often Drakes and Dragonettes. Drakes are a bit more “primitive”
over decades or even centuries—even if the current than their cousins—less evolved physically, intellectually,
situation makes such directives out-of-date, irrelevant, or or magically as true dragons. Dragonettes are also not
even dangerous. Constructs whose creators have long since quite as evolved as their true dragon cousins, and they
perished might develop different quirks over the years, such usually have a connection with Humanoids, often through
as a fondness for a particular flower that grows in the locale bonding with spellcasters. Dragonettes are sometimes even
the Construct inhabits or a protectiveness toward creatures magically bred by Humanoids for specific purposes or roles
that wear their creator’s favorite color. in Humanoid societies.
In a pale mirror of their true dragon cousins’ affinity for
ENCOUNTER LOCATIONS specific treasures, drakes, dragonettes, and other dragons
Constructs serve, aid, or protect specific people or locations, tend to have some type of theme or area of interest that
especially people and locations of magical significance, like defines them, such as the scorch drake’s passion for
an archmage or a temple. Because Constructs can often collecting charred bones or the pseudodragon’s curiosity
outlive their creators by centuries, Constructs are typically about magical Humanoids.
found in ancient ruins, hidden treasuries, forgotten wizard
towers, in service to a monarch’s bloodline, or even as ALLIES
seemingly decorative statues that remain motionless along As apex predators and powerful beings in general, Dragons,
a city’s walls for centuries. Such inactive Constructs might especially true dragons, view most other creatures as
awaken only when the city is in grave danger—or to clean beneath them, leading alliances to be based on subjugation,
the palace once a decade. willing service to the dragon, worship of the dragon, or
*Typically encountered solo, with others of its kind, or rarely works with other creatures
3 MONSTER VAULT 34
DRAGON CR ALLIES PRONUNCIATION
Dragon Turtle 17 Aboleths, merfolk, sahuagin, sila genies, DRAG-uhn TUR-tuhl
and other sentient, water-dwelling creatures
Dragon, Black, Adult 14 Lizardfolk and other swamp-dwelling DRAG-uhn, blak, ad-UHLT
Humanoids willing to serve
Dragon, Black, Ancient 21 Lizardfolk and other swamp-dwelling DRAG-uhn, blak, AYN-chuhnt
Humanoids willing to serve
Dragon, Black, Wyrmling 2 Lizardfolk and other swamp-dwelling DRAG-uhn, blak, WURM-leeng
Humanoids willing to serve
Dragon, Black, Young 7 Lizardfolk and other swamp-dwelling DRAG-uhn, blak, yuhng
Humanoids willing to serve
Dragon, Blue, Adult 16 Other blue dragons DRAG-uhn, bloo, ad-UHLT
Dragon, Blue, Ancient 23 Other blue dragons DRAG-uhn, bloo, AYN-chuhnt
Dragon, Blue, Wyrmling 3 Its progenitors DRAG-uhn, bloo, WURM-leeng
Dragon, Blue, Young 9 Other blue dragons DRAG-uhn, bloo, yuhng
Dragon, Brass, Adult 13 Humanoids, especially intellectual DRAG-uhn, bras, ad-UHLT
or urban Humanoids
Dragon, Brass, Ancient 20 Humanoids, especially intellectual DRAG-uhn, bras, AYN-chuhnt
or urban Humanoids
Dragon, Brass, Wyrmling 1 Its progenitors DRAG-uhn, bras, WURM-leeng
Dragon, Brass, Young 6 Humanoids, especially intellectual DRAG-uhn, bras, yuhng
or urban Humanoids
Dragon, Bronze, Adult 15 Humanoids, especially those rebuilding DRAG-uhn, brahnz, ad-UHLT
or bettering their society
Dragon, Bronze, Ancient 22 Humanoids, especially those rebuilding DRAG-uhn, brahnz, AYN-chuhnt
or bettering their society
Dragon, Bronze, Wyrmling 2 * DRAG-uhn, brahnz, WURM-leeng
Dragon, Bronze, Young 8 Humanoids, especially those rebuilding DRAG-uhn, brahnz, yuhng
or bettering their society
Dragon, Copper, Adult 14 Friendly rivals, martial Humanoids DRAG-uhn, KAH-pir, ad-UHLT
Dragon, Copper, Ancient 21 Friendly rivals, martial Humanoids DRAG-uhn, KAH-pir, AYN-chuhnt
Dragon, Copper, Wyrmling 1 * DRAG-uhn, KAH-pir, WURM-leeng
Dragon, Copper, Young 7 Friendly rivals DRAG-uhn, KAH-pir, yuhng
Dragon, Gold, Adult 17 Humanoids dedicated to enlightenment DRAG-uhn, gohld, ad-UHLT
and the pursuit of knowledge
Dragon, Gold, Ancient 24 Humanoids dedicated to enlightenment DRAG-uhn, gohld, AYN-chuhnt
and the pursuit of knowledge
Dragon, Gold, Wyrmling 3 * DRAG-uhn, gohld, WURM-leeng
Dragon, Gold, Young 10 Other gold dragons, Humanoids dedicated to DRAG-uhn, gohld, yuhng
enlightenment and the pursuit of knowledge
Dragon, Green, Adult 15 Flesh golems, master alchemists, and other DRAG-uhn, green, ad-UHLT
alchemically altered or proficient creatures
Dragon, Green, Ancient 22 Flesh golems, master alchemists, and other DRAG-uhn, green, AYN-chuhnt
alchemically altered or proficient creatures
Dragon, Green, Wyrmling 2 * DRAG-uhn, green, WURM-leeng
Dragon, Green, Young 8 Alchemically proficient or knowledgeable creatures DRAG-uhn, green, yuhng
Dragon, Red, Adult 17 Fire giants and duergar, kobolds, and other DRAG-uhn, red, ad-UHLT
mountain-dwelling Humanoids willing to serve
Dragon, Red, Ancient 24 Fire giants and duergar, kobolds, and other DRAG-uhn, red, AYN-chuhnt
mountain-dwelling Humanoids willing to serve
Dragon, Red, Wyrmling 4 Duergar, kobolds, and other mountain-dwelling DRAG-uhn, red, WURM-leeng
Humanoids willing to serve
35 MONSTER VAULT 3
DRAGON CR ALLIES PRONUNCIATION
Dragon, Red, Young 10 Duergar, kobolds, and other mountain-dwelling DRAG-uhn, red, yuhng
Humanoids willing to serve
Dragon, Silver, Adult 16 Humanoids, especially from established civilizations DRAG-uhn, sihl-vir, ad-UHLT
Dragon, Silver, Ancient 23 Humanoids, especially from older or even ancient DRAG-uhn, sihl-vir, AYN-chuhnt
civilizations
Dragon, Silver, Wyrmling 2 Its progenitors DRAG-uhn, sihl-vir, WURM-leeng
Dragon, Silver, Young 9 Other silver dragons and Humanoids, especially DRAG-uhn, sihl-vir, yuhng
from young civilizations
Dragon, Void, Adult 16 Spellcasting Humanoids willing to serve, Selang, voidlings, DRAG-uhn, voyd, ad-UHLT
and other void-related creatures
Dragon, Void, Ancient 24 Spellcasting Humanoids willing to serve, Selang, voidlings, DRAG-uhn, voyd, AYN-chuhnt
and other void-related creatures
Dragon, Void, Wyrmling 2 Selang, voidlings, and other void-related creatures DRAG-uhn, voyd, WURM-leeng
Dragon, Void, Young 9 Selang, voidlings, and other void-related creatures DRAG-uhn, voyd, yuhng
Dragon, White, Adult 13 * DRAG-uhn, wEYEt, ad-UHLT
Dragon, White, Ancient 20 * DRAG-uhn, wEYEt, AYN-chuhnt
Dragon, White, Wyrmling 2 Its progenitors DRAG-uhn, wEYEt, WURM-leeng
Dragon, White, Young 6 * DRAG-uhn, wEYEt, yuhng
Dragon, Yellow Adult 16 Grassland goblins DRAG-uhn, YEHL-oh, ad-UHLT
Dragon, Yellow Ancient 21 Grassland goblins DRAG-uhn, YEHL-oh, AYN-chuhnt
Dragon, Yellow Wyrmling 3 Its progenitors, grassland goblins DRAG-uhn, YEHL-oh, WURM-
leeng
Dragon, Yellow Young 9 Grassland goblins DRAG-uhn, YEHL-oh, yuhng
Dragonette, Pseudodragon 1/4 Forest-dwelling Fey and spellcasting Humanoids DRAG-uhn-net, SOO-doh-DRAG-
uhn
Drake, Scorch 6 * drayk, skorrch
Hydra 8 * HY-druh
Wyvern 6 * WEYE-vurn
*Typically encountered solo, with others of its kind, or rarely works with other creatures
out of the dragon’s desire to help or protect the “lesser” Draconic Hoards. All Dragons create hoards or are
creatures. Even the most benevolent true dragons keenly interested in a particular thing. True dragons have
see themselves as separate from those they aid. Most preferences based on the type of dragon they are, and
other types of dragons tend to be solitary, content with their hoards contain a wide variety of similar items (all
hunting prey and collecting the target of their obsession. golden, all iron, or all magical, for instance). Drakes and
Dragonettes are one of the few exceptions, preferring to ally dragonettes are much more focused in their obsessions,
with—and even serve—Humanoids, especially Humanoids collecting only very specific things. A silver dragon might
with similar interests to the dragonette’s obsession. collect histories of various peoples, including texts,
coins, statues, and similar aspects of those peoples, while
TRAITS AND THEMES a pseudodragon might covet just the hair ties used by a
Dragons are scaly beasts often with breath weapons or particular people or even treasure the people themselves,
similarly powerful exhalations, but they are otherwise seeing their hoard as the number of friendships they can
as varied as the environments in which they are found. acquire and maintain.
Most Dragons are uniquely adapted to their home
environments, and dragons have lasting and often subtle ENCOUNTER LOCATIONS
impacts on their surroundings. The Dragon’s chosen prey True dragons are most often encountered in their lairs,
or its obsession shapes the territory around it, because the though true dragons that enjoy meeting Humanoids or
Dragon maintains that territory to expand its prey or to meddling in Humanoid affairs might be found disguised
produce more of its object. In some cases, a Dragon strips in the courts of kings, hidden among villagers at a festival,
territory of everything and moves on, but many prefer to or excitedly observing a bustling city from a cliff above it.
tend their territory over many years. Drakes and other more instinct-driven Dragons are usually
3 MONSTER VAULT 36
encountered while hunting prey or indulging in their Elementals, preventing pain or even lasting harm to the
chosen obsession. Because dragonettes are very attached ally. While humanoid and bestial elementals like genies
to Humanoids and Humanoid societies, they can be or salamanders may create sprawling communities or
found perched on the shoulders of Humanoids, delivering have ties to various allies, true elementals are almost
messages across a city, or sleeping on the counter of a always found inexorably tied to the will of more intelligent
village shop. Elementals or to spellcasters that have summoned them or
otherwise bound them to service.
*Typically encountered solo, with others of its kind, or rarely works with other creatures
37 MONSTER VAULT 3
FEY TRAITS AND THEMES
Fey are magical creatures bound to the forces of nature Fey are irrevocably tied to the magic inherent in nature,
itself. They dwell in twilight groves, misty forests, and and most have a bit of innate magic. Regardless of a Fey’s
in the unnoticed places surrounding civilization. Many plane of origin, they share common characteristics with
Fey are enigmatic, ageless, and consumed with the need Humanoids and Beasts from the Material Plane, though
to collect and exchange secrets, though not all of them; these characteristics are often magnified or blended in
some more harmless Fey spend their time playing pranks unnatural ways. Some fey might be humanoid in every way
on Humanoids or tending to plants in blighted regions. except for their insectoid wings or flowering hair, some
In some worlds, Fey are closely tied to other planes of may have hooves or furred ears, and others still might
existence, such as the Plane of Fey or the Plane of Shadow, appear completely human but can magically disguise or
where they may pursue darker flights of fancy beyond the change their forms.
watchful eyes of powerful archfey. Fey include dryads, Bountiful Lives. Many Fey have extremely long lifespans,
hags, and satyrs. due to their connection to nature. The more powerful a Fey
is, the longer its life may become. Some archfey, considered
ALLIES the most powerful of all Fey beings, have lived for millennia
and may live until the end of time. Even death itself is
Most Fey, even the unassuming blink dog, possess
considered a season to most Fey, and should a Fey become
human‑like intelligence. These clever beings often form
powerful enough, death may pose little obstacle to their
close-knit symbiotic bonds with other local Fey and Beasts,
goals or ambitions.
particularly those who safeguard the natural world, to
protect one another. Many benevolent Fey are treated
ENCOUNTER LOCATIONS
as minor gods by other creatures and sometimes even
worshiped or served by cults of nature-focused Humanoids. Fey are almost always encountered in a natural setting.
Powerful malicious Fey, like hags and selangs, often ensnare Misty forests, overgrown bogs, ancient ruins reclaimed
desperate Humanoids into service with ironclad contracts by desert sands, or the island-strewn ocean beneath an
or mind-wrenching enchantments, while lesser Fey may endless downpour are all hospitable homes to many
serve such powerful creatures through fear alone. Fey. Some Fey are adapted to urban environments and
can take Humanoid forms, hide in darkness, or beguile
Humanoids to keep their presence secret. Incredibly
*Typically encountered solo, with others of its kind, or rarely works with other creatures
3 MONSTER VAULT 38
powerful Fey may even rule their own safeguarded Demon Tag. Fiends from the chaotic areas of the Lower
demiplanes, where they command lesser Fey and shape Planes, demons are typically more chaotic. They are
their surroundings with a thought. destructive and volatile and rarely stick to plans or goals
for long, because they easily become bored without the
constant guidance from a superior demon. Because they
FIENDS tend to recognize and respect only power, Demon Lords
Fiends dwell in lower realms outside of measurable or rule weaker demons, and these lesser demons constantly
material reality. A few are servants of deities, but many squabble among themselves for supremacy and rule over
more labor under the leadership of archdevils and demon demons even weaker than themselves.
princes. Priests and mages sometimes summon Fiends Devil Tag. Fiends from the orderly areas of the Lower
to the material world and bind them into service. Most Planes, devils are more organized and lawful than demons.
Fiends lean innately toward forces of evil and chaos, and all They are corruptive and malicious, endlessly toiling to
true Fiends strive to oppose or destroy Celestials. Fiends amass power, prestige, and mortal souls. They work in strict
include demons, devils, hell hounds, and rakshasas. hierarchies with Arch Devils at the top and other devils
*Typically encountered solo, with others of its kind, or rarely works with other creatures
39 MONSTER VAULT 3
ruling each other in perfectly-structured tiers, often based ENCOUNTER LOCATIONS
on each devil’s individual accomplishments or influence.
Many Fiends arrive on the Material Plane because they
are summoned or magically bound to a specific location
ALLIES
or person. As a result, Fiends on the Material Plane are
Fiends seldom trust anyone, mortal or immortal, but they often protecting the temples of evil deities, patrolling
often strike temporary alliances to accomplish specific the holdings of spellcasters, or directly serving powerful
tasks or goals. A fiend might aid a mortal creature with a Humanoids as guards or assassins. Regardless of their
similar goal or seek to coerce a mortal into helping it with reason for being on the Material Plane, Fiends try to
its current task. As mortal souls, particularly Humanoid subvert any service they are bound to provide or try to
souls, are currency and even food in some parts of the slowly corrupt any mortals they encounter. They often
Lower Planes, most fiends helping or working with interpret the terms of their service literally and stretch the
mortals have ulterior motives. Indeed, they seek to capture limits of their bindings as far as they possibly can.
that soul, either by killing the mortal once the initial task
is accomplished or otherwise by corrupting the mortal,
so that its soul goes to the Lower Planes when it dies. GIANTS
Otherworldly and immortal, Fiends are rarely obvious Giants are enormous, powerful beings that tower over
about such motives, and many seem quite helpful, offering most creatures. These titanic creatures are humanlike in
assistance again and again but always with the end goal of shape, with unique characteristics that help them thrive
gaining that mortal’s soul when it dies. in biting blizzards, roiling volcanos, raging storms, and
Because of the value of Humanoid souls, Fiends ally other brutal landscapes. Giants have long memories and
themselves with Humanoids, even if the task on the have existed in one form or another since the formation of
Material Plane is trivial for the Fiend. On occasion, a Fiend the material realm. True giants include stone giants, fire
allies with other Fiends or non-Humanoids, but this is giants, and cloud giants, but this creature type also includes
typically done only at the behest of a superior. ogres, ettins, and trolls.
Fiends of all types are native to harsh, inhospitable planes Giants mostly associate with other Giants of similar power
filled with creatures, hazards, and threats that many as well as Humanoids who might worship or revere them.
mortals only experience in nightmares. Most Fiends are Giants tend to nurture local Beasts and Monstrosities as
comfortable amid rot and disease, and some even produce pets, livestock, or beasts of burden. Occasionally, Giants
deadly poisons from their fangs, tails, or natural gases. seek companionship from such creatures or use them in
Fiends often have spines, horns, leathery skin, sharp teeth, hunting. For example, some frost giant families work
vicious claws, or spear-like tails, and some have a natural with packs of winter wolves in ways that are mutually
resistance to magic. Though many Fiends have human-like beneficial for the growth of both family and pack. Giants
or animal-like forms, just as many are completely alien in in particularly harsh or inhospitable environments, such
appearance with forms and features as nightmarish and as cloud or fire giants, ally with the few creatures found in
terrifying as the places they call home. those environments, such as air elementals, salamanders,
or giant eagles.
*Typically encountered solo, with others of its kind, or rarely works with other creatures
3 MONSTER VAULT 40
TRAITS AND THEMES other lizardfolk. Similarly, a priest is likely to be allied with
acolytes, cultists, and fanatic cultists, and they often match
Giants are all far larger than Humanoids and possess
the Humanoid lineage chosen for that priest.
enormous strength. While true giants resemble humans,
some giants, such as ettins and trolls, grow elongated
TRAITS AND THEMES
limbs, additional heads, or excess appendages. The most
powerful giants are so enormous that they can hold an Humanoids share a typical appearance: two arms, two legs,
adult human in their outstretched hand. Despite these a torso, and upright posture. While not as innately magical
differences, most Giants have societies, villages, family as Fey or as mundane as Beasts, Humanoids are intelligent,
units, and cities just like many Humanoids, and like many capable of speech, and sometimes wield magic, and they
Humanoids, they have their own laws and customs unique gain that access through study, magic-infused blood, or by
to each settlement or society. gift of some powerful being. Humanoids almost always live
in groups or societies, creating their own cultures, laws,
ENCOUNTER LOCATIONS and traditions wherever they are found. Curiosity is a major
driving factor behind the survival, tenacity, and growth of
True giants are reclusive and tend to be found around
many Humanoid individuals and as whole societies.
homelands matching their name. Giants with an elemental
affinity, such as fire or frost giants, are typically found in
ENCOUNTER LOCATIONS
environments that strongly feature that element. Giants
that regularly trade with Humanoids can often be found Humanoids are highly adaptable and able to use all types
near Humanoid settlements. Due to their size, all Giants of equipment, magic, and weapons to defend themselves.
are rarely willing to stay in areas where they can’t freely They can prosper almost anywhere, even hostile
move, and elementally aligned Giants are particularly caverns, arctic wastelands, or the high seas. Some
hesitant or even hostile when asked to enter a smaller area Humanoids possess specific traits that help
devoid of their element. them survive in these harsh
conditions, such as the
ability to see in the dark
HUMANOIDS or breathe underwater.
Humanoids are usually bipedal and warm-blooded, Humanoids tend to live
including humans and most other lineages. Humanoids near sources of water
are notoriously adaptable; varied in talent, power, and and food, in cities
skill; and capable of drastic change. The most common or frontier camps,
Humanoids are the lineages available to player characters, and surrounded by
including humans, dwarves, elves, and halflings. Almost as others of their kind.
numerous are beings like goblins, gnolls, and lizardfolk.
ALLIES
Humanoids understand their limitations and try to shore
them through alliances, which could mean building guilds
of like‑minded Humanoids, hiring a legion of mercenary
fiends, magically summoning fey, raising undead, or
investing countless hours training Beasts or building
Constructs. Humanoids—whether driven by love, honor,
greed, vengeance—can be a staunch ally with any other
creature, making them a universal and powerful threat.
Humanoid stat blocks in the NPC Appendix can be
applied to any other type of Humanoid (for instance, the
mage stats could be used for a human mage or lizardfolk
mage). As such, those Humanoids don’t list allies in
the table included here. Allies of Humanoids with NPC
stat blocks are assumed to be the same allies of that
base Humanoid, or NPCs are assumed to be allied with
others of the same or similar type of NPC. For example, a
lizardfolk mage is likely to be allied with other lizardfolk,
black dragons, crocodiles, and flinderbeasts, just like any Drow Mage
41 MONSTER VAULT 3
HUMANOID CR ALLIES PRONUNCIATION
Acolyte 1/4 + AK-oh-lEYEt
Archdruid 12 + ARCH-droo-ihd
Archmage 12 + ARCH-mayj
Assassin 8 + uh-SA-sihn
Bandit 1/8 + BAN-diht
Bandit Captain 2 + BAN-diht KAP-tuhn
Bard 5 + bard
Berserker 2 + bur-ZUR-kur
Commoner 0 + KAH-muhn-ir
Cultist 1/8 + KUHL-tihst
Cultist, Fanatic 2 + KUHL-tihst, fan-A-tik
Derro 1/4 Bats, demons, duergar, fungi, mycolids DAIR-oh
Derro, Void Eater 3 Bats, demons, void-related creatures DAIR-oh, voyd EE-tir
Druid 2 + DROO-ihd
Dwarf, Duergar 1 Deep gnomes, derro, drow, kobolds, stone giants dworrf, DEW-ir-gar
Elf, Drow 1/4 Driders, duergar, insects, spiders ehlf, drOW (sometimes drOH)
Gladiator 5 + GLA-dee-AY-torr
Gnoll 1/2 Hyenas, tamed grassland-dwelling Beasts nohl
Gnome, Deep 1/2 Duergar, earth elementals, kobolds nohm, deep
Goblin, Bugbear 1 Other goblins, giant boars, worgs GAH-blihn, BUHG-bair
Goblin, Bugbear Champion 4 Other goblins, giant boars, worgs GAH-blihn, BUHG-bair CHAM-pee-uhn
Goblin, Goblin 1/4 Other goblins, worgs, yellow dragons GAH-blihn, GAH-blihn
Goblin, Goblin Captain 1 Other goblins, worgs, yellow dragons GAH-blihn, GAH-blihn Kap-tuhn
Goblin, Hobgoblin 1/2 Other goblins, war horses, worgs GAH-blihn, HAHB-gah-blihn
Goblin, Hobgoblin 3 Other goblins, war horses, worgs GAH-blihn, HAHB-gah-blihn kuh-MAN-
Commander dir
Goblin, Hobgoblin Conjurer 2 Other goblins, war horses, worgs GAH-blihn, HAHB-gah-blihn KAHN-jur-ir
Grimlock 1/4 * GRIHM-lok
Grimlock, Morlock 2 * GRIHM-lok, MORR-lok
Guard 1/8 + gard
Knight 3 + nEYEt
Kobold 1/8 Other kobolds, deep gnomes, duergar, true dragons KOH-bohld
Kobold, Swiftblade 3 Other kobolds, deep gnomes, duergar, true dragons KOH-bohld, SWIHFT-blayd
Kobold, Tinkerer 1/2 Other kobolds, deep gnomes, duergar, true dragons, KOH-bohld, teeng-kur-ir
Medium or smaller Constructs
Kobold, Witch XX Other kobolds, deep gnomes, duergar, true dragons KOH-bohld, wihtch
Lizardfolk 1/2 Other lizardfolk, black dragons, crocodiles, flinderbeasts LIH-zard-fohk
Lizardfolk, Ruler 4 Other lizardfolk, black dragons, crocodiles, flinderbeasts LIH-zard-fohk, ROO-lir
Lizardfolk, Shaman 2 Other lizardfolk, black dragons, crocodiles, flinderbeasts, LIH-zard-fohk, SHAH-man
pseudodragons
Lycanthrope, Werebear 5 Bears, frost giants LEYE-kan-thrOHp, WAIR-bair
Lycanthrope, Wereboar 4 Boars, goblins LEYE-kan-thrOHp, WAIR-borr
Lycanthrope, Wererat 2 Rats, Medium and smaller forest or urban-dwelling Beasts LEYE-kan-thrOHp, WAIR-rat
Lycanthrope, Weretiger 4 Tigers LEYE-kan-thrOHp, wair-TEYE-gir
Lycanthrope, Werewolf 3 Winter wolves, worgs, wolves LEYE-kan-thrOHp, WAIR-wulf
Mage 6 + mayj
Mage Apprentice 1 + mayj uh-PRIHN-tuhs
Master Alchemist 7 + MA-stir al-KIHM-ihst
3 MONSTER VAULT 42
HUMANOID CR ALLIES PRONUNCIATION
Mechanist 2 + MEH-kan-ihst
Merfolk 1/8 Dragon turtles, hippocampi, merrow, selkie, water MUR-fohk
elementals
Noble 1/8 + NOH-buhl
Orc 1/2 Other orcs, hawks, mastiffs, war horses orrk
Orc, Warlord 4 Other orcs, hawks, mastiffs, war horses orrk, WORR-lorrd
Priest 2 + preest
Sahuagin 1/2 Aboleths, chuul, dragon turtles, sea hags sah-HWAH-gihn
Sahuagin, Captain 2 aboleths, chuul, dragon turtles, sea hags sah-HWAH-gihn, KAP-tuhn
Sahuagin, Monarch 4 Aboleths, chuul, dragon turtles, sea hags sah-HWAH-gihn, MAHN-ark
Satarre, Commoner 1 Cultists, selang, voidlings, and void-related creatures suh-TAIR, KAH-muhn-ir
Satarre, Destroyer 3 Cultists, selang, voidlings, and void-related creatures suh-TAIR, dee-STROY-ur
Scout 1/2 + skowt
Spy 1 + spEYE
Thug 1/2 + thuhg
Vampire, Thrall 2 Vampires, vampire spawn, skeletons, zombies VAM-pEYEr, thral
Veteran 3 + VEH-tir-uhn
Wild Warrior 1/8 + wEYEld WORR-ee-ir
Wyrdling 1 * weerd-leeng
*Typically encountered solo, with others of its kind, or rarely works with other creatures +NPC; see Allies heading
MONSTROSITIES
These frightening, abnormal, unnatural creatures are
almost never benign. Some monstrosities are the result of
magical experimentation gone awry (such as owlbears),
others are the product of terrible curses (such as chimeras),
and many are monstrous animals that dominate their
natural habitats (such as ankhegs). Creatures that defy
exact categorization and don’t fit within another type are
ideal examples of the Monstrosity creature type.
Animal Tag. Animals are Monstrosities (and sometimes
other creatures) that share enough characteristics with
Beasts that they can be affected by spells, features, and
other abilities that specifically target Beasts, such as
the speak with animals spell. Ankhegs and owlbears are
Monstrosities with the Animal tag.
ALLIES
Monstrosities often share characteristics with Beasts
or Humanoids, and many Monstrosities ally with such
creatures. For example, the spider-like ettercap frequently
allies with spiders. However, the oddness of Monstrosities
makes many Beasts afraid of them and Humanoids wary
of them, leading most Monstrosities to ally primarily
with others of their kind. Intelligent Monstrosities
often use their natural or magical abilities to influence
or manipulate other creatures into serving them, while
less intelligent monstrosities are frequently tamed or
trained by Humanoids for use as mounts or guardians.
Advanced Grick
43 MONSTER VAULT 3
MONSTROSITY CR ALLIES PRONUNCIATION
Ankheg 2 * AWNK-hehg
Astral Destroyer 18 * AS-truhl dee-STROY-ur
Basilisk 3 Stone giants, Humanoids with an affinity for reptiles BAZ-ih-lihsk
Behir 11 * beh-HEER
Bulette 5 * buhl-LEHT (sometimes boo-LAY)
Centaur 2 Grasslands-dwelling Humanoids SIHN-tar
Chimera 6 * keye-MAIR-uh
Cockatrice 1/2 * KAH-kuh-trihs
Darkmantle 1/2 * DARK-man-tuhl
Death Dog 1 Cultists, fanatic cultists, master alchemists dehth dawg
Doppelganger 3 * DAH-puhl-GANG-ir
Drider 6 Drow, duergar, spiders DREYE-dir
Ettercap 2 Drow, spiders EH-tir-cap
Gorgon 5 * GORR-guhn
Grick 2 * grihk
Grick, Advanced 7 * grihk, ad-vanst
*Typically encountered solo, with others of its kind, or rarely works with other creatures
3 MONSTER VAULT 44
MONSTROSITY CR ALLIES PRONUNCIATION
Griffon 2 Martial Humanoids, especially griffon-riding chivalric orders GRIH-fuhn
Harpy 1 Cloud giants, giant eagles HAR-pee
Hippogriff 1 * HIH-poh-grihf
Hivebound 5 Insects, especially hive-creating insects hEYEv-bownd
Kraken 23 * KRA-kihn
Lamia 4 Selang, wyrdlings LAH-mee-uh
Manticore 3 * MAN-tih-korr
Medusa 6 Assassins, snakes, spies meh-DOO-suh
Merfolk, Merrow 2 Dragon turtles, hippocampi, merfolk, selkie, water elementals MUR-fohk, MAIR-row
Mimic 2 * MIH-muhk
Minotaur 3 Axe beaks, rhinoceroses grassland or urban-dwelling Humanoids MIHN-uh-tar
Naga, Guardian 10 Acolytes, mages, priests NAH-guh, GAR-dee-uhn
Naga, Spirit 8 Berserkers, cultists, fanatic cultists NAH-guh, SPEER-iht
Owlbear 3 * OWL-bair
Phase Spider 3 * fayz SPEYE-dir
Purple Worm 15 * PUR-puhl wurm
Remorhaz 11 * REH-morr-az
Roc 11 * rok
Roper 5 * ROH-pir
Rust Monster 1/2 * ruhst MAHN-stir
Sphinx, Androsphinx 17 * sfingks, AN-droh-sFINGks
Sphinx, Gynosphinx 11 * sfingks, gEYE-noh-sFINGks
Tarrasque 30 * tuh-RASK
Winter Wolf 3 Frost giants, werewolves, wolves wihn-tir wulf
Worg 1/2 Feral hunters, goblins, ogres, winter wolves worrg
*Typically encountered solo, with others of its kind, or rarely works with other creatures
45 MONSTER VAULT 3
PLANT CR ALLIES PRONUNCIATION
Awakened Plant, Shrub 0 Dryads, other awakened plants uh-WAY-kihnd plant, shruhb
Awakened Plant, Tree 2 Dryads, other awakened plants uh-WAY-kihnd plant, tree
Fungi, Shrieker 0 Mycolids, other fungi FUN-ghee, SHREEK- ir
Fungi, Violet 1/4 Mycolids, other fungi FUN-ghee, VEYE-oh-let
Mycolid, Commoner 1/2 Fungi, other mycolids MY-coh-lid, KAH-muhn-ir
Mycolid, Spore Lord 3 Fungi, other mycolids MY-coh-lid, SPORR lorrd
Shambling Mound 5 * SHAM-bleeng mownd
Sporeborn, Bloatblossom 2 Other sporeborn SPORR-borrn, BLOHT-blah-suhm
Sporeborn, Skullbloom 1/2 Other sporeborn SPORR-borrn, SKUHl-bloom
Treant 9 Awakened plants, dryads, unicorns, wood heralds, TREE-uhnt
nature-protecting Fey
Wood Herald 1/2 Druids, dryads, treants wood HAIR-uhld
*Typically encountered solo, with others of its kind, or rarely works with other creatures
ALLIES
Most Undead are created using magic or are born from
a particularly traumatic death. As a result, most of an
Undead’s allies are its creator or its creator’s subordinates.
Intelligent Undead without creators operate on their own
or subjugate or convert their own, typically Humanoid,
allies when needed. Mindless or low-intelligence Undead
without creators often wander aimlessly, seeking living
Shrieker
creatures to harm, especially living creatures that
resemble their killers or the creatures they were in life.
Such Undead are often easily controlled by other more
powerful Undead or necromancers, who can direct the
Undead’s desire for violence.
3 MONSTER VAULT 46
TRAITS AND THEMES
Most Undead were mortals who died and were reanimated
to serve some malevolent purpose by a greater undead,
spellcaster, or deity. In general, they can work tirelessly,
without fear of exhaustion, hunger, or thirst. Most Undead
can survive timeless epochs confined in airless, lightless
spaces without ever rotting or expiring, sustained by the
magic that created them. Though they come in many
forms, all undead detest the living, can’t be restored
by healing magic, and have perfectly functioning senses
(sometimes despite the lack of sensory organs).
ENCOUNTER LOCATIONS
Undead are unnatural creatures, and most exist to serve
the beings that created them. Such Undead can often be
found attacking the living, digging trenches, building
keeps, pillaging outposts, or even safeguarding their
creators. Because Undead were often originally living
Humanoids, they can be found anywhere Humanoids live.
Less intelligent Undead might shuffle around an old
graveyard, while an intelligent Undead might lead
a city’s guild from the shadows, keeping its
deathly nature hidden from all but its closest
associates. Powerful, intelligent Undead are bound
only by their desires and can be found nearly anywhere.
*Typically encountered solo, with others of its kind, or rarely works with other creatures
47 MONSTER VAULT 3
MONSTERS A TO Z
visions of a hypnotic, alien world. Each creature that
starts its turn within 20 feet of a point and can see the
water must make a DC 16 CHA save. Aberrations,
This section contains creature entries in alphabetical Undead, and water-based Elementals automatically
order with Animals and NPCs listed in separate sections succeed on the save. On a failed save, the creature takes
at the end. 11 (2d10) psychic damage and must use a reaction to
move up to its speed toward the nearest point, trying
to get within 5 feet of it. The creature takes the safest
Aboleth available route to the point, and the effect ends when
the creature is within 5 feet of the point or has no more
Slime drips from the skin of this mélange of aquatic horrors, movement.
combining features of shark, squid, cuttlefish, and lamprey.
• Tidal Grip. Watery tendrils erupt from up to three
Fallen Empires. Antediluvian creatures at the height of points of water the aboleth can see within 120 feet of
their powers in deep oceans, aboleths once enjoyed absolute it, grabbing at nearby creatures. Each creature within
mastery over all creatures. As landbound civilizations rose 10 feet of a point must succeed on a DC 16 STR save or
and grew in power, they shook off the aboleths’ control and be restrained by the watery tendril. While restrained,
created mighty weapons to take the fight directly to their the creature can’t breathe, unless it can breathe water.
former rulers. Since that time, aboleths have been reduced A creature, including the target, can take its action to
to scheming and skulking in aquatic caverns. free the target from the tendril by succeeding on a DC
Subtle Manipulators. Aboleths date back to ancient 16 STR check. If the aboleth uses this lair action again
times. They hope for a return to their most glorious days to make new watery tendrils, all existing watery tendrils
and have set many plots into motion to achieve that goal. disappear, freeing their targets.
Their machinations take centuries to reach fruition, and • Terrorize. A wave of psychic energy washes out from
they treat their schemes as intricate, biological puzzles. a point the aboleth can see within 120 feet of it. Each
They play the long game, counting on humanoids to lose creature within 20 feet of that point must succeed on
track of their conspiracies over the slow march of time a DC 16 INT save or be frightened for 1 minute. While
while the aboleths patiently wait below. frightened, a creature has disadvantage on CON saves
Wary Allies. Aboleths all share the same overarching made to maintain concentration on a spell, and it takes
goal, but they dislike working with other aboleths, 7 (2d6) psychic damage at the start of each of its turns.
who also want sole dominion. However, aboleths The frightened creature can repeat the save at the end of
often find it difficult to outmaneuver their rivals and each of its turns, ending the effect on itself on a success.
propose temporary partnerships to share resources and
information. Such ventures provide a short-term boost— REGIONAL EFFECTS
inasmuch as an aboleth considers anything short-term—to The area near an aboleth’s lair is warped by its alien
their schemes, but the alliances eventually break up out of presence, which creates one or more of the following effects:
mutual distrust.
• Clouded Vision. A milky film forms over the eyes of
each creature that finishes a long rest within 3 miles of
AN ABOLETH’S LAIR the aboleth’s lair. An afflicted creature has disadvantage
Aboleths live in the deepest waters, usually in the flooded on WIS (Perception) checks until it finishes a long
ruins of their former seats of power. They surround rest more than 3 miles away from the lair or until the
themselves with aquatic allies and their enthralled servants. aboleth dies.
They encourage rumors about their lairs’ treasures to entice • Elder Oil. Pungent, slippery, flavorless oil seeps from
more victims to visit and join the ranks of their thralls. natural and carved stone within 1 mile of the lair. Stone
When encountered in its lair, the aboleth has a challenge and underground surfaces in the area are difficult
rating of 11. terrain. Nonmagical fire within 10 feet of the oil
sputters with a green flame, and the radius of the light it
LAIR ACTIONS sheds is halved.
On initiative count 20 (losing all initiative ties), the aboleth • Living Waters. Nonmagical bodies of water within 10
can use a lair action to cause one of the following effects; miles of the aboleth’s lair ripple and writhe as if they are
the aboleth can’t use the same effect two rounds in a row: alive. Checks made to steer, control, or navigate a water
• Mirrors of Beyond. The water around up to two vehicle are made with disadvantage while within 10
points the aboleth can see within 120 feet of it becomes miles of the lair.
unnaturally ebullient, beguiling nearby creatures with If the aboleth dies, these effects fade in 1d10 days.
A MONSTER VAULT 48
Aboleth CR 10
Large Aberration
Armor Class 17 (natural armor)
Hit Points 165
Speed 10 ft., swim 40 ft.
Perception 20 Stealth 9
Resistant acid | Aberrant Resilience
Immune psychic
Senses darkvision 120 ft.
Languages Deep Speech, telepathy 120 ft.
49 MONSTER VAULT A
deity for the safe return of the soul of a slain creature. At
Angel, Deva the end of the prayer, the deva touches a creature that has
been dead no more than 24 hours and returns the creature
Bright white wings spread from the shoulders of this powerfully to life with a number of HP equal to half its HP maximum.
built, lithe human. The angel holds an ornate golden mace in one Reviving Prayer can’t return to life a creature that has died of
hand, and a halo of light surrounds its head. old age, nor can it restore any missing body parts. A creature
restored to life in this way can’t be returned to life by this
Celestial Emissaries. Devas carry messages of peace
deva again for 30 days.
from divine powers to mortals. They transform themselves
into benign humanoids and animals, so their appearances ACTIONS
don’t raise alarm.
Multiattack. The deva makes three Mace attacks.
Mortal Concerns. Because of the time devas spend Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
among humanoids, they often become involved in Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant
humanoid lives. They enter battle alongside their adopted damage.
friends, provided the cause is just and good. Devas also Healing Touch (3/Day). The deva touches another creature.
provide healing and other care for the wounded and infirm. The target magically regains 20 (4d8 + 2) HP and is freed
Mace Obsessed. A deva exclusively wields a mace. A from any curse, disease, poison, blindness, or deafness.
deva will reluctantly use another weapon if it loses its mace,
BONUS ACTIONS
but it shows less enthusiasm for battle when bereft of the
weapon. Devas enjoy baroque flanged, engraved, and inlaid Change Shape. The deva magically transforms into a Large
or smaller Beast or Humanoid that has a challenge rating
versions of these weapons and often learn smithing so they
no higher than its own, or back into its true form, which is
can produce their own. Each deva’s mace is unique and
Celestial. Any equipment it is wearing or carrying transforms
more closely identifies the individual angel than its name. with it or is borne by the new form (the deva’s choice). It
reverts to its true form if it dies. In a new form, the deva
Deva CR 10 retains its Angelic Resilience, Angelic Senses, and Immortal
Nature traits and its HP, HD, ability to speak, proficiencies,
Medium Celestial (Angel) and INT, WIS, and CHA scores, as well as this bonus action.
Armor Class 17 (natural armor) Its statistics and capabilities are otherwise replaced by those
Hit Points 165 of the new form, except any class features or
Speed 30 ft., fly 90 ft. legendary actions of that form.
Perception 19 Stealth 14
Resistant Angelic Resilience
Immune Angelic Resilience
Senses darkvision 120 ft.
Languages all, telepathy 120 ft.
A MONSTER VAULT 50
Angel, Planetar
This green-skinned human with golden wings bears a
massive sword. A halo of golden light hovers above its head.
Battlefield Commanders. Planetars engage in
never‑ending battle against the scourge of the Lower
Planes, and they serve as field commanders who
report to solars. They often lead from the front, using
their powerful blades to cut down their foes. Though
they value those under their command, they prioritize
destroying their foes over healing their soldiers.
Angelic Envoys. When goodly deities wish to
broker a truce, they command planetars to break from
battle to oversee discussions—which they treat with
as much fervor and earnestness as they treat blood and
battle. Their instinctive ability to discover untruths
makes them ideal negotiators, and their ability to see
things as they truly are makes it nigh impossible for an
assassin to target attendees forging a treaty.
Disliked by Mortals. Planetars don’t withhold
their judgment when someone utters even the smallest of
untruths, leading many mortals to keep clear of them or
keep quiet in their presence to avoid awkward situations.
Immortal Nature. The planetar doesn’t require food, drink,
or sleep.
Planetar CR 16
Magic Resistance. The planetar has advantage on saves
Large Celestial (Angel) against spells and other magical effects.
Armor Class 19 (natural armor)
Hit Points 242 ACTIONS
Speed 40 ft., fly 120 ft. Multiattack. The planetar makes two Greatsword attacks, or
Perception 21 Stealth 15 it makes three Radiant Bolt attacks. It can replace one attack
Resistant Angelic Resilience with a use of Spellcasting. If two Greatsword or Radiant Bolt
attacks hit one creature, the target must succeed on a DC 19
Immune Angelic Resilience
CON save or be blinded until the end of its next turn.
Senses truesight 120 ft.
Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft.,
Languages all, telepathy 120 ft.
one target. Hit: 21 (4d6 + 7) slashing damage plus 31 (7d8)
radiant damage.
STR DEX CON INT WIS CHA
Radiant Bolt. Ranged Spell Attack: +11 to hit, range 60 ft.,
+7 +5 +12 +4 +11 +11 one target. Hit: 33 (6d8 + 6) radiant damage.
Radiant Burst (Recharge 6). A pulse of divine power ripples
Angelic Resilience. The planetar is resistant to radiant out from the planetar’s golden halo. Each hostile creature
damage and to bludgeoning, piercing, and slashing damage within 15 feet of the planetar must make a DC 19 DEX save,
from nonmagical attacks. In addition, it is immune to taking 56 (16d6) radiant damage on a failed save, or half as
exhaustion and the charmed and frightened conditions. much damage on a successful one. Each friendly creature
Angelic Senses. The planetar can pinpoint the location of within 15 feet of the planetar is empowered with divine
Aberrations, Celestials, Fiends, and Undead within 30 feet of energy and has advantage on all melee attack rolls it makes
it and knows if a place or object it can sense is consecrated before the start of the planetar’s next turn.
or desecrated. Healing Touch (4/Day). The planetar touches another
Angelic Weapons. The planetar’s weapon attacks are creature. The target magically regains 30 (6d8 + 3) HP and is
magical. When it hits with any weapon, the weapon deals freed from any curse, disease, poison, blindness, or deafness.
an extra 7d8 radiant damage (included in the attack). Spellcasting. The planetar casts one of the following spells,
Divine Awareness. The planetar knows if it hears a lie. requiring no material components and using CHA as the
Divine Protection. Aberrations, Celestials, Fiends, and spellcasting ability (spell save DC 19).
Undead have disadvantage on attack rolls against the At will: command, invisibility (self only)
planetar. 3/day each: daylight, raise dead (as an action)
51 MONSTER VAULT A
Angel, Solar
A gigantic sword hovers in place near this golden human adorned
with golden wings infused with an inner light. White-hot light
emanates from its eyes.
Heavenly Generals. Solars command the legions
of heaven at every major battle against demon lords,
archdevils, and other major powers of the Lower Planes.
Though they strive to eradicate every major fiend, they
typically succeed only in preventing the fiends from
spreading far beyond their planar bastions. Genius
tacticians and strategists, solars give orders to planetars and
others and keep themselves in reserve. However, if given an
opportunity to strike down a major foe, a solar takes to the
skies with its strongest celestial warband and carves a path
through the battlefield. They reserve their most powerful
attacks for their equals in combat, but they have the strength
to bring an entire host of angels to their ultimate opponents.
Frightening to Mortals. As one of the most powerful
of the host of angels, solars are utterly alien to creatures
unaccustomed to seeing them. Their voices boom, they seem
to tower over those who even match them in height, and
they don’t hesitate to smite someone who stands in the way
of their objectives. Animals, beasts, and most humanoids
are often terrified by the mere presence of a solar.
A SOLAR’S LAIR
A solar’s lair is typically a command outpost on a battlefield,
a tower overlooking fiendish lands, or other similar bastion
of battle. A solar can turn any tent, outpost, supply wagon,
or similar battlefield position into its lair as long as it holds can see within 60 feet of it regains 7 (2d6) HP. Fiends
the position for at least 24 hours, and the lair extends up and Undead that fail this save are vulnerable to radiant
to 100 feet in all directions from that position. The solar damage until initiative count 20 on the next round.
has access to its lair actions as long as it remains within the • Erase Shadows. Each object within 60 feet of the solar
area of its lair. When encountered in its lair, the solar has a that isn’t being worn or carried sheds bright light in a
challenge rating of 22. 10-foot radius and dim light for an additional 10 feet
until initiative count 20 on the next round. This light is
LAIR ACTIONS sunlight. Each hostile creature in this light must succeed
On initiative count 20 (losing initiative ties), the solar can on a DC 22 DEX save or take 7 (2d6) radiant damage,
take a lair action to cause one of the following effects; the be blinded until the end of its next turn, and have
solar can’t use the same effect two rounds in a row: disadvantage on DEX (Stealth) checks while in the light.
• Dancing Weapons. Weapons of light in the shape of
swords, axes, maces, and similar objects appear around REGIONAL EFFECTS
up to three creatures the solar can see within 120 feet The region containing a solar’s lair is suffused with its
of it. The solar makes one ranged attack roll (+13 to hit) blazing righteousness, which creates one or more of the
against each target. On a hit, the target takes 14 (4d6) following effects:
radiant damage. • Calming Presence. Wild Beasts within 5 miles of the
• Divine Echoes. The sounds of trumpets, horns, drums, lair aren’t hostile unless attacked, and domestic Beasts,
and other musical instruments of battle resound within such as horses and oxen, within 5 miles of the lair are
the lair. Each hostile creature the solar can see within 60 easier to handle, granting creatures advantage on WIS
feet of it must succeed on a DC 22 CON save or take 7 (Animal Handling) checks when interacting with the
(2d6) thunder damage. Each friendly creature the solar Beasts.
A MONSTER VAULT 52
• Domain of Justice. Within 3 miles of the lair, creatures Spellcasting. If two Greatsword or Holy Fire Bolt attacks hit
have disadvantage on CHA (Deception) checks. In one creature, the target must succeed on a DC 22 CON save
addition, when a creature with an INT of 6 or higher or be blinded until the end of its next turn.
attacks an unarmed creature within 3 miles of the lair, Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft.,
the attacker must succeed on a DC 13 WIS save or the one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8)
attack fails. radiant damage.
Holy Fire Bolt. Ranged Spell Attack: +14 to hit, range 60 ft.,
• Tactician’s Gaze. While in its lair, the solar can choose
one target. Hit: 34 (6d8 + 7) radiant damage plus 14 (4d6)
to see and hear through creatures within 1 mile of its lair
fire damage.
that have divine power or a divine connection of some
Healing Touch (4/Day). The solar touches another creature.
kind, such as Celestials, clerics, paladins, aasimars,
The target magically regains 40 (8d8 + 4) HP and is freed
and similar creatures, and the solar can telepathically from any curse, disease, poison, blindness, or deafness.
communicate with such a creature.
Spellcasting. The solar casts one of the following spells,
If the solar dies, these effects end immediately. If the solar requiring no material components and using WIS as the
leaves the area and establishes a new lair elsewhere, these spellcasting ability (spell save DC 22).
effects fade in 1d6 days. At will: command, invisibility (self only)
3/day each: greater restoration, resurrection (as an action)
Solar CR 21 1/day: holy aura
Large Celestial (Angel)
BONUS ACTIONS
Armor Class 21 (natural armor)
Celestial Tactics. The solar uses one of the following tactics:
Hit Points 306
• Empower Strikes. The solar sends divine power into
Speed 50 ft., fly 150 ft.
the weapons of up to two friendly creatures it can see
Perception 24 Stealth 16 within 30 feet of it. Each target has advantage on the next
Resistant Angelic Resilience weapon attack roll it makes before the start of the solar’s
Immune necrotic, poison | poisoned | Angelic Resilience next turn. If that attack hits, the weapon deals an extra 7
Senses truesight 120 ft. (2d6) radiant damage.
Languages all, telepathy 120 ft. • Inspire Resolve. One friendly creature the solar can
see within 30 feet of it gains 14 (4d6) temporary HP
STR DEX CON INT WIS CHA and becomes immune to the charmed and frightened
+8 +6 +8 +14 +14 +17 conditions until the start of the solar’s next turn, ending
any effect currently causing the target to be charmed or
frightened.
Angelic Resilience. The solar is resistant to radiant damage
• Manipulate Battlefield. The solar commands up to three
and to bludgeoning, piercing, and slashing damage from
friendly creatures it can see to reposition themselves on
nonmagical attacks. In addition, it is immune to exhaustion
the battlefield. Each target can use a reaction to move up
and the charmed and frightened conditions.
to half its speed in a direction of the solar’s choice. This
Angelic Senses. The solar can pinpoint the location of movement is unaffected by difficult terrain and doesn’t
Aberrations, Celestials, Fiends, and Undead within 30 feet of provoke opportunity attacks.
it and knows if a place or object it can sense is consecrated
or desecrated. LEGENDARY ACTIONS
Angelic Weapons. The solar’s weapon attacks are magical. The solar can take 3 legendary actions, choosing from the
When the solar hits with any weapon, the weapon deals an options below. Only one legendary action option can be used
extra 6d8 radiant damage (included in the attack). at a time and only at the end of another creature’s turn. The
Divine Awareness. The solar knows if it hears a lie. solar regains spent legendary actions at the start of its turn.
Divine Protection. Aberrations, Celestials, Fiends, and Teleport. The solar magically teleports, along with any
Undead have disadvantage on attack rolls against the solar. equipment it is wearing or carrying, up to 120 feet to an
unoccupied space it can see.
Immortal Nature. The solar doesn’t require food, drink, or
sleep. Searing Burst (Costs 2 Actions). The solar emits divine
energy. Each creature of its choice within 10 feet of it must
Legendary Resistance (3/Day). If the solar fails a save, it can
make a DC 22 Dexterity saving throw, taking 14 (4d6) fire
choose to succeed instead.
damage and 14 (4d6) radiant damage on a failed save, or
Magic Resistance. The solar has advantage on saves against half as much damage on a successful one.
spells and other magical effects. Intimidating Glare (Costs 3 Actions). The solar glares at
up to three creatures it can see within 30 feet of it. Each
ACTIONS
target must succeed on a DC 22 CHA save or be cowed until
Multiattack. The solar makes three Greatsword or Holy the end of its next turn. While cowed, a creature’s speed is
Fire Bolt attacks. It can replace one attack with a use of halved, and it can’t look at the solar.
53 MONSTER VAULT A
Animated Objects
The emptiness within the suit of plate mail’s visor echoes a bit; no
creature controls the armor from inside it. An iron sword floats
in midair at rest beside it—then suddenly swings and
flourishes as though wielded by a trained warrior.
Living Objects. Animated objects are nonmagical
objects given life by a spellcaster. Though little more than
their mundane counterparts, animated objects can be
given basic instructions to follow—they do so indefinitely
or until given new instructions by their creators. The most
common animated objects are decorative or seemingly
innocuous armor, weapons, and rugs instructed to protect
their creators’ homes, laboratories, or treasuries.
Animated Armor. Whether it is field armor with dents
and scratches from battle, or ornately decorated for a
pleasing display, animated armor moves as quickly as those
who might wear it. It pummels foes with its gauntlets, and
it can kick or ram opponents if its gauntlets are missing.
Flying Sword. Often paired with animated armor,
a flying sword can be equally battle-worn or ornate. It
may also sit alone, among a rack of weapons, ready to fly
out at intruders. Though more maneuverable than most
animated objects, its fragility makes it easier to destroy.
Rug of Smothering. One of the most insidious
animated objects, the rug of smothering usually waits
until a victim draws near before attempting to grab and
suffocate it. Beyond the immediate danger of constriction
and suffocation, the rug also passes on some of the damage
inflicted on it by the victim’s allies. Despite its name, many
large textiles can be animated as rugs of smothering, such
as tapestries, blankets, or even heraldic flags and banners.
Animated Armor CR 1
Medium Construct Construct Nature. The armor doesn’t require air, food, drink,
Armor Class 18 (natural armor) or sleep.
Hit Points 34 Construct Resilience. The armor is immune to poison and
Speed 25 ft. psychic damage, and it is immune to exhaustion and the
Perception 8 Stealth 10 charmed, frightened, paralyzed, petrified, and poisoned
Vulnerable acid conditions.
Resistant slashing False Appearance. While the armor remains motionless, it is
Immune blinded, deafened | Construct Resilience indistinguishable from a normal suit of armor.
Senses keensense 60 ft. (can’t sense beyond this radius)
ACTIONS
Languages —
Multiattack. The animated armor makes two Slam attacks.
STR DEX CON INT WIS CHA Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) bludgeoning damage.
+4 +0 +1 −5 −2 −5
BONUS ACTIONS
Antimagic Susceptibility. The armor is incapacitated while
Helmet Bash (19 HP or Fewer). The animated armor slams
in the area of an antimagic field. If targeted by dispel magic,
its helmet into a creature it can sense within 5 feet of it. The
the armor must succeed on a CON save against the caster’s
target must succeed on a DC 13 STR save or take 5 (2d4)
spell save DC or fall unconscious for 1 minute.
bludgeoning damage and be knocked prone.
A MONSTER VAULT 54
Flying Sword CR 1/4 Construct Nature. The rug doesn’t require air, food, drink,
or sleep.
Small Construct
Construct Resilience. The rug is immune to poison and
Armor Class 16 (natural armor) psychic damage, and it is immune to exhaustion and the
Hit Points 11 charmed, frightened, paralyzed, petrified, and poisoned
Speed 0 ft., fly 50 ft. (hover) conditions.
Perception 7 Stealth 13 Damage Transfer. While it is grappling a creature, the rug
Vulnerable acid takes only half the damage dealt to it (rounded down), and
Resistant piercing the creature grappled by the rug takes the other half.
Immune blinded, deafened, prone | Construct Resilience False Appearance. While the rug remains motionless and
Senses keensense 60 ft. (can’t sense beyond this radius) isn’t flying, it is indistinguishable from a normal rug.
Languages —
ACTIONS
STR DEX CON INT WIS CHA Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Medium or smaller creature. Hit: 12 (2d8 + 3) bludgeoning
+1 +3 +0 −5 −3 −5
damage, and the target is grappled (escape DC 13). Until this
grapple ends, the target is restrained, blinded, and unable
Antimagic Susceptibility. The sword is incapacitated while to breathe, and the rug can’t fly and can’t Smother another
in the area of an antimagic field. If targeted by dispel magic, target.
the sword must succeed on a CON save against the caster’s
Squeeze Prey. The rug of smothering tightens around a
spell save DC or fall unconscious for 1 minute.
creature it is grappling. The target must make a DC 13 STR
Construct Nature. The sword doesn’t require air, food, drink, save, taking 18 (4d8) bludgeoning damage on a failed save,
or sleep. or half as much damage on a successful one. A breathing
Construct Resilience. The sword is immune to poison and creature that fails this save by 5 or more has the remaining
psychic damage, and it is immune to exhaustion and the air squeezed from its lungs and begins suffocating.
charmed, frightened, paralyzed, petrified, and poisoned
conditions. BONUS ACTIONS
False Appearance. While the sword remains motionless and Rolling Charge (25 HP or Fewer). If it isn’t grappling a
isn’t flying, it is indistinguishable from a normal sword. creature, the rug curls up and rolls along the ground up to
triple its speed straight toward a creature it can sense. If it
ACTIONS stops within 5 feet of the target, it can make one Smother
Slash. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. attack against the target.
Hit: 5 (1d8 + 1) slashing damage.
BONUS ACTIONS
Whirling Blade (6 HP or Fewer). The flying sword makes a
Slash attack against a target it can sense within 5 feet of it.
Rug of Smothering CR 2
Large Construct
Armor Class 12
Hit Points 45
Speed 10 ft., fly 15 ft. (hover)
Perception 8 Stealth 14
Vulnerable fire
Immune blinded, deafened | Construct Resilience
Senses keensense 60 ft. (can’t sense beyond this radius)
Languages —
55 MONSTER VAULT A
Ankheg Ankheg
Large Monstrosity (Animal)
CR 2
Chittering escapes the sharp mandibles of this massive green and Armor Class 14 (natural armor)
yellow insect. Liquid drips from its mandibles, sizzling as it hits Hit Points 57
the ground. Speed 30 ft., burrow 10 ft.
Terrors of the Plains. Ankhegs nest just below the Perception 11 Stealth 12
surface of grasslands or scrub forests, waiting to ambush Resistant acid | Monstrosity Resilience
prey on the ground above. Their preferred meals are cattle, Senses darkvision 60 ft., tremorsense 60 ft.
sheep, horses, and game animals, but they eat anything Languages —
they can overpower.
Deadly Digestive Fluid. The insectoids constantly STR DEX CON INT WIS CHA
generate stomach acid which flows to their mandibles, +5 +0 +1 −5 +1 −2
coating them and making the ankheg’s bites considerably
more dangerous than those of most large insects. Ankhegs Monstrosity Resilience. The ankheg is resistant to exhaustion
can also contract their thoracic diaphragms to expel a line of and to the frightened condition.
acid, emptying out their stomachs in the process. Ankhegs
often use this when retreating from stout opposition. ACTIONS
Gripping Mandibles. Ankhegs have powerful Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage plus 9 (2d8) acid damage.
mandibles that can lock into place to better hold struggling
If the target is a Large or smaller creature, it is grappled
prey. Once prey is subdued, ankhegs dig their way out of (escape DC 13). Until this grapple ends, the ankheg can’t Bite
danger to enjoy their food in peace. another target.
Acid Spray (Recharge 6). The ankheg spits acid in a line that
is 30 feet long and 5 feet wide, provided it has no creature
grappled. Each creature in that line must make a DC 13 DEX
save, taking 18 (4d8) acid damage on a failed save, or half as
much damage on a successful one.
BONUS ACTIONS
Save for Later. The ankheg quickly digs a small hole and
stuffs one creature grappled by it into the hole, burying
the creature and ending the grapple. A buried creature is
restrained and unable to breathe or stand up. A creature,
including the buried creature, can take its action to free the
buried creature by succeeding on a DC 13 STR check.
A MONSTER VAULT 56
Astral Destroyer
A massive, serpentine creature
with a multipronged tail and four
claws flies through the astral sea on
two pairs of spiked, black wings.
World Eater. Astral destroyers
roam the Astral and Ethereal planes,
and they hop into the Material Plane to
feast. They are the death of any land where
they alight, as they tear the fabric of
the world into pieces. As hungry,
instinct‑driven creatures, astral
destroyers can’t be reasoned with and
are nearly impossible to stop.
Magical Delicacies. Astral
destroyers consider any source of magic
particularly delicious, and clever heroes
might lure an astral destroyer away from
a village in danger by presenting it with a
magical meal. The astral destroyer’s bite
can strip magic from items, and many worlds
have lost their magic or had it severely disrupted
by a gathering of ravenous astral destroyers.
Astral Destroyer CR 18
Gargantuan Aberration (Outsider) ACTIONS
Armor Class 19 (natural armor)
Multiattack. The astral destroyer makes one Bite attack,
Hit Points 297 three Claw attacks, and one Tail Whip attack.
Speed 30 ft., fly 80 ft.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Perception 18 Stealth 10 Hit: 23 (3d10 + 7) piercing damage, and one magic effect of
Resistant bludgeoning, piercing, and slashing damage from 5th circle or lower on the target ends.
nonmagical attacks | Aberrant Resilience
Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one
Immune poison | exhaustion, poisoned target. Hit: 20 (3d8 + 7) slashing damage.
Senses truesight 100 ft. Tail Whip. Melee Weapon Attack: +13 to hit, reach 20 ft., one
Languages — target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target
must succeed on a DC 20 STR save or be knocked prone
STR DEX CON INT WIS CHA or pushed up to 15 feet away from the astral destroyer (the
+13 +0 +12 −4 +2 −1 destroyer’s choice).
Astral Stride. The astral destroyer magically enters the Astral
Aberrant Resilience. The astral destroyer is resistant to the Plane or Ethereal Plane from the Material Plane, or vice
charmed, frightened, paralyzed, and stunned conditions, and versa. Other creatures can’t be transported with it.
it has advantage on saves against spells or effects that would
BONUS ACTIONS
alter its form.
Astral Traveler. The astral destroyer doesn’t require ambient Consume Reality. The astral destroyer consumes all material
pressure and can survive up to 7 days without air before it in a 10-foot cube within 15 feet of it, instantly destroying all
risks suffocating. While traveling in the Astral Plane, Ethereal nonmagical material that isn’t being worn or carried and
Plane, Void, or space, the astral destroyer glides on magical reducing any nonmagical objects in the area that aren’t
winds, covering immense distances in short times. being worn or carried to 0 HP.
Each creature in the area must make a DC 20 DEX save,
Sense Magic. The astral destroyer senses and can pinpoint
taking 18 (4d8) force damage on a failed save, or half as
the location of magic within 120 feet of it. If it senses magic
much damage on a successful one. If at least one creature
and can see the creature or object bearing the magic it
fails the save, the astral destroyer regains 18 (4d8) HP.
senses, it sees a faint aura around that creature or object.
Otherwise, it regains 10 (3d6) HP.
57 MONSTER VAULT A
Azer
Heat radiates from what a dwarf made of stone with
lava‑filled cracks. It stands ready with a stone shield
in one soot‑covered hand while it whirls a massive
hammer around its head with the other.
Dedicated Smiths and Sculptors. Azers delight
in crafting, whether sculpting volcanic rock into pleasing
shapes or hammering a stout shield out of molten metal.
Though not all azers are perfectionists, many will spend
years making minor tweaks and adjustments until a piece
is just right. Azers interrupted while practicing their craft
display their fierce and fiery tempers.
Dwarven Allies. The first humanoids that azers
ever encountered on the Material Plane were dwarves.
Recognizing fellow craftsmen, the ancient dwarves showed
the azers great hospitality, and the two peoples exchanged
many tools and techniques in that early meeting. Seeing
dwarves as their material-bound twins, the elementals
reforged their bodies into dwarvish shapes, finding the
forms aesthetically pleasing and useful for continued
contact with dwarves. Though those ancient dwarves and
early azers have long since perished, azers and dwarves
have long memories, and many clans from both sides
continue to maintain connections and exchange ideas.
Deadly to the Touch. As beings of elemental fire,
azers are inimical to those unprotected from flame.
They transfer their heat to the weapons they wield,
but just standing next to an azer can roast a foe,
as heat ripples off them in waves.
Azer CR 2
Medium Elemental
Armor Class 17 (natural armor, shield)
ACTIONS
Hit Points 49
Speed 30 ft. Multiattack. The azer makes two Warhammer attacks.
Perception 11 Stealth 11 Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Immune fire, poison | poisoned target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3)
bludgeoning damage if used with two hands, plus 3 (1d6) fire
Senses —
damage.
Languages Dwarvish, Ignan
BONUS ACTIONS
STR DEX CON INT WIS CHA Blazing Bulwark. The azer creates fire in a 15-foot line that is
+3 +1 +4 +1 +1 +0 1 foot wide, originating from a point the azer can see within
15 feet of it. This line is an opaque wall that is 3 feet tall and
Heated Body. A creature that touches the azer or hits it provides half-cover to creatures behind it. A creature that
with a melee attack while within 5 feet of it takes 3 (1d6) fire moves through the line takes damage as if it touched the
damage. azer. The line of fire lasts for 1 minute or until the azer uses
this bonus action again.
Heated Weapons. When the azer hits with a metal melee
weapon, the weapon deals an extra 3 (1d6) fire damage
(included in the attack).
Illumination. The azer sheds bright light in a 10-foot radius
and dim light for an additional 10 feet.
A MONSTER VAULT 58
Undead Nature. The balara doesn’t require air, food, drink,
Balara or sleep.
Undead Resilience. The balara is immune to poison damage,
An unholy assemblage of animal bones in a large humanoid form
to exhaustion, and to the poisoned condition.
lumbers forward. Wisps of a cold, blue light curl outward from
the wolf skull atop its shoulders, and strips of rotting skin and fur ACTIONS
hang on its bones like a macabre coat.
Multiattack. The balara makes one Bite attack and two Claw
Druidic Vengeance. When entire herds or flocks attacks, or it makes three Necrotic Bolt attacks.
are massacred or succumb to a deliberate poisoning Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
or excessive hunting, some druid circles lash out by Hit: 16 (3d8 + 3) piercing damage plus 4 (1d8) necrotic
gathering the corpses and turning them into a balara. The damage, and the target can’t regain HP until the start of the
embodiment of druidic vengeance, a balara is a frightening balara’s next turn.
weapon against despoilers of natural fauna. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Frightening Light. A cold, blue light glows at the Hit: 13 (3d6 + 3) slashing damage.
heart of the balara. Creatures that see the light experience Necrotic Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one
the deaths of the animals that make up the balara, feeling target. Hit: 15 (3d8 + 2) necrotic damage, and the target can’t
the pain and fear those animals felt just before dying. regain HP until the start of the balara’s next turn.
59 MONSTER VAULT B
Basilisk
This gray-green serpent rears up to the height of a pony.
It bares teeth strong enough to crush bone, and its eyes glow
a lurid yellow.
Aggressive Predators. Basilisks eat
petrified flesh, their poison dissolving it into
a grainy mush, and constantly hunt for
prey to petrify. Too slow to keep up with
most prey, basilisks rely on their petrifying
gaze and well-timed ambushes. Basilisks are
largely indiscriminate hunters, attacking anything
that looks even remotely tasty in its territory.
Territorial. A basilisk’s aggressive hunting
becomes outright hostility toward rival basilisks that
enter its territory—but they will not eat the petrified
flesh of another basilisk. This leaves many
basilisk territories littered with statues
of other basilisks who dared intrude.
Canny adventurers can take advantage
of this by fooling a basilisk into staring at
a reflective surface, where it then tries to
petrify the perceived competitor.
Stone Dwellers. Basilisks haunt
areas filled with rocks, such as caves,
stony hills, and mountains. Because they
eat petrified flesh, they remove traces
of their victims, rendering it difficult to
notice their lairs.
Basilisk CR 3
Medium Monstrosity
Armor Class 15 (natural armor)
Hit Points 68 effect on a success. The petrification lasts until the creature is
Speed 20 ft. freed by the greater restoration spell or other magic.
Perception 9 Stealth 9 Unless surprised, a creature can avert its eyes to avoid the
save at the start of its turn. If the creature does so, it can’t
Resistant poison | petrified | Monstrosity Resilience
see the basilisk until the start of its next turn, when it can
Senses darkvision 60 ft. avert its eyes again. If the creature looks at the basilisk in the
Languages — meantime, it must immediately make the save.
If the basilisk sees itself reflected on a polished surface
STR DEX CON INT WIS CHA within 30 feet of it and in an area of bright light, the basilisk
+3 −1 +2 −4 −1 −2 mistakes itself for a rival and is affected by its own gaze.
ACTIONS
Monstrosity Resilience. The basilisk is resistant to exhaustion
and to the frightened condition. Multiattack. The basilisk makes two Bite or Poison Spit
attacks. If both Bite or Poison Spit attacks hit one creature,
Petrifying Gaze. When a creature that can see the basilisk’s
the target is poisoned until the end of its next turn.
eyes starts its turn within 30 feet of the basilisk, the basilisk
can force it to make a DC 12 CON save if the basilisk isn’t Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
incapacitated and can see the creature. On a failure, the Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison
creature magically begins to turn to stone and is restrained. damage.
The restrained creature must repeat the save at the end of Poison Spit. Ranged Weapon Attack: +5 to hit, range 20/60
its next turn, becoming petrified on a failure or ending the ft., one target. Hit: 13 (3d6 + 3) poison damage.
B MONSTER VAULT 60
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Behir Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning
damage. If the target is Large or smaller and the behir isn’t
Lightning crackles between the fangs of this sinuous reptilian already grappling a creature, the target is grappled (escape
creature. Its leathery blue-black skin shimmers, and tufts of DC 16). Until this grapple ends, the target is restrained, and
lightning-blue fur stick out in wisps along its spine. the behir can’t Constrict another target.
Underground and Cliff Dwellers. Behirs thrive in Swallow. The behir makes one Bite attack against a Medium
underworld caverns and passageways where their sinuous or smaller target it is grappling. If the attack hits, the target
body and ability to climb give them extra maneuverability is also swallowed, and the grapple ends. While swallowed,
the target is blinded and restrained, it has total cover against
and an advantage over prey on a cavern floor. When food is
attacks and other effects outside the behir, and it takes 21
scarce, some behirs will venture above ground. However, (6d6) acid damage at the start of each of the behir’s turns. A
these appearances are short-lived because their size and behir can have only one creature swallowed at a time.
rapacious appetite quickly draw unwanted attention. If the behir takes 30 damage or more on a single turn from
Ambusher. Despite its incredible size, a behir’s the swallowed creature, the behir must succeed on a DC 14
coloration and its ability to climb difficult surfaces allows CON save at the end of that turn or regurgitate the creature,
it to conceal itself from its victims until it drops on them. which falls prone in a space within 10 feet of the behir. If
They prefer constricting their prey, holding it still to the behir dies, a swallowed creature is no longer restrained
by it and can escape from the corpse by using 15 feet of
devour it whole.
movement, exiting prone.
Possible Draconic Origins. Because behirs have Lightning Breath (Recharge 5–6). The behir exhales
potent lightning breath, as well as blue hide and reptilian lightning in a 30-foot line that is 5 feet wide. Each creature
appearance, many scholars have proposed a link between in that line must make a DC 16
the creatures and blue dragons. Though a clear connection Dexterity saving throw, taking
has never been discovered, behirs do exhibit some 54 (12d8) lightning damage
hoarding tendencies, eagerly collecting brightly colored or on a failed save, or half
shiny objects. as much damage on a
successful one.
Behir CR 11
Huge Monstrosity
Armor Class 17 (natural armor)
Hit Points 223
Speed 50 ft., climb 40 ft.
Perception 16 Stealth 17
Resistant Monstrosity Resilience
Immune lightning
Senses darkvision 90 ft.
Languages Draconic
ACTIONS
Multiattack. The behir makes one Bite attack and one
Constrict attack. It can replace its Bite attack with a use of
Swallow.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 22 (3d10 + 6) piercing damage plus 27 (6d8)
lightning damage.
61 MONSTER VAULT B
Black Pudding
The black, amorphous blob glistens in the torchlight as it
undulates forward.
Predator of the Deep Dark.
Like most oozes, the black
pudding is a mindless predator
that prowls deep caverns, abandoned
sewers, dank dungeons, and other dark
places underground. Though fire
isn’t particularly harmful to the black
pudding, it avoids open flames and
places filled with light, finding them
uncomfortable.
Glistening Tar. A black
pudding has a glistening surface
reminiscent of hot tar when
exposed to light. The surface of its
body reacts to light when exposed
for more than a moment, absorbing
and reducing the light around it.
This natural ability makes the black
pudding especially adept at ambushing prey.
Varied Diet. Capable of dissolving and consuming pudding can eat through a panel of nonmagical wood or
wood and metal as well as flesh and bone, the black metal in its space that is up to 2 inches thick in 1 round.
pudding is drawn to the warmth of living creatures, the Ooze Nature. The pudding doesn’t require sleep.
scent of cut wood, and the unique tang metal leaves in the Ooze Resilience. The pudding is resistant to the restrained
air. However, the secretions of a black pudding have no condition, and it is immune to exhaustion and to the blinded,
effect on stone. charmed, deafened, frightened, and prone conditions.
Spider Climb. The pudding can climb difficult surfaces,
including upside down on ceilings, without needing to make
Black Pudding CR 4
an ability check.
Large Ooze
Armor Class 7 ACTIONS
Hit Points 122 Multiattack. The black pudding makes two Pseudopod
Speed 20 ft., climb 20 ft. attacks.
Resistant Ooze Resilience Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Immune acid, lightning, slashing | grappled | Ooze Resilience one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9
(2d8) acid damage. In addition, nonmagical armor worn by
Senses keensense 60 ft. (can’t sense beyond this radius)
the target is partly dissolved and takes a permanent and
Languages — cumulative −1 penalty to the AC it offers. Armor reduced to
an AC of 10 is destroyed.
STR DEX CON INT WIS CHA
+5 −3 +3 −5 −2 −5 BONUS ACTIONS
Dampen Light. The black pudding dims the light around it.
Amorphous. The pudding can move through a space as The radius of each light source within 60 feet of it is halved
narrow as 1 inch wide without squeezing. until the start of its next turn. The pudding can’t use this
action while in sunlight.
Corrosive Form. A creature that touches the pudding or hits
it with a melee attack while within 5 feet of it takes 4 (1d8)
REACTIONS
acid damage. Any nonmagical weapon made of metal or
wood that hits the pudding corrodes. After dealing damage, Split. When a pudding that is Medium or larger is subjected
the weapon takes a permanent and cumulative −1 penalty to lightning or slashing damage, it splits into two new
to damage rolls. If its penalty drops to −5, the weapon is puddings if it has at least 10 HP. Each new pudding has HP
destroyed. Nonmagical ammunition made of metal or wood equal to half the original pudding’s, rounded down. New
that hits the pudding is destroyed after dealing damage. The puddings are one size smaller than the original pudding.
B MONSTER VAULT 62
Blink Dog Blink Dog
Medium Fey
CR 1/4
This canine is lithe and poised, with tawny fur, a long tail, and Armor Class 13
tall, pointed ears. Intelligence radiates from its deep eyes, which Hit Points 14
seem to hang in the air a moment as it vanishes, reappearing in Speed 40 ft.
the distance. Perception 13 Stealth 15
Teleporting Fey. Blink dogs are intelligent fey Resistant Fey Resilience
creatures with the ability to pop in and out of being, Senses —
allowing them to teleport short distances. They typically Languages Blink Dog, understands Sylvan but can’t speak it
roam in packs in the Plane of the Fey unless in the service
of a fey noble. They help lost travelers in their realm, STR DEX CON INT WIS CHA
though each pack follows its own codes. +1 +3 +1 +0 +1 +0
Mysterious Origins. Many stories seek to explain
the existence of blink dogs. One popular theory is that Fey Resilience. The blink dog is resistant to the charmed and
a fey lord or lady bred them especially for hunting, their unconscious conditions.
blinking making them adept at surprising prey and guiding Heightened Hearing and Smell. The blink dog’s Perception
it to the hunting party. Others maintain that a pack of is 18 while perceiving by hearing or smell.
dogs mistakenly crossed over into the fey realms and were Pack Tactics. The blink dog has advantage on attack rolls
changed by them. against a creature if at least one of the dog’s allies is within 5
feet of the creature and the ally isn’t incapacitated.
Highly Intelligent. Blink dogs are as intelligent as
people, and while they can’t speak traditional languages, ACTIONS
they can understand them. They are also fiercely loyal to
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
the other members of their pack.
Hit: 6 (1d6 + 3) piercing damage.
Spider Killers. Blink dogs despise phase spiders and Teleport (Recharge 4–6). The blink dog teleports, along with
will kill them on sight, often using the strength of the pack any equipment it is wearing or carrying, up to 40 feet to an
to do so. Some sages speculate that the phase unoccupied space it can see. Before or after teleporting, the
spiders’ ability to shift between planes creates dog can make one Bite attack.
a dissonance that blink dogs find extremely
painful. Others believe the spiders’
phasing causes small tears between
planes, and the blink dogs follow
an ancient instinct to prevent
such tears.
63 MONSTER VAULT B
Bulette
An armor-plated, squat and muscular beast bursts through the
ground while uttering a guttural roar.
Grasslands Ambushers. Frightful predators of
deserts, grasslands, and other flat terrains, bulettes track
their prey from below, waiting for the perfect moment to
launch a surprise attack.
Always Moving When Awake. Also referred to as
“land sharks,” bulettes have insatiable appetites. They
constantly travel just below the surface of the ground when
they hunt, using their fine-tuned sensitivity to vibrations to Standing Leap. The bulette’s long jump is up to 30 feet and
locate food. Aboveground, they leap while running, even if its high jump is up to 15 feet, with or without a running start.
they don’t have any quarry.
ACTIONS
Uncertain Dormancy. After weeks of feeding and
ravaging the land, a bulette finds a secluded location and Multiattack. The bulette makes two Bite attacks.
digs deep underground where it can hibernate and digest. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
The bulette instinctively fills in the tunnel behind it to Hit: 20 (3d10 + 4) piercing damage.
keep hunters at bay while it rests. The creature is not tied Deadly Leap (Recharge 5–6). The bulette leaps up to 30
to seasons or any other discernable patterns, leaving locals feet, diving onto a point it can see or sense within that
unable to predict when the bulette will become active again. range and landing on its feet with a thunderous crash. It
occupies a space of its choice within 5 feet of that point, and
each creature within 10 feet of that point must make a DC 15
Bulette CR 5 STR save. On a failure, a creature takes 14 (4d6) bludgeoning
Large Monstrosity damage and 14 (4d6) thunder damage and is knocked
prone. On a success, a creature takes half the damage and
Armor Class 17 (natural armor)
isn’t knocked prone. Any creature in the bulette’s space is
Hit Points 108
then pushed into an unoccupied space within 5 feet of the
Speed 40 ft., burrow 40 ft. bulette. If no unoccupied space is within range, the creature
Perception 16 Stealth 10 instead falls prone in the bulette’s space.
Resistant bludgeoning | Monstrosity Resilience
Senses darkvision 60 ft., tremorsense 60 ft. BONUS ACTIONS
Languages — Seek Prey. The bulette looks and sniffs around for new prey,
releasing a satisfied, guttural chirp when it settles on one.
STR DEX CON INT WIS CHA One creature the bulette can see or sense within 30 feet of
it and that can see or hear the bulette must make a DC 15
+7 +0 +5 −4 +0 −3
WIS save. On a failure, the target is frightened until the end
of its next turn, and the bulette has advantage on the next
Monstrosity Resilience. The bulette is resistant to exhaustion attack roll it makes against the creature before the start of
and to the frightened condition. its next turn.
B MONSTER VAULT 64
Centaur ACTIONS
Multiattack. The centaur makes one Hooves attack and one
A creature with lean human’s upper body affixed to the body of Pike attack, or it makes three Longbow attacks.
a chestnut horse thunders through the grass. The creature wheels Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
around deftly on its four legs as it nocks an arrow in its longbow. target. Hit: 11 (2d6 + 4) bludgeoning damage.
Plains Runners. Centaurs roam plains, deserts, and Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 9 (1d10 + 4) piercing damage.
other terrain that gives them the freedom to run. Typically
nomadic, they stay in one location for a week or less before Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
ft., one target. Hit: 6 (1d8 + 2) piercing damage.
moving on. The exception is when centaurs have several
young, when they take to forests, ravines, or other shelters REACTIONS
to raise their children until the children can keep pace with
Defensive Kick. When a creature the centaur can see within
the adults.
5 feet of it hits it with an attack, the centaur can kick the
Not Draft Animals. Centaurs become deeply attacker. The attacker must succeed on a DC 14 STR save
offended when asked by outsiders to pull objects or give or be knocked prone or pushed up to 5 feet away from the
rides to able-bodied humanoids. However, centaurs centaur (the centaur’s choice).
helping others escape wildfires or stampedes have been
known to scoop up children and offer rides to those less
able-bodied. Otherwise, centaurs sleep under the stars and
travel light, carrying only what they need upon their backs.
Reluctant Omnivores. Centaurs eat grains, fruit,
nuts, and vegetables, though they can supplement their
diets with fish and fowl, if necessary.
Centaur CR 2
Large Monstrosity
Armor Class 12
Hit Points 63
Speed 50 ft.
Perception 13 Stealth 12
Resistant Monstrosity Resilience
Senses —
Languages Elvish, Sylvan
65 MONSTER VAULT C
Chimera
The leonine head of this lion-bodied creature
roars. A goat head on its shoulder bleats in
response, as smoke spills from the draconic head
on its opposite shoulder.
Cursed Origins. A powerful red dragon
once coveted a gentle goddess’s treasure,
given to a temple by those the goddess had
healed. After years of laying waste to the land
surrounding its lair, the dragon decided it was
powerful enough to defeat the goddess of
healing and loot her treasury. The goddess,
amused by the mortal creature’s feeble attempts
at besting it, left the dragon alive but changed it,
shrinking it and merging it with a lion and a goat. The
deity then cursed the dragon’s entire bloodline as a
warning against excessive pride, and the chimera exists to
this day.
Discordant Desires. A chimera has a dim intellect
and a basic grasp of the language its ancestor once roared
through the skies. Its draconic head still covets coins,
gemstones, and other shiny treasures, but its other two
heads have different desires. The lion is particularly
vain and seeks to always look and feel superior to others, of magic (goat), or other
leading the lion to feed its vanity. The goat is delighted clever manipulation of a head’s
by magic and wants to observe, study, and experience it, desires. The chimera must succeed on a
regardless how dangerous such magic might be. DC 15 WIS save or succumb to that desire.
Monstrous Arguments. The three heads’ differing If the lion or goat head succumbs, the chimera has
disadvantage on the next Bite or Headbutt attack it makes
desires often lead a chimera to argue with itself about
before the end of its next turn. If the dragon head succumbs,
travel, lair locations, and schemes. The one thing upon
creatures caught in the chimera’s next Fire Breath have
which they all agree is that they enjoy chasing, catching, advantage on the save, provided the chimera uses the breath
and devouring prey, though even this begs the question of within the next 1 minute. Once a head has succumbed to a
which head gets the pleasure of devouring their prey. desire, that head can’t succumb again for the next 24 hours.
Monstrosity Resilience. The chimera is resistant to
Chimera CR 6 exhaustion and to the frightened condition.
Large Monstrosity Multiple Heads. The chimera has three heads and is resistant
to the blinded, charmed, deafened, frightened, stunned, and
Armor Class 14 (natural armor)
unconscious conditions.
Hit Points 126
Speed 30 ft., fly 60 ft. ACTIONS
Perception 18 Stealth 10 Multiattack. The chimera makes one Bite attack, one
Resistant Multiple Heads, Monstrosity Resilience Headbutt attack, and two Claws attacks, or it can make two
Immune fire Claws attacks and use Fire Breath, if available.
Senses darkvision 60 ft. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Languages Draconic Hit: 13 (2d8 + 4) piercing damage.
Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 10 (1d12 + 4) bludgeoning damage.
+4 +0 +4 −3 +5 +0 Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Bickering Heads. The chimera is perpetually one step away Fire Breath (Recharge 5–6). The dragon head exhales fire in
from arguing with itself. A creature that can see the chimera a 15-foot cone. Each creature in that area must make a DC
can use a bonus action on its turn to appeal to one of the 15 DEX save, taking 27 (6d8) fire damage on a failed save, or
chimera’s heads with bribes (dragon), praise (lion), displays half as much damage on a successful one.
C MONSTER VAULT 66
Payments Are Power. Chol gain power—and
Chol eventually ascend into other types of chol—by absorbing
large amounts of their preferred payment. Trillipols don’t
A squad of fiends, their congealed bodies each a single translucent ascend and instead absorb the heads of powerful leaders
hue, stand ready to engage their enemies with spell and weapon. to grow their own powers of leadership, expanding their
Their eyes seem to shine with hunger for battle. influence over other chol and the number of chol willing to
Seasoned Mercenaries. Chol are fiends from the follow them.
Lower Planes that serve as formidable soldiers to any
commander—whether fiend or mortal—willing to pay Czol CR 5
their price. Their love of inflicting suffering and misery
Small Fiend (Outsider)
along with their fearlessness in battle make them prized
allies—though they expect to be paid handsomely. Armor Class 15
Unconstrained by either order or chaos, chol always act in Hit Points 97
their own self-interests, switching sides if an opportunity Speed 30 ft., fly 60 ft.
offers better payment or gratification. Perception 13 Stealth 18
Resistant cold, fire, lightning, poison; bludgeoning, piercing,
Planar Travelers. Chol hail from the Lower Planes
and slashing damage from nonmagical attacks | grappled,
and are usually found in the fiercest fighting of those poisoned, restrained
regions, unbothered by inhospitable environments. They
Immune acid | charmed
also freely cross to other worlds and often make their way
Senses darkvision 60 ft.
to the battlefields of mortals, serving the highest bidder
Languages Abyssal, Common, Infernal, telepathy 60 ft.
wherever war is conducted.
Varied Forms, Varied Payment. Chol hierarchy is STR DEX CON INT WIS CHA
based upon their talents and the payments they accept. +0 +5 +3 −2 +0 +5
Czols are assassins and spies, who demand payment in
precious metals, such as gold coins. Uulgols thrive as shock
Acidic Weapons. The czol’s weapon attacks are magical.
troops, who demand payment in high-quality weapons When the czol hits with any weapon, the weapon deals an
and armor, such as adamantine chain mail. Icthols are extra 2d8 acid damage (included in the attack).
spellcasters specializing in infiltration and impeding
Evasion. If the czol is subjected to an effect that allows it to
enemies, who demand payment in magic items and scrolls. make a DEX save to take only half damage, the czol instead
Trillipol lead all other chols, commanding entire chol takes no damage if it succeeds on the save, and only half the
battalions and orchestrating deals on grand scales, and they damage if it fails.
demand payment in favors, valuable lore, and often in the Magic Resistance. The czol has advantage on saves against
heads of powerful leaders. spells and other magical effects.
ACTIONS
Multiattack. The czol makes one Dagger attack and one
Wing Slap attack, or it makes three Acid Bolt attacks.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing
damage plus 9 (2d8) acid damage.
Wing Slap. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage plus 9 (2d8)
acid damage. The target must succeed on a DC 16 CON save
or take 4 (1d8) acid damage at the start of each of its turns,
as acid clings to the wound. Any creature can take an action
to purge the acid from the wound with a successful DC 12
WIS (Medicine) check. The acid also leaves the wound if the
target receives magical healing, ending the effect.
Acid Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one
target. Hit: 12 (2d8 + 3) acid damage.
BONUS ACTIONS
Hidden Step. The czol magically teleports, along with any
equipment it is wearing or carrying, up to 30 feet to an
unoccupied space it can see and takes the Hide action.
67 MONSTER VAULT C
Uulgol CR 9 ACTIONS
Multiattack. The uulgol makes it makes one Claw attack and
Large Fiend (Outsider)
one Maul attack, or it makes three Acid Bolt attacks.
Armor Class 16 (natural armor)
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit Points 128
Hit: 18 (3d8 + 5) slashing damage plus 13 (3d8) acid damage.
Speed 40 ft.
Maul. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Perception 14 Stealth 10 Hit: 19 (4d6 + 5) bludgeoning damage plus 13 (3d8) acid
Resistant cold, fire, lightning, poison; bludgeoning, piercing, damage, and if the target is a Huge or smaller creature, it
and slashing damage from nonmagical attacks | grappled, must succeed on a DC 17 STR save or be pushed up to 10
poisoned, restrained feet away from the uulgol or knocked prone (the uulgol’s
Immune acid | charmed choice). If the uulgol scores a critical hit, the target has
Senses darkvision 60 ft. disadvantage on the save and also suffers one level of
Languages Abyssal, Common, Infernal, telepathy 60 ft. exhaustion on a failed save.
Acid Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one
STR DEX CON INT WIS CHA target. Hit: 20 (4d8 + 2) acid damage.
+9 +0 +4 +1 +0 +6 BONUS ACTIONS
Absorb Weapon. The uulgol absorbs one weapon it can
Acidic Weapons. As the czol, except the uulgol’s weapon
see within 5 feet of it, other than its maul. If the weapon is
deals an extra 3d8 acid damage.
being worn or carried by another creature, that creature
Magic Resistance. As the czol. must succeed on a DC 17 STR save to avoid its weapon being
Weapon Bond. The uulgol can’t absorbed by the uulgol. An absorbed weapon floats inside
be disarmed of its maul. In the uulgol’s gelatinous body, completely dissolving after 1
addition, if it starts its turn hour if it is nonmagical or remaining there until removed if
with one or more weapons magical. A creature within 5 feet of the uulgol can take its
absorbed, it gains 5 (2d4) action to retrieve a weapon inside the uulgol by succeeding
temporary HP for each on a DC 17 STR check. The uulgol can retrieve a weapon
absorbed weapon. inside it as a bonus action.
Icthol CR 12
Medium Fiend (Outsider)
Armor Class 17 (natural armor)
Hit Points 165
Speed 30 ft.
Perception 17 Stealth 15
Resistant cold, fire, lightning, poison; bludgeoning, piercing,
and slashing damage from nonmagical attacks | grappled,
poisoned, restrained
Immune acid | charmed
Senses truesight 120 ft.
Languages Abyssal, Common, Infernal, telepathy 120 ft.
ACTIONS
Multiattack. The icthol makes three Claw or Acid Bolt attacks.
It can replace one attack with a use of Spellcasting.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage plus 18 (4d8) acid damage.
Acid Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one
target. Hit: 27 (5d8 + 5) acid damage.
C MONSTER VAULT 68
Acid Eruption (Recharge 5–6).
The icthol causes a fountain of acid to
erupt from a point on the ground it can see
within 60 feet of it. Each creature within 20
feet of that point must make a DC 17 DEX
save, taking 49 (11d8) acid damage on a failed
save, or half as much on a successful one. Then, the ground
within 20 feet of that point becomes difficult terrain for 1
minute or until the icthol uses this action again.
Spellcasting. The icthol casts one of the following spells,
requiring no material components and using INT as the
spellcasting ability (spell save DC 17).
At will: disguise self, mage hand, minor illusion,
prestidigitation
3/day each: blindness/deafness, dispel magic,
hypnotic pattern
1/day each: confusion, mind blank, seeming
BONUS ACTIONS
Teleport. The icthol magically teleports,
along with any equipment it is wearing
or carrying, up to 60 feet to an
unoccupied space it can see.
Trillipol CR 17
Medium Fiend (Outsider)
Armor Class 17 (natural armor)
Hit Points 247
Speed 30 ft. Acid Burst (Recharge
5–6). The trillipol emits a burst
Perception 18 Stealth 18
of acid. Each creature within 20 feet of the trillipol must
Resistant cold, fire, lightning, poison; bludgeoning, piercing,
make a DC 19 DEX save, taking 63 (14d8) acid damage on a
and slashing damage from nonmagical attacks | grappled,
failed save, or half as much damage on a successful one. A
poisoned, restrained
creature that fails the save by 5 or more takes 18 (4d8) acid
Immune acid | charmed, frightened damage at the start of its next turn as the acid continues to
Senses truesight 120 ft. burn it.
Languages Abyssal, Common, Infernal, telepathy 120 ft.
BONUS ACTIONS
STR DEX CON INT WIS CHA Shape Chol. The trillipol magically manipulates the bodies or
+11 +2 +10 +11 +2 +10 acid of up to three friendly chol it can see within 60 feet of it,
causing one of the following effects.
Acidic Weapons. As the czol, except the trillipol’s weapon • Elastic Limbs. Each target’s speed increases by 10 feet,
deals an extra 5d8 acid damage. and the next time it moves before the start of the trillip-
ol’s next turn, its movement doesn’t provoke opportunity
Bolstering Presence. Each friendly chol, except the trillipol, attacks.
within 10 feet of the trillipol has advantage on attack rolls
• Frightful Mien. Each target’s form takes on a more fiend-
and on saves.
ish mien, including sulfurous breath and additional horns
Magic Resistance. As the czol. or spikes. Each non-chol creature within 5 feet of a target
must succeed on a DC 19 WIS save or be frightened until
ACTIONS
the start of the trillipol’s next turn.
Multiattack. The trillipol makes three Slam attacks, or it • Sticky Acid. The acid coating each target’s weapons
makes four Acid Bolt attacks. becomes viscous and sticky. The first time a target hits
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. a creature with a weapon attack before the start of the
Hit: 15 (3d6 + 5) bludgeoning damage plus 22 (5d8) acid trillipol’s next turn, the creature hit must succeed on a DC
damage. 19 STR save or be restrained in acid until the start of the
Acid Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one trillipol’s next turn.
target. Hit: 26 (5d8 + 4) acid damage. Teleport. As the icthol.
69 MONSTER VAULT C
Chuul ACTIONS
Multiattack. The chuul makes two Pincer attacks.
A creature with features blending crab and jellyfish emerges Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one
from the water. It has two segmented legs and a pair of oversized target. Hit: 17 (3d8 + 4) bludgeoning damage. If the target is
pincers, and short tentacles dangle from the shell on its shoulders. Large or smaller, it is grappled (escape DC 14). The chuul has
two pincers, each of which can grapple only one target.
Diminished Circumstances. Primordial chuuls
Wild Reach (Recharge 5–6). The chuul taps into ancient
oversaw an aquatic empire rivalling the empires of the
memories of magic and reaches toward nearby magic with
aboleths and the merfolk. They learned mighty arcane an unpracticed grasp, releasing a burst of energy. Each
rituals and used these rituals to control and absorb creature within 15 feet of the chuul must make a DC 14 DEX
territory. They overextended their power and suffered save, taking 21 (6d6) damage on a failed save, or half as
ignominious defeats, after which they served the empires much damage on a successful one. If a magic item, spell
they once rivaled. Over the ages, chuuls lost much of their effect, or spellcaster is within 30 feet of the chuul, the burst
vast intellect and most of their magical might, retaining is pure arcane energy, dealing force damage. If no magic is
only the ability to sense the magic they can no longer wield. within 30 feet of the chuul, the burst pulls from the chuul’s
own life force, dealing necrotic damage. If the damage is
Magic Item Scavengers. As the chuuls declined, necrotic, the chuul takes necrotic damage as if it succeeded
they became shock troops and hunters of magic items on the save.
for the underwater empires they served. As those ancient
empires fell, chuuls regained their independence and a dim BONUS ACTIONS
genetic memory of their association with magic. They still Paralyzing Tentacles. One creature grappled by the chuul
search for magic and attack ships and coastal settlements must succeed on a DC 14 CON save or be poisoned for 1
to obtain it. Unable to fully understand how to utilize minute. Until this poison ends, the creature is paralyzed. A
it, many chuul nonetheless hoard, protect, or even wear poisoned creature can repeat the save at the end of each of
magic items they discover. its turns, ending the effect on itself on a success.
Chuul CR 4
Large Aberration
Armor Class 15 (natural armor)
Hit Points 80
Speed 30 ft., swim 30 ft.
Perception 14 Stealth 10
Resistant Aberrant Resilience
Immune poison | poisoned
Senses darkvision 60 ft.
Languages understands Deep Speech but can’t speak
C MONSTER VAULT 70
Cloaker
What at first looked like a simple leather cloak unfolds itself to
reveal an enormous bat-like creature with a distended maw and
spear-tipped tail. It looses a moan as it lurches forward, ready to
cling to its prey.
Cruel Hunters. Cloakers relish luring victims into
investigating the cloaks they resemble, hoping to get
the drop on their prey. Regardless of where they attach
themselves, cloakers wrap around their victims and invite
the victims’ allies to attack it, unknowingly damaging their
friend with every attack against the cloaker. When a cloaker
wants to finish off its prey, it utters a terrifying moan to
drive away potential saviors.
Cunning Allies. A cloaker uses its appearance to its
advantage, allying with a humanoid or undead creature and
acting as a mundane cloak. Sometimes such ruses result in
long-term alliances where the wearer and cloaker bond and
work together to accomplish their schemes. Most often,
though, this alliance ends with the cloaker devouring its
unsuspecting ally.
Shadow Manipulator. Cloakers have an innate
connection with shadows and darkness and can cover
themselves in shadows like a blanket. They use this power ACTIONS
to protect themselves when in danger or to ambush prey.
Multiattack. The cloaker makes one Bite attack and two Tail
attacks.
Cloaker CR 8 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Large Aberration Hit: 18 (4d6 + 4) piercing damage, and if the target is
Large or smaller, the cloaker attaches to it. If the cloaker
Armor Class 14 (natural armor)
has advantage on the attack roll, the cloaker attaches to
Hit Points 105
the target’s head, and the target is blinded and unable to
Speed 10 ft., fly 40 ft. breathe while the cloaker is attached. While attached, the
Perception 11 Stealth 15 cloaker can’t make Bite attacks, and at the start of each of the
Resistant Aberrant Resilience cloaker’s turns, the target takes 18 (4d6 + 4) piercing damage.
Senses darkvision 60 ft. The attached cloaker moves with the target whenever the
Languages Deep Speech, Undercommon target moves, requiring none of the cloaker’s movement. It
can detach itself by spending 5 feet of its movement on its
turn. A creature, including the target, can take its action to
STR DEX CON INT WIS CHA detach the cloaker by succeeding on a DC 15 STR check.
+4 +5 +1 +1 +1 +2
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 17 (3d8 + 4) slashing damage.
Aberrant Resilience. The cloaker is resistant to the charmed,
Moan (Recharge 6). The cloaker releases a deep, thrumming
frightened, paralyzed, and stunned conditions, and it has
moan that rattles the nerves of all who hear it. Each creature
advantage on saves against spells or effects that would alter
within 30 feet of the cloaker that can hear the moan and that
its form.
isn’t an Aberration must make a DC 15 WIS save. On a failure,
Damage Transfer. While attached to a creature, the cloaker a creature takes 40 (9d8) psychic damage and is frightened
takes only half the damage dealt to it (rounded down), and until the end of its next turn. On a success, a creature takes
that creature takes the other half. half the damage and isn’t frightened.
False Appearance. While the cloaker remains motionless
without its underside exposed, it is indistinguishable from a BONUS ACTIONS
dark leather cloak. Cloak of Shadows (3/Day). While the cloaker isn’t in bright
Light Sensitivity. While in bright light, the cloaker has light, it pulls shadows around itself, partially obscuring its
disadvantage on attack rolls, and its Perception is 6 when form. For 1 minute or until the cloaker is hit with an attack,
perceiving by sight. the cloaker’s Stealth is 20, and creatures have disadvantage
on attack rolls against the cloaker.
71 MONSTER VAULT C
Cockatrice Cockatrice CR 1/2
Small Monstrosity
Patchy feathers cover this vulture-sized bird, and a long, Armor Class 11
reptilian tail extends behind it. Its serrated beak opens, revealing Hit Points 25
a long, forked tongue, as it shrieks out a hellish rooster’s crow. Speed 20 ft., fly 40 ft.
Primarily Herbivorous. Cockatrices combine avian Perception 11 Stealth 11
and reptilian features, and their beaks can turn victims to Resistant petrified | Monstrosity Resilience
stone. However, cockatrices cannot digest stone and use Senses darkvision 60 ft.
their unique bite to protect themselves from predators. Languages —
They eat berries and vegetable material, shredding leaves
and grass with their serrated beaks, and they consume STR DEX CON INT WIS CHA
insects, worms, and other miniscule prey they can easily −2 +1 +1 −4 +1 −3
gulp down.
Cockatrice Fights. Underground arenas led by Monstrosity Resilience. The cockatrice is resistant to
foolhardy gang lords feature cockatrice combats, often exhaustion and to the frightened condition.
augmenting the creatures with blades as they would with
ordinary fowl. Unfortunately, many would-be owners meet ACTIONS
their demise in training cockatrices for fights, assuming Serrated Beak. Melee Weapon Attack: +3 to hit, reach 5
the creatures are as docile as roosters. ft., one creature. Hit: 6 (2d4 + 1) slashing damage, and the
target must succeed on a DC 11 CON save or be restrained
Astonishingly Delicious. Some humanoids as it begins to turn to stone. The creature must repeat the
discovered long ago that, when prepared correctly, save at the end of its next turn. On a success, the effect ends.
cockatrices taste better than similarly On a failure, the creature is petrified for 24 hours.
prepared birds. However, raising
them has obvious dangers, REACTIONS
which leaves them a rare Shrieking Crow. When a creature the cockatrice can see
delicacy available only to within 30 feet of it attacks it, the cockatrice can let out a
the most foolhardy or startling crow. The attacker must succeed on a DC 11 WIS
wealthy diners. save or have disadvantage on the attack roll.
C MONSTER VAULT 72
Couatl
A feathered serpent with multicolored wings glides effortlessly
across the sky.
Feathered Serpents. Couatls are feathered serpents
that serve as messengers of the gods. Observant and
benevolent, they appear as a swirl of rainbow plumage
among the clouds or as a rainbow-eyed page delivering
an unexpected parcel.
Persistent Rainbows. Couatls often take on
bestial or humanoid forms to deliver their messages or
observe important events, yet they retain some remnant
of their true forms while disguised, such as brightly Bite. Melee Weapon Attack:
colored hair, iridescent eyes, or a patch of shimmering skin. +7 to hit, reach 5 ft., one
Nonlethal Combatants. Unless they are fighting creature. Hit: 8 (1d6 +
against unrepentant evil, couatls first attempt to negotiate 5) piercing damage
plus 14 (4d6)
with potential foes, and merely subdue them should
poison damage. If
combat prove unavoidable.
the poison damage
Celestial Messengers. Benevolent gods of reduces the target
knowledge and peace send couatls to the Material Plane to 0 HP, the couatl
to observe mortals, deliver messages to followers, and to can choose for the
provide crucial aid to the forces of good and order. target to be stable but
poisoned for 1 hour, even
after regaining HP, and is
Couatl CR 4 unconscious while poisoned in this way.
Medium Celestial Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Armor Class 17 (natural armor) target. Hit: 12 (2d6 + 5) bludgeoning damage, and the
Hit Points 77 target is grappled (escape DC 15) if it is a Medium or smaller
creature. Until this grapple ends, the target is restrained, and
Speed 30 ft., fly 90 ft.
the couatl can’t Constrict another target.
Perception 17 Stealth 15
Healing Hiss (3/Day). The couatl croons a soothing hiss at a
Resistant Celestial Resilience
creature it can sense within 5 feet of it. The target magically
Immune psychic regains 10 (3d6) HP and is freed from any disease or poison.
Senses truesight 120 ft.
Languages all, telepathy 120 ft. BONUS ACTIONS
Change Shape. The couatl magically transforms into a Large
STR DEX CON INT WIS CHA or smaller Beast or Humanoid that has a challenge rating
+3 +5 +3 +4 +7 +6 no higher than its own, or back into its true form, which is
Celestial. Any equipment it is wearing or carrying transforms
with it or is borne by the new form (the couatl’s choice). It
Celestial Resilience. The couatl is resistant to radiant
reverts to its true form if it dies. In a new form, the couatl
damage and to bludgeoning, piercing, and slashing damage
retains its Celestial Resilience and Inscrutable traits and its
from nonmagical attacks.
HP, HD, ability to speak, proficiencies, and INT, WIS, and CHA
Inscrutable. The couatl is immune to any effect that would scores, as well as this bonus action and the Rainbow Shield
sense its emotions or read its thoughts, as well as divination reaction. Its statistics and capabilities are otherwise replaced
spells or effects, such as scrying or detecting its location, that by those of the new form, except any class features or
it refuses. WIS (Insight) checks made to ascertain the couatl’s legendary actions of that form.
intentions or sincerity have disadvantage.
Magic Resistance. The couatl has advantage on saves REACTIONS
against spells and other magical effects. Rainbow Shield. When a creature the couatl can see within
Magic Weapons. The couatl’s weapon attacks are magical. 30 feet of it, including itself, is targeted with an attack, the
couatl can interpose a shield of rainbow-hued light between
ACTIONS the attacker and the creature. The attacker has disadvantage
Multiattack. The couatl makes one Bite attack and one on the attack roll. If the protected creature hasn’t attacked
Constrict attack. or harmed another creature within the last minute, the
attacker’s attack misses instead.
73 MONSTER VAULT C
Tainted Attacks. A creature that is reduced to 0 HP by a
Crimson Jelly crimson jelly must succeed on a DC 9 CHA save or suffer
one level of exhaustion. While a creature suffers from this
As light probes the darkness, it strikes a tiny oval-shaped bubble. exhaustion, it loses most of its memories aside from basic
Within its translucent form, strings of undulating comb-like information about itself, such as its name and its capabilities,
structures scintillate with an eerie crimson glow. and it is wracked with nightmarish visions that include a
crimson rune.
Translucent Terrors. Crimson jellies drift upon
Transparent. While in an area of dim or bright light, the
currents of endless darkness in deep waters or the
crimson jelly is invisible. While in darkness, creatures without
underworld. These aggressive carnivores feed upon
darkvision can see the jelly’s faint crimson glow.
whatever creatures they come across. Their translucent
forms are nearly invisible, and they move so rapidly, ACTIONS
few creatures realize their presence until a jelly begins Feeding Paddles. Melee Weapon Attack: +4 to hit, reach 5 ft.,
feasting on them. one creature. Hit: 5 (1d6 + 2) necrotic damage. The crimson
Swarming. Crimson jellies reproduce asexually and jelly gains temporary HP equal to the necrotic damage dealt,
with extreme speed. Almost immediately after feeding, and it attaches to the target. If the jelly had advantage on
the creatures break away from prey and divide. Within this attack, it attaches to the target’s face, leaving the target
unable to breathe or speak while the jelly is attached.
moments of encountering a single jelly, the unwary can be
While attached, the crimson jelly can use only the Feeding
overwhelmed by a growing mob of ravenous jellies.
Paddles action, and it moves with the target whenever the
Elder Siphons. Void scholars theorize that an ancient target moves, requiring none of the jelly’s movement. The
evil god or void lord created crimson jellies to collect Crimson jelly can detach itself by spending 5 feet of its
knowledge by extracting it from the minds of sentient movement. A creature, including the target, can take its
beings. A creature knocked unconscious by a crimson jelly action to detach the jelly by succeeding on a DC 12 STR
temporarily loses its memories, recalling only the vaguest check.
memory of an unpronounceable name and the partial
BONUS ACTIONS
image of a crimson rune.
Reproduce (Requires Temporary HP). While the crimson
jelly has 1 or more temporary HP, it can split part of itself
Crimson Jelly CR 1/2 off into a new crimson jelly with HP equal to the original
Tiny Ooze crimson jelly’s temporary HP. The original crimson jelly
then loses any temporary HP it has. The new crimson jelly
Armor Class 12
otherwise has all the same statistics as its parent, except the
Hit Points 20
new jelly can’t gain temporary HP from Feeding Paddles
Speed 0 ft., fly 60 ft. (hover), swim 30 ft. attacks until it finishes a long rest.
Perception 10 Stealth 14
Resistant Ooze Resilience
Immune necrotic | grappled | Ooze Resilience
Senses keensense 10 ft. (can’t sense beyond this radius)
Languages —
C MONSTER VAULT 74
Darkmantle
The stalactite loosens itself from its mooring and spreads
out a fleshy membrane in anticipation of engulfing prey.
Instinctive Hunters. Though less cunning than
most of the underworld’s ambushers, darkmantles
can prove dangerous to unwary travelers. When they
aren’t digesting meals, they rest in cavernous ceilings
and floors, blending in with stalactites and stalagmites in
their hunting grounds. A darkmantle’s primary method
of attack involves enveloping its victim’s head and then
either crushing or suffocating the victim. While holding
onto a victim, a darkmantle can whirl its
body to throw off the victim’s balance,
forcing them both to the ground where the
darkmantle can devour the helpless victim.
Unnatural Shroud. If the darkmantle’s
prey travels in a group or might be saved by its
fellows, the darkmantle cloaks itself in supernatural
darkness, rendering itself and its victim invisible to
most surface dwellers.
Aboveground Sightings. Darkmantles facing
competition from other darkmantles or more
powerful predators leave their underworld homes
and alight in stony ruins where their disguises won’t ACTIONS
stand out. They find plenty of potential meals from Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one
treasure hunters, wandering merchants, and creatures creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the
seeking shelter from inclement weather. darkmantle attaches to it. If the target is Medium or smaller
and the darkmantle has advantage on the attack roll, the
darkmantle attaches to the target’s head, and the target
Darkmantle CR 1/2 is blinded and unable to breathe while the darkmantle is
Small Monstrosity attached. While attached, the darkmantle can’t make Crush
attacks, and at the start of each of the darkmantle’s turns,
Armor Class 11
the target takes 6 (1d6 + 3) bludgeoning damage.
Hit Points 25 The attached darkmantle moves with the target whenever
Speed 10 ft., fly 30 ft. the target moves, requiring none of the darkmantle’s
Perception 10 Stealth 13 movement. It can detach itself by spending 5 feet of its
Resistant Monstrosity Resilience movement on its turn. A creature, including the target, can
Senses keensense 60 ft. take its action to detach the darkmantle by succeeding on a
DC 13 STR check.
Languages —
Topple. While attached to a creature, the darkmantle swings
its body to throw off the balance of the creature to which it
STR DEX CON INT WIS CHA
is attached. The attached target must succeed on a DC 13
+3 +1 +1 −4 +0 −3 DEX save or be knocked prone. If the target fails the save
and is already prone, it is restrained while the darkmantle is
Echolocation. The darkmantle can’t use its keensense while attached to it, as the darkmantle pins it to the ground.
deafened.
False Appearance. While the darkmantle remains BONUS ACTIONS
motionless, it is indistinguishable from a cave formation, Darkness Aura (1/Day). A 15-foot radius of magical
such as a stalactite or stalagmite. darkness extends out from the darkmantle, moves with it,
Jagged Hide. A creature that hits the darkmantle with a and spreads around corners. The darkness lasts as long as
melee attack while within 5 feet of it takes 2 (1d4) piercing the darkmantle maintains concentration, up to 10 minutes (as
damage. if concentrating on a spell). Darkvision can’t penetrate this
darkness, and no natural light can illuminate it. If any of the
Monstrosity Resilience. The darkmantle is resistant to
darkness overlaps with an area of light created by a spell of
exhaustion and to the frightened condition.
2nd level or lower, the spell creating the light is dispelled.
75 MONSTER VAULT D
Death Dog
This cruel, brutish canine bears two heads, drool dripping from
each of its sharp-toothed jaws. A carrion reek surrounds it, and
its four eyes burn with hunger.
Murderous Hounds. Two-headed and full of hate,
death dogs delight in killing and devouring any humanoids
they can find. Unlike other dogs, they don’t form large
packs, though they will join with one or two others of their
kind to bring down more powerful prey.
A Singular Pack. One of the death dog’s
heads is always in command and makes
decisions, while the other head follows
that head’s lead. When hunting or defending
itself, the death dog’s heads act in unison. This
arrangement usually lasts for a death dog’s whole
life, but in rare cases, the non-dominant head
will challenge the dominant head for leadership,
resulting in the death dog fighting itself.
Plague Dogs. The mouths of death dogs
carry disease, and those who succumb often
watch in horror as their flesh turns necrotic
and begins to rot. While death dogs are
almost impossible to train, bandits and
other marauders sometimes capture them
and release them near unsuspecting
settlements. Even if the dogs are brought
down by the settlement’s defenders,
those bitten often succumb to the
disease soon afterward, weakening
the settlement’s resistance to
other attackers.
ACTIONS
Death Dog CR 1
Multiattack. The death dog makes two Bite attacks.
Medium Monstrosity (Animal)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Armor Class 12
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
Hit Points 40 it must succeed on a DC 12 CON save or contract a disease.
Speed 40 ft. Until the disease is cured, the target is poisoned. Every 24
Perception 15 Stealth 14 hours that elapse, the infected creature must repeat the
Resistant Multiple Heads, Monstrosity Resilience save, reducing its HP maximum by 5 (2d4) on a failure. This
Senses darkvision 120 ft. reduction lasts until the creature finishes a long rest after the
disease is cured. The creature dies if the disease reduces its
Languages —
HP maximum to 0.
D MONSTER VAULT 76
Death Knight ACTIONS
Multiattack. The death knight makes three Greatsword or
A figure bedecked in dark, ornate armor styled in centuries-old Necrotic Bolt attacks.
fashion stands at the ready. Its massive sword features equally Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
intricate designs. target. Hit: 11 (2d6 + 4) slashing damage and 7 (2d6) necrotic
damage.
Righteous Combatants. Unliving knights who died
Necrotic Bolt. Ranged Spell Attack: +7 to hit, range 60 ft.,
dishonorably, death knights return to reclaim their honor
one target. Hit: 18 (4d6 + 4) necrotic damage.
in a twisted mockery of dueling. They believe in fair play in
combat and always challenge the most competent warrior, BONUS ACTIONS
but they have no qualms about using their magical abilities
Champion’s Challenge. The death knight challenges one
to dispatch ignoble foes. If a knight feels it has defeated a creature it can see within 30 feet of it. The target must
worthy opponent, it absorbs the opponent’s essence into succeed on a DC 15 CHA save or have disadvantage on
itself. By absorbing the souls of honorable opponents, attack rolls against creatures that aren’t the knight until the
death knights hope to attain eternal rest. end of its next turn.
Keeping Up Appearances. Many death knights carry
REACTIONS
on with façades of their former lives, attending galas,
participating in tournaments, and engaging in revelries. Parry. The death knight adds 3 to its AC against one melee
attack that would hit it. To do so, the death knight must see
This lasts until people start to notice the death knight is
the attacker and be wielding a melee weapon.
oddly absent from meals or never drinks like it did before
Soul Drain. When the death knight reduces a Humanoid
it died. Many who notice play along to avoid provoking a
to 0 HP, it can absorb the creature’s soul. The target must
knight’s ire.
succeed on a DC 15 WIS save or immediately die, its soul
Soul Restoration. Denied an afterlife because of their becoming trapped in the death
own hubris, death knights can’t be permanently destroyed knight’s sword. The death
until redeemed. If the knight can honorably repeat the knight has advantage on
dishonorable duel that led to its death or perform some attack rolls for 1 minute
great act of heroism, it can be permanently destroyed, after absorbing a soul.
The creature
freeing the knight’s soul from its endless unlife and also
can’t be restored
freeing every soul the knight had absorbed. to life until the
death knight
Death Knight CR 8 is permanently
destroyed.
Medium Undead
Armor Class 18 (plate)
Hit Points 140
Speed 30 ft.
Perception 15 Stealth 5 (10 without
armor)
Vulnerable radiant
Immune necrotic | frightened | Undead Resilience
Senses darkvision 90 ft.
Languages Common
77 MONSTER VAULT D
Soul Bound. If it has at least 1 intact nesting doll with a
Deathless bound soul, a destroyed deathless gains a new body in
5 days, regaining all its HP and becoming active again.
A gaunt, deathly pale man steps forward. A malicious grin The new body appears within 5 feet of the nesting doll (if
splits his face as he holds up a porcelain nesting doll that bears a multiple dolls contain souls, the deathless chooses which).
striking resemblance to him. Soul Stealing. If the deathless reduces a creature to 0 HP
with Death Blow, Death Bolt, or Call of Death, the target’s
Deathly Fey. Some mortals of fey ancestry, such as
soul is transported into one of the deathless’s nesting dolls.
elves, seek immortality through unnatural rituals. Similar
A creature with a soul trapped in this way can’t be restored
to becoming a lich, this is a personal journey for each to life until all the deathless’s nesting dolls are destroyed.
individual, but becoming a deathless is merely a step on that
journey rather than the destination. The transformation ACTIONS
into a deathless requires the fey magic in the person’s blood Multiattack. The deathless makes three Death Blow or Death
and drains much of the vitality out of their body, giving Bolt attacks.
them a deathly appearance and temporarily halting aging. Death Blow. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Soul Thief. After its transformation, a deathless has target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6)
exactly one year to find and bind a remarkable mortal necrotic damage. The target must succeed on a DC 16 CON
soul. If it fails, its body crumbles to dust, and the deathless save or its HP maximum is reduced by an amount equal to
is permanently destroyed. However, if the deathless the necrotic damage taken. This reduction lasts until the
target finishes a short or long rest. The target dies if this
successfully binds a mortal soul five times—at least one
effect reduces its HP maximum to 0.
each year—its former appearance is restored, and it
Death Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., one
becomes immortal.
target. Hit: 20 (5d6 + 3) necrotic damage.
Remarkable Souls. Deathless need to collect
remarkable souls to complete their ascension, but the souls BONUS ACTIONS
need not be moral. Because of this, many deathless ally Call of Death. One creature that doesn’t have all its HP
with night hags and other fiends to gain choice souls from and that the deathless can see within 30 feet must make
them. Night hags enjoy such bargains, as deathless that a DC 16 CON save, taking 7
ascend to full, immortal fey can become powerful—and (2d6) necrotic damage
indebted—future allies for the hags. on a failed save, or half
as much damage on a
Dark Effigies. A deathless carves wood or sculpts successful one.
porcelain into a set of five nesting dolls in its former
likeness, each of which can hold one soul. As long as at least
one doll holding a soul is intact, a deathless can’t be killed,
except by failing to continue to collect souls each year.
Deathless CR 9
Medium Fey
Armor Class 16 (natural armor)
Hit Points 144
Speed 30 ft.
Perception 17 Stealth 11
Resistant bludgeoning, piercing, and slashing damage from
nonmagical attacks | exhaustion, frightened | Fey Resilience
Senses darkvision 120 ft.
Languages Common, Sylvan
D MONSTER VAULT 78
Demon, Balor
This fiery demon swings a sword with one hand and cracks a whip
with the other. Its massive wings carry it just above the ground.
Demon Commander. Balors use their might to
command hordes of demons in battle. When balors
point at targets, their followers rush to kill and rend
with particular fear and energy. When a balor see
their demonic troops running away from battle
or leaving gaps for their enemies, it sometimes
steps forward to turn the tide. Balors promise
terrible torments to deserters and remind
their subordinates that destruction in
battle is better than slow death afterwards.
Rumors claim balors devour deserters
and traitors bodily, adding each victim’s
power to their own.
Fiery Warriors. Balors enjoy
bloodying their weapons and are
fearsome foes in battle. They dive out of
the sky and bring their flaming weapons
down onto unsuspecting foes. The fire
that coats their bodies burns extremely
hot, even scorching opponents ordinarily
accustomed to heat and flames.
Flaming Weapons. The balor’s weapon attacks are magical.
When the balor hits with any weapon, the weapon deals an
Balor CR 19
extra 3d8 fire damage (included in the attack).
Huge Fiend (Demon) Fire Aura. At the start of each of the balor’s turns, each
Armor Class 19 (natural armor) creature within 10 feet of it takes 13 (3d8) fire damage, and
Hit Points 292 flammable objects in the aura that aren’t being worn or
Speed 40 ft., fly 80 ft. carried ignite.
Perception 19 Stealth 12 Magic Resistance. The balor has advantage on saves against
Resistant bludgeoning, piercing, and slashing damage from spells and other magical effects.
nonmagical attacks | Demonic Resilience
ACTIONS
Immune fire | Demonic Resilience
Senses truesight 120 ft. Multiattack. The balor makes one Gore attack, one
Longsword attack, and one Whip attack.
Languages Abyssal, telepathy 120 ft.
Gore. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 15 (2d6 + 8) piercing damage plus 13 (3d8) fire
STR DEX CON INT WIS CHA
damage.
+14 +2 +12 +5 +9 +12
Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 21 (3d8 + 8) slashing damage, or 24 (3d10 + 8)
Demonic Flames. Creatures resistant to fire damage aren’t slashing damage if used with two hands, plus 13 (3d8) fire
resistant to fire damage dealt by the balor. Creatures immune damage. If the balor scores a critical hit, it rolls damage dice
to fire damage are still immune to the balor’s fire damage. three times, instead of twice.
Demonic Resilience. The balor is resistant to cold and Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one
lightning damage. In addition, it is immune to poison target. Hit: 15 (3d4 + 8) slashing damage plus 13 (3d8) fire
damage and to the poisoned condition. damage, and the target must succeed on a DC 20 Strength
Diving Assault. If the balor is flying and moves at least 30 saving throw or be pulled up to 25 feet toward the balor.
feet straight toward a creature and then hits it with a Gore
attack on the same turn, that target must succeed on a BONUS ACTIONS
DC 20 STR save or be knocked prone. If the target is prone, Teleport. The balor magically teleports, along with any
the balor can make one Longsword attack against it as a equipment it is wearing or carrying, up to 60 feet to an
bonus action. unoccupied space it can see.
79 MONSTER VAULT D
Demon, Dretch Dretch
Small Fiend (Demon)
CR 1/4
Loose skin hangs on this bloated creature which waddles on Armor Class 11 (natural armor)
short legs. Hit Points 13
Least Demon. The least of demons, dretches are the Speed 20 ft.
initial form of all demons and corrupted souls that start Perception 9 Stealth 10
their existence in the Abyss. Some are promoted and Resistant Demonic Resilience
transformed into stronger demons shortly after starting Immune Demonic Resilience
life in the Abyss, while others spend their entire existence Senses darkvision 60 ft.
as dretches. This transformation is sometimes triggered Languages Abyssal
by higher-order demons and demon lords, though other
dretches are transformed randomly by the enigmatic and STR DEX CON INT WIS CHA
chaotic energy of the Abyss. +2 +0 +1 −3 −1 −4
Abyssal Rebirth. Dretches are so tied to the Abyss that
killing them in the Abyss doesn’t destroy them like it does Abyssal Rejuvenation. Unlike other outsiders, a dretch that
most outsiders. Instead, dretches are reborn anew in the dies in its home plane of the Abyss is restored in a new
Abyss, providing constant fodder for demonic forces. body in 1d10 days, regaining all its HP and becoming active
again. The new body appears in a random location in the
Gas-Filled. Imbued with the poison of the Abyss,
Abyss. Only sprinkling holy water on the dretch’s remains can
dretches can belch out a noxious cloud that sickens all who prevent this trait from functioning.
smell it. Militant demons often send waves of dretches out
Demonic Resilience. The dretch is resistant to cold, fire,
in front of their main forces to weaken their enemies with
and lightning damage. In addition, it is immune to poison
this gas, making their foes easy prey. damage and to the poisoned condition.
ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage plus 2 (1d4) poison damage.
BONUS ACTIONS
Fetid Cloud (1/Day). A 10-foot radius cloud of disgusting
green gas extends out from the dretch, moves with it, and
spreads around corners. The cloud’s area is lightly obscured
and lasts 1 minute or until a strong wind disperses it. A
creature that starts its turn in the cloud must succeed on
a DC 11 CON save or be poisoned until the start of its next
turn. While poisoned in this way, a creature can take either
an action or a bonus action on its turn, not both, and can’t
take reactions.
D MONSTER VAULT 80
Demon, Glabrezu
This bestial demon has a canine head and feet, furry body, and
two pairs of limbs, the upper pair ending in crushing pincers
and the lower pair in gigantic clawed hands.
Deceptive Appearance. Glabrezus’ bestial
appearance belies their cunning nature. They enjoy
the slow corruption of mortals, promising power
in exchange for ever-increasing acts of depravity.
If a mortal realizes what is happening and
attempts to back out, the demon threatens to
expose the mortal’s acts to its allies if it no longer
complies. This moment of defeated acquiescence
is ambrosia to the demon.
Masters of Fire and Lightning. Though a
glabrezu enjoys manipulation and wars of words,
it is a devastating force on a battlefield. A glabrezu’s
pincers grab and hold victims, crushing them into pulp,
while the demon’s clawed hands create bolts of crackling
fire and lightning to hurl into distant foes.
Glabrezu CR 9
Large Fiend (Demon)
Armor Class 17 (natural armor)
Hit Points 154
Speed 40 ft.
Perception 17 Stealth 12
Resistant bludgeoning, piercing, and slashing damage from
nonmagical attacks | Demonic Resilience Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is
Immune Demonic Resilience
a Medium or smaller creature, it is grappled (escape DC 17).
Senses truesight 120 ft. The glabrezu has two pincers, each of which can grapple only
Languages Abyssal, telepathy 120 ft. one target.
Crackling Flame Bolt. Ranged Spell Attack: +7 to hit, range
STR DEX CON INT WIS CHA 60 ft., one target. Hit: 6 (1d6 + 3) fire damage plus 10 (3d6)
+9 +2 +9 +4 +7 +7 lightning damage.
BONUS ACTIONS
Demonic Resilience. The glabrezu is resistant to cold, fire,
and lightning damage. In addition, it is immune to poison Manipulating Whispers. The glabrezu whispers in the mind
damage and to the poisoned condition. of a creature it can see within 120 feet of it, encouraging the
Magic Resistance. The glabrezu has advantage on saves creature to commit wicked acts. The target must succeed on
against spells and other magical effects. a DC 17 CHA save or succumb to one of the following urges:
Point Blank Grappler. When the glabrezu makes a Crackling • Boastful Stance. The target is overcome with surety of its
Flame Bolt attack, it doesn’t have disadvantage on the attack own battle prowess, momentarily letting down its guard.
roll from being within 5 feet of a hostile creature, provided it Creatures have advantage on attack rolls against the
is grappling that creature. target until the start of the glabrezu’s next turn.
• Confirmation of Wealth. The target is briefly overcome
ACTIONS with the desire to confirm the amount and status of its
Multiattack. The glabrezu makes two Claw attacks and two valuables. It uses either an action or bonus action on its
Pincer attacks, or it makes four Crackling Flame Bolt attacks. next turn (the glabrezu’s choice) to count and take stock
It can replace both Claw attacks with two Crackling Flame of its valuables.
Bolt attacks. • Wrathful Strike. Anger fills the target, and it immediately
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. lashes out at those nearby. The target uses its reaction to
Hit: 10 (2d4 + 5) slashing damage plus 3 (1d6) fire damage make one melee weapon attack against a creature of the
and 3 (1d6) lightning damage. glabrezu’s choice within 5 feet of the target.
81 MONSTER VAULT D
Demon, Golmana
The demon’s teeth gnash hungrily as it moves from walking on
four limbs to standing upright. It unfolds a second pair of smaller
arms from its chest, its green skin glistening in the firelight. As its
eyeless head turns toward the light, it releases a throaty growl.
Void-Touched Fiends. Golmana haunt the darkest
pits of the Abyss, where the boundaries between the Lower
Planes and the Void are thin. Twisted by its contact with
the Void, a golmana is filled with a hollow pain that recedes
slightly each time it consumes a mortal’s body or soul.
Hunters in the Dark. Golmana have exceptional
hearing and don’t rely on light to hunt, making them
particularly dangerous in dark caverns and alleyways.
They climb along walls and ceilings, ambushing and
devouring any creature they encounter. When closing on
prey, golmana gnash their teeth repeatedly and screech
a cacophony of Void Speech, disorienting victims with
energies of the Void.
Golmana CR 7
Medium Fiend (Demon)
Armor Class 15 (natural armor)
Hit Points 118
Speed 40 ft.
Perception 14 Stealth 16
Resistant Demonic Resilience
Immune blinded, frightened | Demonic Resilience
Senses keensense 60 ft. (can’t sense beyond this radius)
Languages Abyssal, Void Speech, telepathy 60 ft.
Heightened Hearing. The golmana’s Perception is 19 when Void Screech (Recharge 5–6). The golmana lets out a
perceiving by hearing. keening screech in a 30-foot cone. Each creature that isn’t a
Fiend in that area must make a DC 15 CON save. On a failure,
Magic Resistance. The golmana has advantage on saves
a creature takes 14 (4d6) necrotic damage and 18 (4d8)
against spells and other magical effects.
thunder damage, and it has disadvantage on the next attack
Spider Climb. The golmana can climb difficult surfaces, roll it makes before the start of the golmana’s next turn, as
including upside down on ceilings, without needing to make brief contact with the energies of the Void destabilizes the
an ability check. creature. On a success, a creature takes half the damage and
doesn’t suffer this disadvantage on its next attack roll.
ACTIONS
Multiattack. The golmana makes two Claws attacks and one BONUS ACTIONS
Tail attack. If both Claws attacks hit a Medium or smaller Consuming Rend. The golmana violently digs its small, torso
creature, the target is grappled (escape DC 15). Until this claws into one creature it is grappling. The target must make
grapple ends, the target is restrained, and the golmana can’t a DC 15 DEX save, taking 7 (2d6) slashing damage on a
make Claws attacks against other targets. failed save, or half as much damage on a successful one. The
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. golmana then regains HP equal to the damage dealt
Hit: 17 (3d8 + 4) slashing damage.
D MONSTER VAULT 82
Stench. A creature that starts its turn within 10 feet of the
Demon, Hezrou hezrou must succeed on a DC 16 CON save or be poisoned
until the start of its next turn. On a success, the creature is
A hunched, warty fiend shaped like a bipedal frog opens its mouth immune to the hezrou’s Stench for the next 24 hours.
to reveal rows of sharp teeth.
ACTIONS
Swamp Dwellers. Hezrous inhabit the poisonous
Multiattack. The hezrou makes one Sticky Tongue attack,
swamps and bogs of the Abyss, and they enjoy wallowing in
one Bite attack, and two Claw attacks.
similar locations when on the Material Plane. To hezrous,
the smellier the swamp or bog the better. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage.
Frog Friend. Though demons have little regard for
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
mortal life, hezrous feel a mild kinship with frogs and Hit: 17 (3d8 + 4) slashing damage.
toads and rarely if ever attack such creatures. As a result,
Sticky Tongue. Melee Weapon Attack: +7 to hit, reach 20 ft.,
hezrous are often responsible for frog cults. In remote one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the
swamps, frogfolk worship hezrous, who protect their target must succeed on a DC 16 STR save or be pulled up to
people from mundane and magical dangers in exchange 15 feet toward the hezrou.
for worship and blood sacrifices. Clever shapechanging
druids have used the hezrous’ fondness for frogs to safely BONUS ACTIONS
communicate with or escape the demons. Quick Leap. The hezrou jumps horizontally up to 20 feet
to an unoccupied space it can see without provoking
opportunity attacks.
Hezrou CR 8
Large Fiend (Demon)
Armor Class 16 (natural armor)
Hit Points 138
Speed 30 ft., swim 30 ft.
Perception 14 Stealth 13
Resistant bludgeoning, piercing, and slashing damage from
nonmagical attacks | Demonic Resilience
Immune Demonic Resilience
Senses darkvision 120 ft.
Languages Abyssal, telepathy 120 ft.
83 MONSTER VAULT D
Demon, Husk ACTIONS
Multiattack. The husk demon makes two Life Drain attacks.
The formless pile of desiccated hide and broken scales slowly Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
twists and writhes across the ground like a sheet of canvas in creature. Hit: 7 (1d8 + 3) slashing damage plus 9 (2d8)
the wind. As it draws closer, a guttural syllabic echo drones in a necrotic damage, and the husk demon regains HP equal to
psychic reverberation. half the necrotic damage dealt. The target must succeed
on a DC 15 CON save or its HP maximum is reduced by an
Withered Demons. When left without a purpose or amount equal to the necrotic damage taken. This reduction
target for their depredations, some lesser demons decay lasts until the creatures finishes a long rest. The target dies if
into husk demons rather than devolving into dretches. this effect reduces its HP maximum to 0.
Expunged. Little remains of what these demons once
BONUS ACTIONS
were, save for rage and hunger. Husk demons seek to
consume the souls of sentient creatures, which can restore Soul Feed. The husk demon feasts on the light in the soul of
up to two creatures it can see within 20 feet of it, causing
the demon’s former shape and glory. They slurp at the
one of the following effects. Each target must succeed on a
bodies and souls of creatures, steadily leeching the vitality DC 15 CHA save or suffer the chosen effect. A creature that
and thirst for life from victims. fails the save against Soul Feed two rounds in a row suffers
Tied to the Past. Husk demons inhabit the ruins one level of exhaustion.
of demonic strongholds, ancient demonic prisons, or • Happiness Feast. The husk demon feasts on the target’s
temples on the Material Plane dedicated to dead gods happiness, causing the target to become crestfallen. The
or fiendish exiles. Such sites often contain lost relics target has disadvantage on attack rolls until the end of its
and artifacts which the demons owned or tended in life. next turn.
Experienced scavengers and looters avoid areas inhabited • Hope Feast. The husk demon feasts on the target’s hope,
by husk demons, believing the demons to be long-dead causing the target to become despondent. The target
has disadvantage on saves until the end of its next turn.
guardians pressed into service by the powerful objects
themselves. Unfortunate explorers may accidentally • Motivation Feast. The husk demon feasts on the target’s
wander into such places and find themselves surrounded motivation, causing the target to lose its ambitions and
become apathetic. The target’s speed is halved until the
by these starving fiends.
end of its next turn.
Husk Demon CR 4
Medium Fiend (Demon)
Armor Class 15
Hit Points 82
Speed 40 ft., fly 25 ft.
Perception 13 Stealth 15
Resistant Demonic Resilience
Immune necrotic | exhaustion, prone | Demonic Resilience
Senses darkvision 60 ft.
Languages Abyssal, Void Speech, telepathy 60 ft.
D MONSTER VAULT 84
Demon, Marilith
A green-skinned woman with a serpentine lower body rears up,
wielding fiery swords, maces, and daggers in her six arms.
Tactical Demons. Most demon lords have at least one
marilith commanding their forces or giving tactical advice.
Peerless military strategists, mariliths are sometimes
summoned to the Material Plane and bound to lead an
army. Many kingdoms have risen to sudden military might
after royal wizards bound a marilith to the king's service.
Revel in Combat. Mariliths relish every chance they
get to hone their combat skills. When not commanding
legions, mariliths enjoy engaging in one-on-one combat
or even in combat against several opponents at once.
Marilith CR 16
Large Fiend (Demon)
Armor Class 18 (natural armor)
Hit Points 217
Speed 40 ft.
Perception 18 Stealth 15
Resistant bludgeoning, piercing, and slashing damage from
nonmagical attacks | Demonic Resilience
Immune Demonic Resilience.
Senses truesight 120 ft.
Languages Abyssal, telepathy 120 ft.
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Hit: 20 (3d10 + 4) bludgeoning damage plus 7 (2d6) fire
+9 +5 +10 +4 +8 +10
damage. If the target is Medium or smaller, it is grappled
(escape DC 17). Until this grapple ends, the target is restrained,
Demonic Resilience. The marilith is resistant to cold, fire, the marilith can automatically hit the target with its Tail, and
and lightning damage. In addition, it is immune to poison the marilith can’t make Tail attacks against other targets.
damage and to the poisoned condition.
Flaming Weapons. The marilith’s weapon attacks are BONUS ACTIONS
magical. When it hits with any weapon, the weapon deals an Marilith Tactics. The marilith shouts one of the following
extra 2d6 fire damage (included in the attack). commands at up to two friendly creatures it can see within
Magic Resistance. The marilith has advantage on saves 30 feet of it:
against spells and other magical effects. • March! Each target can use a reaction to move up to
Reactive. The marilith gets up to five extra reactions, but half its speed in a direction of the marilith’s choice. This
these extra reactions can be used only for Parry. movement is unaffected by difficult terrain and doesn’t
provoke opportunity attacks.
ACTIONS • Protect Yourself! Each target gains the marilith’s Parry
Multiattack. The marilith makes two Dagger attacks, two reaction until the start of the marilith’s next turn.
Mace attacks, and two Longsword attacks. It can replace two • Remember Your Training! Each target has advantage on
Dagger attacks with a Tail attack. the next weapon attack roll it makes before the start of
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 the marilith’s next turn.
ft. or range 20/60 ft., one target. Hit: 9 (2d4 + 4) piercing Teleport. The marilith magically teleports, along with any
damage plus 7 (2d6) fire damage. equipment it is wearing or carrying, up to 60 feet to an
Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one unoccupied space it can see.
target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6)
fire damage. REACTIONS
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., Parry. The marilith adds 5 to its AC against one melee attack
one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) that would hit it. To do so, the marilith must see the attacker
fire damage. and be wielding a melee weapon.
85 MONSTER VAULT D
ACTIONS
Demon, Mire Fiend Multiattack. The mire fiend makes one Mandibles attack,
one Spear attack, and one Stinger attack.
A fiendish, translucent praying mantis with a segmented tail
Mandibles. Melee Weapon Attack: +6 to hit, reach 5 ft., one
tipped by a stinger rises from the muck, wielding a bamboo spear.
creature. Hit: 12 (2d8 + 3) slashing damage.
Magical Swamps. Mire fiends were once small, fiendish Spear. Melee Weapon or Ranged Attack: +5 to hit, reach 5
insects from the swamps of the Abyss that found new ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
homes in magic-blasted swamps in mortal worlds. Over damage, or 6 (1d8 + 2) piercing damage if used with two
time, the seeping, uncontrolled magic of those swamps hands to make a melee attack.
helped the creatures grow in size and intelligence, and they Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one
now live in social hives. creature. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6)
poison damage, and the target must succeed on a DC 14
Intelligent Hunters. Mire fiends are omnivorous,
CON save or be poisoned.
indiscriminate hunters, attacking any prey large enough
or plentiful enough to feed the hive. When hunting, mire Stunning Snap (Recharge 5–6). If the mire fiend has no
creature grappled, it snaps its mandibles together with great
fiends inject the acid from their stingers into victims,
force, creating a miniature sonic boom in a 30-foot cone.
liquefying the innards for easier consumption. A mire Each creature in that area must make a DC 14 CON save.
fiend might venture out on its own to hunt, but often, the On a failure, a creature takes 21 (6d6) thunder damage and
creatures are encountered in small hunting parties. is stunned until the end of its next turn. On a success, a
Coincidental Corruption. Like many demons, mire creature takes half the damage and isn’t stunned.
fiends can corrupt souls, but this corruption happens when
REACTIONS
they inject acid into the body of a slain mortal. Unable to
consume souls, mire fiends don’t capture these corrupted Acidic Retribution. When the mire fiend takes damage,
souls, and they often become ghosts, shadows, or specters. including any damage that reduces it to 0 HP, it can expel
acid from its stinger in a 15-foot line that is 5 feet wide. Each
creature in that line must make a DC 14 DEX save, taking 10
Mire Fiend CR 5 (3d6) acid damage on a failed save, or half as much damage
on a successful one.
Medium Fiend (Demon)
Armor Class 16 (natural armor)
Hit Points 94
Speed 40 ft., swim 40 ft.
Perception 15 Stealth 16
Resistant Demonic Resilience
Immune acid | Demonic Resilience
Senses darkvision 60 ft., keensense 10 ft.
Languages Abyssal
D MONSTER VAULT 86
Demon, Nalfeshnee
A fiendish ape with a boar’s head and a
vulture’s wings lumbers forward, emitting
a strange light.
Gluttonous Demons. Sporting a
bizarre mixture of boar and vulture
characteristics, nalfeshnee embody
gluttony, even stopping in the
middle of a fight to feast on a fallen
foe. They are always seeking new
and unique things to eat. Clever
petitioners can secure a temporary
alliance with a nalfeshnee by
feeding it delicacies it has never tasted,
though the alliance ends when the food stops flowing.
Horrific Light. Nalfeshnee emit a strange,
scintillating light that disorients and frightens mortal
minds. Few mortals can stay close to a nalfeshnee for long,
and most suffer after-effects from extended exposure to
the light, including nausea, impaired vision, and seeing
fleeting images or shadows. Nalfeshnee delight in the
discomfort their light creates and find that mortals
taste best when devoured while fearful.
87 MONSTER VAULT D
Demon, Quasit
This miniature fiend has horns jutting from its head, and its
oversized bat ears rival the horns in length. It gazes with
expressionless, black eyes.
Bullied Demons. Quasits take to mortal
worlds to escape bullying from most other
demons and to spread Abyssal destruction by
serving as familiars. As familiars, quasits goad
their masters into vile acts. These acts often start
small and simple, slowly escalating until the master
has been fully corrupted by the quasit’s influence.
Cowardly Shapechangers. Quasits rarely show their
true forms, preferring instead to assume a shape suited for
its current environment. The cowardly creatures also rely
on their invisibility to escape destruction.
Quasit CR 1
Tiny Fiend (Demon)
Armor Class 13
Hit Points 35
Speed 40 ft.
Perception 10 Stealth 15
Resistant Demonic Resilience
Magic Resistance. The quasit has advantage on saving
Immune Demonic Resilience
throws against spells and other magical effects.
Senses darkvision 120 ft.
Languages Abyssal, Common ACTIONS
Claws (True Form Only). Melee Weapon Attack: +5 to hit,
STR DEX CON INT WIS CHA reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage,
−3 +5 +0 −2 +0 +0 and the target must succeed on a DC 13 Constitution saving
throw or take 5 (2d4) poison damage and be poisoned for 1
Demonic Resilience. The quasit is resistant to cold, fire, minute. The target can repeat the saving throw at the end of
and lightning damage. In addition, it is immune to poison each of its turns, ending the effect on itself on a success.
damage and to the poisoned condition. Slam (Beast Form Only). Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning,
piercing, or slashing damage (based on the type of damage
dealt by the Beast form’s primary attack, such as Bite).
Invisibility (True Form Only). The quasit magically turns
invisible until it attacks, uses Scare, or uses Change Shape, or
QUASIT FAMILIARS until its concentration ends (as if concentrating on a spell).
Some quasits are willing to serve spellcasters, especially Any equipment the quasit wears or carries is invisible with it.
those that enjoy causing mayhem. Such quasits have the
following trait. BONUS ACTIONS
Familiar. The quasit can serve another creature as Change Shape. The quasit magically transforms into a
a familiar, forming a magic, telepathic bond with that Medium or smaller Beast that has a CR no higher than its
willing companion. While the two are bonded, the own or back into its true form, which is a Fiend. Its statistics,
companion can sense what the quasit senses as long as other than its size and speed, are the same in each form.
they are within 1 mile of each other. While the quasit is Any equipment it is wearing or carrying transforms with it. It
reverts to its true form if it dies.
within 10 feet of its companion, the companion shares
the quasit’s Magic Resistance trait. At any time and for Scare (1/Day; True Form Only). One creature of the quasit’s
any reason, the quasit can end its service as a familiar, choice within 20 feet of it must succeed on a DC 13 Wisdom
saving throw or be frightened for 1 minute. The target can
ending the telepathic bond.
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
D MONSTER VAULT 88
damage, and the target must succeed on a DC 14 CON save
Demon, Unska or be poisoned for 1 minute. While poisoned, the target has
disadvantage on saves against the unska’s Whirl of Ink. The
Inky runes and tattoos cover the red skin of this demonic creature. target can repeat the save at the end of each of its turns,
Its ink-tipped claws extend to improbable lengths, and horns ending the effect on itself on a success.
matted with blood and mud crown its gaunt skull. Tongue. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 12 (2d8 + 3) piercing damage. The target must
Tattooed Heralds. The ink-covered unska demons
succeed on a DC 14 CON save, or its HP maximum is
defile shrines devoted to powerful forces of good by
reduced by an amount equal to the damage taken. This
covering them in rude depictions, foul language, and reduction lasts until the target finishes a long rest. The target
images that venerate the demon lords they serve. While they dies if its HP maximum is reduced to 0.
enjoy befouling places of worship, their strongest drive is to Ink Blast. Ranged Spell Attack: +5 to hit, range 60 ft., one
extol the magnificence of their demon lord masters. target. Hit: 12 (3d6 + 2) poison damage, and the target must
Demonic Canvases. Some humanoids etch their skin succeed on a DC 14 CON save or have disadvantage on the
with blasphemous inscriptions and tattoos, exalting demon next save it makes against the unska’s Whirl of Ink before the
lords and fiends. When such a humanoid is executed, the start of the unska’s next turn.
demon lord transforms the dying humanoid into an unska,
BONUS ACTIONS
marking the person as the demon lord’s herald. Demon
lords that accept unskas as followers tattoo them with their Whirl of Ink. Tattoos leap off the unska’s body and latch
onto a creature the unska can see within 30 feet of it. The
own mark or sigil, clearly showing the unska’s allegiance.
target must succeed on a DC 14 WIS save or be charmed,
Magical Tattoos. Unska tattoos are more than simple disoriented, or frightened (the unska’s choice) until the end
decoration. An unska can send its tattoos flying off its of its next turn. When a disoriented creature moves, it moves
body and command them to latch onto an opponent. Each in a random direction.
unska’s tattoos are different, but most unska can frighten,
disorient, or even charm those assaulted by their tattoos.
The unska’s ink-stained claws can imbed their ink in
creatures, making those creatures more susceptible to the
effects of the unska’s magical tattoos.
Unska CR 5
Medium Fiend (Demon)
Armor Class 17 (natural armor)
Hit Points 88
Speed 20 ft., climb 20 ft.
Perception 10 Stealth 12
Resistant Demonic Resilience
Immune charmed, frightened | Demonic Resilience
Senses darkvision 60 ft.
Languages Abyssal, Common
ACTIONS
Multiattack. The unska makes two Claw attacks and one
Tongue attack, or it makes three Ink Blast attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) poison
89 MONSTER VAULT D
Demon, Vrock
Diseased motes flake from the wings of this horrifying mixture
buzzard and scrawny humanoid.
Scavenger Demons. Vrocks are
emaciated, bipedal vulture-like fiends
that survive off the scraps left behind
by mortals and other demons. They
are drawn to rotting meat and shiny
objects, the latter of which can make
a vrock delay an attack or change its
flight to acquire. Many mortals have
won over or even captured vrocks
by offering the demons sparkling
trinkets, shining objects, or glowing
magical items.
Fungal Spores. Vrocks
share a symbiotic relationship
with an Abyssal fungus that grows
in decaying bodies and in the vrock’s
wings. The fungus keeps the vrock’s
wings clear of any other debris, allowing it
to fly no matter how much filth it acquires while scavenging
the wastelands of the Abyss. In return, the vrock provides
the fungus with plenty of places to spread its spores.
Vrock CR 6
Large Fiend (Demon)
Armor Class 15 (natural armor)
Hit Points 110
Speed 40 ft., fly 60 ft.
Perception 16 Stealth 15
Resistant bludgeoning, piercing, and slashing damage from
nonmagical attacks | Demonic Resilience
Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Immune Demonic Resilience
Hit: 14 (2d10 + 3) slashing damage.
Senses darkvision 120 ft.
Wing Spores (Recharge 5–6). The vrock shakes a cloud of
Languages Abyssal, telepathy 120 ft.
toxic spores from its wings. Each creature within 15 feet of it
must make a DC 15 CON save. On a failure, a creature takes
STR DEX CON INT WIS CHA 28 (8d6) poison damage and is poisoned for 1 minute. On a
+3 +5 +4 −1 +6 +2 success, a creature takes half the damage and isn’t poisoned.
While poisoned, a creature takes 3 (1d6) poison damage at
Demonic Resilience. The vrock is resistant to cold, fire, the start of each of its turns. A poisoned creature can repeat
and lightning damage. In addition, it is immune to poison the save at the end of each of its turns, ending the effect
damage and to the poisoned condition. on itself on a success. Emptying a vial of holy water on the
poisoned creature also ends the effect on it.
Magic Resistance. The vrock has advantage on saves against
spells and other magical effects. BONUS ACTION
D MONSTER VAULT 90
Warping Burst (Recharge 5–6). The wrack demon
Demon, Wrack unleashes a blast of Void energy that warps and distorts
the area around the demon. Each creature within 20 feet
Folds of rubber flesh twist between this creature’s unsocketed of the demon must make a DC 15 CON save. On a failure,
limbs, and its bones are bent into disturbing angles. a creature takes 27 (6d8) necrotic damage, its speed is
reduced by 10 feet, and its AC is reduced by 2 until the end
Void-Twisted Fiends. Wrack demons are demons of its next turn, as its flesh twists and warps. On a success, a
transformed by the energies of the Void where they seep creature takes half the damage, and its speed and AC aren’t
into the Abyss. This most often happens to glabrezu reduced.
demons, but any lesser demon might be transformed.
Disturbingly transformed, their flesh and form lack BONUS ACTIONS
stability, and the demon’s attack can spread this warping Body Warping. The wrack demon shifts its malleable form,
energy into its victims. rearranging limbs, flesh, and bone as needed to fulfill its
tasks. It chooses one of the following effects, which lasts until
Demonic Scouts. Wrack demons serve their demonic
the wrack demon uses this bonus action again:
lords as scouts and infiltrators. They can rearrange their
• Bony Hide. The demon forces the shards of bone to the
limbs and flesh as needed to deliver messages, scale walls,
surface of its skin, increasing its AC by 2. In addition, it
and protect themselves. Wrack demons’ connection to the has advantage on checks and saves against any effect
Void also makes interplanar rifts near them more stable. that would move it.
Many demon lords use this to move troops and scouts into • Infiltration. The demon changes the texture and
other planes, always seeking to expand their empires. stickiness of its skin, gaining a climbing speed of 30 feet.
Craven Sycophants. While they are capable In addition, it can climb difficult surfaces, including
combatants, wrack demons hold little power among the upside down on ceilings, without needing to make an
demonic legions. If given the opportunity, they avoid battle ability check.
to focus on objectives they were given by their masters. • Scout. The demon twists its body into a quadrupedal
Unlike other lesser demons, their work grants them access form, increasing its speed by 10 feet. In addition,
opportunity attacks against it have disadvantage.
to the ears of powerful demon lords, but the constant
attention of a demon lord can be both blessing and curse.
Wrack Demon CR 5
Medium Fiend (Demon)
Armor Class 12
Hit Points 100
Speed 30 ft.
Perception 14 Stealth 15
Resistant grappled, prone, restrained | Demonic Resilience
Immune Demonic Resilience
Senses darkvision 120 ft.
Languages Abyssal, Void Speech, telepathy 120 ft.
ACTIONS
Multiattack. The wrack demon makes three Slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage, and the target
must succeed on a DC 15 CON save or have disadvantage
on attack rolls as reality-warping energies of the Void
temporarily distort its body.
91 MONSTER VAULT D
Derro Derro
Small Humanoid
CR 1/4
The short, purple man mumbles absently to himself as he sets a Armor Class 13 (leather armor)
bolt in his crossbow. He lets it loose into the dark cavern ahead Hit Points 13
and cackles with glee as a screech of pain echoes back to him. Speed 30 ft.
Underworld Dwellers. Deep beneath the earth, the Perception 8 Stealth 12
derro gather in clans, thriving in the lightless depths on Resistant charmed, frightened
cavern fungi and on the water from underground lakes. Senses darkvision 120 ft.
They are short, dwarf-like humanoids with pale hair, blue Languages Common, Dwarvish, Undercommon
or purple skin, and white, pupilless eyes. Their unique eyes
give them an intense stare, especially when interacting with STR DEX CON INT WIS CHA
surface-dwellers, and they use this to their advantage when +0 +2 +0 +0 −2 −1
fighting such creatures. Derro often ally with mycolids and
duergar, and they frequently train bats as companions, Magic Resistance. The derro has advantage on saves against
messengers, and even mounts. spells and other magical effects.
Unique Style. Each derro takes great pride in its hair, Sunlight Sensitivity. While in sunlight, the derro has
braiding, decorating, and dyeing it as a symbol of personal disadvantage on attack rolls, and its Perception is 3 when
expression. This extends to facial hair with many derro perceiving by sight.
wearing jewelry or even holy symbols in the intricate
ACTIONS
patterns of their beards. To many surface dwellers, the wild,
spiked hair of a derro warrior lends credence to the stories Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
of derro insanity, but to that warrior, its carefully styled target. Hit: 5 (1d6 + 2) piercing damage.
hair might help the derro strike fear into its opponents. Light Crossbow. Ranged Weapon Attack: +4 to hit, range
These touches can extend beyond the derro’s hair, but even 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
the least expressive of derro takes at least a modicum of
care with its hair.
History of Madness. Ancient derro clans worshiped
beings that dwell between the stars, and generations of
exposure to these beings caused lasting damage to the
psyche of the derro, making them resilient against dangers
that plague the mind. While many clans devote themselves
to deities and demon lords of bats, darkness, and fungi,
many others still follow the old ways, worshiping eldritch
beings and communing with entities of the Void.
Void Eaters. Some derro take their devotion to eldritch
beings and fascination with the Void to a deeper level.
These derro, known as void eaters, consume material from
the Void or tainted by the Void, believing—somewhat
correctly—that this consumption will instill the Void’s
power in them. Unfortunately, this also instills a great
emptiness in the void eater, leaving it perpetually hungry,
and transforms the derro’s face, giving it an over-wide
mouth, too many teeth, and a jaw that can unhinge to
consume larger meals. A void eater’s connection to the
Void keeps it safe from other void-touched creatures, and
many less-intelligent void-touched creatures are drawn to
the void eater, instinctively following its commands. Many
void eaters use this connection to consume more Void
energies, eating companions that fall in battle.
D MONSTER VAULT 92
BONUS ACTIONS
Intense Study. The derro intensely studies one creature it can
see within 30 feet of it, unnerving the creature. The target
must succeed on a DC 12 WIS save or the derro has advantage
on the next attack roll it makes against the target before the
start of the derro’s next turn.
Void Eater CR 3
Small Humanoid
Armor Class 14 (leather armor)
Hit Points 76
Speed 30 ft.
Perception 8 Stealth 15
Resistant necrotic | charmed, frightened
Senses darkvision 120 ft.
Languages Common, Dwarvish, Void Speech
ACTIONS
Multiattack. The void eater makes one Bite attack and one
Sickle attack. BAT RIDERS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Many derro ride giant bats to travel quickly between
6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. settlements, deliver messages, or attack opponents
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. from the safety of the air. Such derro are often
Hit: 5 (1d6 + 2) slashing plus 7 (2d6) necrotic damage. equipped with vials of acid or alchemist’s fire that they
drop down on opponents, and they forego wearing
BONUS ACTIONS
leather armor for a specialized riding suit. This suit has
Maddening Gaze. The void eater intensely studies one small hooks that keep them attached to the furred
creature it can see within 30 feet of it, purple Void energy
backs of their mounts, giving them advantage on
flickering across its pale eyes. The target must succeed on a
checks and saves against effects that would knock them
DC 13 WIS save or be frightened of the void eater until the
end of its next turn. A creature that fails this save by 5 or more prone. The suit also has flaps between the arms and
suffers a random, short-term dread effect for 1 minute. legs, allowing the derro to glide if it falls off its mount.
While falling, a derro wearing such a suit can use a
reaction to spread its limbs, expanding the suit’s flaps
and slowing its rate of descent to 60 feet per round,
landing on its feet and taking no falling damage.
93 MONSTER VAULT D
Devil, Barbed
Spines shoot from nearly every surface of this red fiend, including
its tail and spine-tipped hands.
Shock-Troop Devils. Named for the spines that cover
its body, the barbed devil serves as a mixture of shock
trooper and natural hazard in the hierarchy of
devils and devilish armies. When it dies, a spined
devil’s body disappears, but it leaves behind its
spines, creating a hazard for enemies.
Blood Artistry. Many barbed devils delight in
coating their spines in blood, and they eagerly impale
creatures they encounter. They use particular patterns
of blood on their spines to help distinguish themselves
among their fellows. A barbed devil’s favorite “paint” or
pattern might change with the day, or the devil might
be highly consistent in seeking to create the same
pattern weekly. As blood eventually dries and
flakes away, barbed devils are always seeking
sources of blood to repaint themselves.
Fire Starters. Barbed devils use their
infernal fire for arson, finding beauty in
fire as well as blood. They are drawn to
fiery places and burning buildings, forests,
tents, or ships.
Barbed Devil CR 5
Medium Fiend (Devil)
Armor Class 15 (natural armor)
Hit Points 94
Speed 30 ft.
Perception 18 Stealth 13 Devil’s Sight. Magical darkness doesn’t impede the devil’s
Resistant Devilish Resilience darkvision.
Immune Devilish Resilience Devilish Resilience. The devil is resistant to cold damage
Senses darkvision 120 ft. and to bludgeoning, piercing, and slashing damage from
nonmagical attacks. In addition, it is immune to fire damage
Languages Infernal, telepathy 120 ft.
and poison damage and to the poisoned condition.
Magic Resistance. The devil has advantage on saves against
STR DEX CON INT WIS CHA
spells and other magical effects.
+6 +3 +7 +1 +5 +5
ACTIONS
Barbed Death. When the barbed devil dies, its body withers, Multiattack. The devil makes two Claw attacks and one Tail
leaving behind a mass of spikes on the ground in a 10-foot attack, or it makes three Hurl Flame attacks.
radius centered on the devil’s body. The area becomes
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
difficult terrain for 1 minute, and when a creature moves into
Hit: 10 (2d6 + 3) piercing damage.
or within the area, it takes 2d6 piercing damage for every 5
feet it travels. Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing damage.
Barbed Hide. A creature that hits the barbed devil with a
melee attack while within 5 feet of it takes 3 (1d6) piercing Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft.,
damage. A creature that starts its turn grappling or grappled one target. Hit: 12 (3d6 + 2) fire damage. If the target is a
by the barbed devil takes 3 (1d6) piercing damage. flammable object that isn’t being worn or carried, it also
catches fire.
D MONSTER VAULT 94
and the target must succeed on a DC 13 CON save or be
Devil, Bearded poisoned for 1 minute. While poisoned in this way, the target
can’t regain HP. The target can repeat the save at the end of
The hulking, bearded fiend swings a glaive with a jagged blade. each of its turns, ending the effect on itself on a success.
Its beard starts wriggling, revealing sharp, hairlike spines, as it Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one
cackles with sadistic glee. target. Hit: 8 (1d10 + 3) slashing damage. If the target is a
Frontline Devils. Named for the distinctive, creature other than a Construct or Undead, it must succeed
on a DC 13 CON save or lose 3 (1d6) HP at the start of
prehensile spines that grow on the devil’s chin, bearded
each of its turns due to an infernal wound. Each time the
devils form the primary fighting force of devilish armies.
devil hits the wounded target with this attack, the damage
More powerful than imps and more skilled than lemures, dealt by the wound increases by 3 (1d6). Any creature can
they form one of the lowest rungs in the devilish hierarchy take an action to stanch the wound with a successful DC 10
and are bound to serve greater devils. They vie among WIS (Medicine) check. The wound also closes if the target
themselves for a chance to gain the notice of a pit fiend or receives magical healing, provided the target is capable of
archdevil. As a result, they throw themselves wholly into regaining HP.
any fight or task, knowing there is glory in death, status in
BONUS ACTION
victory, and a lifetime as a lemure in failure.
Enhance Pain. The bearded devil enhances the pain in one
Delight in Pain. Bearded devils greatly enjoy inflicting
creature it can see within 30 feet of it that is poisoned from
pain on others and relish every chance they get to do so.
the devil’s Beard Spines attack or suffering an infernal wound
Their glaives inflict wounds that worsen with each cut, and from the devil’s Glaive attack. The target must succeed on a
their spined beards prevent wounds from healing, making DC 13 CON save or be incapacitated until the end of its next
these lowly devils formidable foes. turn, as it doubles over in pain.
Bearded Devil CR 3
Medium Fiend (Devil)
Armor Class 13 (natural armor)
Hit Points 63
Speed 30 ft.
Perception 12 Stealth 12
Resistant Devilish Resilience
Immune Devilish Resilience
Senses darkvision 120 ft.
Languages Infernal, telepathy 120 ft.
ACTIONS
Multiattack. The devil makes two Beard Spines attacks
and one Glaive attack.
Beard Spines. Melee Weapon Attack: +5 to hit, reach
5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage,
95 MONSTER VAULT D
Devil, Bone
The chitter of large insect wings echoes around a gaunt,
skeletal fiend as it floats over a hellscape. Its scorpion
tail lashes side to side, dripping with poison.
Enforcer Devils. Named for their
skeletal appearance, these devils are tasked
with enforcing devilish laws and ensuring
devils don’t step out of line. They take
pleasure in reporting transgressions to their
superiors, especially if it raises their standing at
the cost of a peer’s. Bone devils aren’t unreasonable,
however. While they must report the deeds of the
devils they encounter, many bone devils play favorites.
When lesser devils are particularly obedient or loyal to
them, bone devils ensure these devils rise in the ranks
with them, grooming their own loyal cadre as the devil
grows in power. Many prominent pit fiends and even some
archdevils are said to have once been bone devils who rose
in power by surrounding themselves with loyal followers.
Cruel Taskmasters. The bone devils’ increased sense
of importance often makes them particularly nasty and
cruel in their treatment of lesser devils. They delight in
commanding lesser devils to perform various tasks across
the Hells, some of their own cruel devising and others
passed down from superior devils. As the lesser devils
rarely know the source of the command, most adhere to a
bone devil’s demands—regardless of how difficult, inane, ACTIONS
or dangerous—hoping to raise their own station. Multiattack. The devil makes two Claw attacks and one Sting
attack.
Bone Devil CR 9 Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 17 (3d8 + 4) slashing damage.
Large Fiend (Devil)
Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Armor Class 18 (natural armor) Hit: 15 (2d10 + 4) piercing damage plus 14 (4d6) poison
Hit Points 144 damage, and the target must succeed on a DC 15 CON save
Speed 40 ft., fly 40 ft. or be poisoned for 1 minute. The target can repeat the save
Perception 16 Stealth 13 at the end of each of its turns, ending the effect on itself on
Resistant Devilish Resilience a success.
Immune Devilish Resilience BONUS ACTIONS
Senses darkvision 120 ft.
Devilish Command. The bone devil shouts one of the
Languages Infernal, telepathy 120 ft.
following commands at one creature it can see within 30
feet of it. The target must succeed on a DC 15 CHA save or
STR DEX CON INT WIS CHA obey the command. A lesser devil, such as a barbed devil or
+4 +3 +4 +5 +6 +7 lemure, has disadvantage on this save.
• Attack. The target uses its reaction to make one melee
Devil’s Sight. Magical darkness doesn’t impede the devil’s or ranged attack (the devil’s choice) against one creature
darkvision. the target can see within its weapon’s range.
Devilish Resilience. The devil is resistant to cold damage • Beg for Mercy. The target immediately falls prone and
and to bludgeoning, piercing, and slashing damage from can’t cast spells with verbal components on its next turn
nonmagical attacks. In addition, it is immune to fire damage as it is magically compelled to speak pleas of mercy.
and poison damage and to the poisoned condition. • Flee. The target uses its reaction to move up to its speed
Magic Resistance. The devil has advantage on saves against directly away from the bone devil. This movement
spells and other magical effects. doesn’t provoke opportunity attacks, but the target
doesn’t avoid damaging terrain, such as lava.
D MONSTER VAULT 96
Devil, Chain BONUS ACTIONS
Animate Chains. The chain devil commands chains it can
A porcelain mask with a constantly shifting face sits atop a see within 60 feet of it that aren’t being worn or carried to
grab up to two creatures it can see within 10 feet of at least
curtain of barbed chains in a vaguely humanoid shape. With each
one commanded chain. Each creature must succeed on a
step, its form shifts, chains rattle, and screams of terror echo.
DC 15 DEX save or be restrained. A creature, including the
Torturer Devils. Named for the chains that cover restrained creature, can take its action to free the restrained
their slim bodies, these devils exist to torture mortal souls, creature by succeeding on a DC 15 STR check.
lost travelers, and disobedient devils. As the punishers The devil can have up to two creatures restrained in this
of the Hells, they sit outside of the hierarchy, punishing way at a time. If it uses this bonus action to restrain a third,
greater and lesser devils alike. Only archdevils, who are the effect ends on one of the previous targets (the devil’s
their direct superiors, escape the art of these devils. choice).
Chain Devil CR 8
Medium Fiend (Devil)
Armor Class 16 (natural armor)
Hit Points 138
Speed 30 ft.
Perception 14 Stealth 12
Resistant grappled | Devilish Resilience
Immune Devilish Resilience
Senses darkvision 120 ft.
Languages Infernal, telepathy 120 ft.
ACTIONS
Multiattack. The devil makes four Chain attacks.
Chain. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6)
piercing damage, and the target is grappled (escape DC 15).
Until the grapple ends, the target is restrained and takes 14
(4d6) piercing damage at the start of each of its turns, and
the chain devil can’t use the same Chain on another target.
97 MONSTER VAULT D
Poisonous Weapons. The erinyes’s weapon attacks are
Devil, Erinyes magical. When the erinyes hits with any weapon, the weapon
deals an extra 4d8 poison damage (included in the attack).
This beautiful, winged fiend’s cold, calculating eyes and curved Magic Resistance. The erinyes has advantage on saves
horns are at odds with its angelic appearance. against spells and other magical effects.
Warrior Devils. Some of the greatest warriors in
ACTIONS
the Hells, erinyes dive into battle with blazing swords
and gleaming armor. Disciplined and skilled fighters, Multiattack. The erinyes makes three Longsword or
erinyes rarely back down from a fight unless overwhelmed, Longbow attacks.
and they adjust their strategies as needed to counter the Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
strengths of their opponents. When archdevils have minor one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 +
4) slashing damage if used with two hands, plus 18 (4d8)
disputes that don’t require sending entire armies, they
poison damage.
often send erinyes as champions to resolve the disputes.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600
Fallen Angels. The first erinyes were angels that ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 18 (4d8)
succumbed to the lure of an archdevil of battle, who poison damage, and the target must succeed on a DC 16
promised them more worthy fights than those provided CON save or be poisoned for 1 minute. The target can repeat
under their angelic commander. Erinyes have since become the save at the end of each of its turns, ending the effect on
devils in their own right, carving out their own place within itself on a success.
devilish society. Their past as angels still follows erinyes,
REACTIONS
and many relish the chance to test their might against
angels they encounter, often fighting to the death when Parry. The erinyes adds 4 to its AC against one melee attack
facing such creatures. that would hit it. To do so, the erinyes must see the attacker
and be wielding a melee weapon.
Erinyes CR 12
Medium Fiend (Devil)
Armor Class 18 (plate)
Hit Points 147
Speed 30 ft., fly 60 ft.
Perception 16 Stealth 17
Resistant charmed, frightened | Devilish Resilience
Immune Devilish Resilience
Senses truesight 120 ft.
Languages Infernal, telepathy 120 ft.
D MONSTER VAULT 98
Devil, Horned
A pair of curved ram’s horns sweep out from this
winged, red-skinned fiend’s brow. Its sinuous,
spear-tipped tail glows with unholy energies.
Lieutenant Devils. Named for the
massive horns that crown their heads, these
lieutenants of devilish armies can be found on
the front lines, fighting alongside their troops
or stabbing their deadly tails into the fray
from above. They care more for the thrill of battle than
the direction of troops, but horned devils don’t tolerate
deserters or troops unwilling to pull their own weight.
Brutal Combatants. Horned devils thrive amidst
bloodshed, slamming their horned heads into opponents
and causing terrible wounds with their tails. The wounds
inflicted by the devil’s tail don’t heal properly and burn
with a hellish infection, worsening with each stab.
Horned Devil CR 11
Large Fiend (Devil)
Armor Class 18 (natural armor)
Hit Points 185
Speed 20 ft., fly 60 ft.
Perception 17 Stealth 17
Resistant Devilish Resilience
Immune Devilish Resilience
Senses darkvision 120 ft.
Languages Infernal, telepathy 120 ft.
99 MONSTER VAULT D
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Devil, Ice Hit: 15 (3d6 + 5) bludgeoning damage plus 18 (4d8) cold
damage.
A flat, bulbous head shades the creature’s eyes from the glare of the Icicle Shard. Ranged Spell Attack: +9 to hit, range 120 ft., one
sunlit snow as it surveys the frozen landscape. Its mandibles click target. Hit: 13 (2d8 + 4) piercing damage plus 18 (4d8) cold
together idly, and its tail whips behind it, sending up a flurry of damage.
powdered snow.
BONUS ACTIONS
Isolated Devils. Ice devils inhabit the few layers of the
Hells that are coated in ice rather than unbearable heat. Ice Wall. The ice devil causes a wall of ice to magically rise
from the ground at a point it can see within 60 feet of it. The
These layers are sparsely populated, even by devils, and
wall is up to 30 feet long, 10 feet high, and 5 feet thick. It can
ice devils stalk these frozen wastelands for any intruders.
be any shape, as long as its base is connected to the ground.
Though they enjoy their solitude, ice devils often like If the wall cuts through a creature’s space when it appears,
conversing with travelers in their frozen homes, gathering the creature is pushed to one side (the devil’s choice). If a
news and gossip before devouring the intruders. creature would be surrounded on all sides by the wall, it can
Defensive Line. When called to join devilish armies, make a DC 17 DEX save. On a success, it can use its reaction
to move up to its speed so that it is no longer enclosed by
ice devils typically serve under an erinyes or pit fiend. The
the wall.
defensive devils create ice walls to protect key locations
The wall lasts 1 minute, until the devil creates a new wall, or
or redirect the movement of hostile forces. Ice devils until the devil dies. Each 10-foot section of the wall has AC 5,
magically create ice to shield vulnerable allies, but they are 30 HP, is vulnerable to fire damage, and is immune to acid,
just as quick to withhold such protection from devils that cold, necrotic, poison, and psychic damage.
are disrespectful to them. Wise warriors know to show
deference to the ice devils in their platoons. REACTIONS
Ice Shield. When the ice devil or a friendly creature it can see
Ice Devil CR 14 is hit by an attack, the devil can create a magical barrier of
ice to disrupt the attack. The target halves the damage from
Large Fiend (Devil) the attack.
Armor Class 18 (natural armor)
Hit Points 193
Speed 40 ft.
Perception 17 Stealth 17
Resistant blinded | Devilish Resilience
Immune cold | Devilish Resilience
Senses darkvision 120 ft., keensense 60 ft.
Languages Infernal, telepathy 120 ft.
ACTIONS
Multiattack. The devil makes two Claw attacks and one Tail
attack, or it makes three Icicle Shard attacks.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage plus 18 (4d8) cold damage.
Imp CR 1
Tiny Fiend (Devil)
Armor Class 13
Devil’s Sight. Magical darkness doesn’t impede the imp’s
Hit Points 31 darkvision.
Speed 20 ft., fly 40 ft. Devilish Resilience. The devil is resistant to cold damage
Perception 11 Stealth 15 and to bludgeoning, piercing, and slashing damage from
Resistant Devilish Resilience nonmagical attacks. In addition, it is immune to fire damage
Immune Devilish Resilience and poison damage and to the poisoned condition.
Senses darkvision 120 ft. Magic Resistance. The imp has advantage on saves against
Languages Infernal, Common spells and other magical effects.
ACTIONS
STR DEX CON INT WIS CHA
Slam (Beast Form Only). Melee Weapon Attack: +5 to
−2 +3 +1 +0 +1 +4
hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning,
piercing, or slashing damage (based on the type of damage
dealt by the Beast form’s primary attack, such as Bite).
Sting (True Form Only). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and
IMP FAMILIARS the target must make a DC 12 CON save, taking 10 (3d6)
Some imps are willing to serve spellcasters, especially poison damage on a failed save, or half as much damage on
those that enjoy playing pranks and causing mischief. a successful one.
Such imps have the following trait. Invisibility (True Form Only). The imp magically turns
Familiar. The imp can serve another creature as a invisible until it attacks or uses Change Shape, or until its
concentration ends (as if concentrating on a spell). Any
familiar, forming a magic, telepathic bond with that
equipment the imp wears or carries is invisible with it.
willing companion. While the two are bonded, the
companion can sense what the imp senses as long as BONUS ACTIONS
they are within 1 mile of each other. While the imp is
Change Shape. The imp magically transforms into a Medium
within 10 feet of its companion, the companion shares
or smaller Beast that has a CR no higher than its own or back
the imp’s Magic Resistance trait. At any time and for any into its true form, which is a Fiend. Without wings, it loses
reason, the imp can end its service as a familiar, ending its flying speed. Its statistics, other than its size and speed,
the telepathic bond. are the same in each form. Any equipment it is wearing or
carrying transforms with it. It reverts to its true form if it dies.
Lemure CR 1/4
Medium Fiend (Devil)
Armor Class 8
Hit Points 17
Speed 15 ft.
Perception 10 Stealth 7
Resistant Devilish Resilience
Immune Devilish Resilience
Senses darkvision 120 ft.
Languages Infernal
Pit Fiend CR 20
Large Fiend (Devil)
Armor Class 19 (natural armor)
Hit Points 323
Speed 30 ft., fly 60 ft. ACTIONS
Perception 20 Stealth 18 Multiattack. The pit fiend makes one Bite attack, one Gore
Resistant Devilish Resilience attack, one Mace attack, and one Tail attack, or it makes four
Immune charmed, frightened | Devilish Resilience Hurl Flame attacks. If two Hurl Flame attacks hit one creature,
each creature within 10 feet of the target must make a DC 21
Senses truesight 120 ft.
DEX save as the fire bursts outward from the target, taking 14
Languages Infernal, telepathy 120 ft.
(4d6) fire damage on a failed save, or half as much damage
on a successful one.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
+8 +8 +13 +6 +10 +7 Hit: 22 (4d6 + 8) piercing damage plus 14 (4d6) fire damage
and 13 (3d8) poison damage. The target must succeed on a
Aura of the Devil Lord. Each hostile creature that starts its DC 21 CON save or be poisoned. While poisoned in this way,
turn within 20 feet of the pit fiend must succeed on a DC 21 the target can’t regain HP. The target can repeat the save at
WIS save or be frightened until the start of its next turn. Each the end of each of its turns, ending the effect on itself on a
friendly devil within 20 feet of the pit fiend is immune to the success.
charmed and frightened conditions and has advantage on Gore. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
the first attack roll it makes on each of its turns. Hit: 17 (2d8 + 8) piercing damage plus 14 (4d6) fire damage.
Devilish Resilience. The devil is resistant to cold damage Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one
and to bludgeoning, piercing, and slashing damage from target. Hit: 15 (2d6 + 8) bludgeoning damage plus 14 (4d6)
nonmagical attacks. In addition, it is immune to fire damage fire damage.
and poison damage and to the poisoned condition.
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Flaming Weapons. The pit fiend’s weapon attacks are Hit: 24 (3d10 + 8) bludgeoning damage plus 14 (4d6) fire
magical. When the fiend hits with any weapon, the weapon damage, and the target must succeed on a DC 21 STR save
deals an extra 4d6 fire damage (included in the attack). or be knocked prone.
Magic Resistance. The pit fiend has advantage on saves Hurl Flame. Ranged Spell Attack: +10 to hit, range 120 ft., one
against spells and other magical effects. target. Hit: 25 (6d6 + 4) fire damage.
BONUS ACTIONS Hardy. Any critical hit against the dinosaur becomes a
normal hit.
Warning Bugle. The triceratops emits a piercing call in a
30‑foot cone, signaling its impending attack. Each creature
ACTIONS
in the area must succeed on a DC 14 WIS save or be
frightened until the end of its next turn. If the triceratops Multiattack. The tyrannosaurus makes one Bite attack and
uses this bonus action before moving the requisite 20 one Tail attack. It can’t make both attacks against the same
feet for Trampling Charge, the target of its charge has target.
disadvantage on this save, and the triceratops can make a Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Stomp attack against the prone target without needing to creature. Hit: 31 (4d12 + 5) piercing damage. If the target is
use a bonus action, provided the target fails the STR save a Large or smaller creature, it is grappled (escape DC 16).
from the charge. Until this grapple ends, the target is restrained, and the
tyrannosaurus can’t Bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one
creature. Hit: 23 (4d8 + 5) bludgeoning damage.
BONUS ACTIONS
Rending Shake. While grappling a creature, the
tyrannosaurus shakes its head, tearing at the creature.
The grappled creature must succeed on a DC 16 STR save
or take 6 (1d12) slashing damage and be thrown up to
Doppelganger CR 3
Medium Monstrosity (Shapechanger)
Armor Class 14
Hit Points 80
Speed 30 ft.
Perception 13 Stealth 16
Immune charmed
Senses darkvision 60 ft.
Languages Common, telepathy 60 ft.
Dragon Turtle CR 17
Gargantuan Dragon
Armor Class 20 (natural armor)
Hit Points 318
Speed 20 ft., swim 40 ft.
Perception 17 Stealth 16
Resistant fire
Senses darkvision 120 ft.
make Bite attacks against only the vehicle and such attacks
Languages Aquan, Common, Draconic
automatically hit. The turtle can end this effect at any time
(no action required).
STR DEX CON INT WIS CHA
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one
+7 +6 +11 +0 +7 +1 target. Hit: 20 (3d8 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one
Amphibious. The dragon turtle can breathe air and water. target. Hit: 29 (4d10 + 7) bludgeoning damage. If the
Siege Monster. The dragon turtle deals double damage to target is a creature, it must succeed on a DC 19 STR save or
objects and structures. be pushed up to 15 feet away from the dragon turtle and
knocked prone.
ACTIONS Steam Breath (Recharge 5–6). The dragon turtle exhales
Multiattack. The dragon turtle makes one Bite attack, two scalding steam in a 60-foot cone. Each creature in that
Claw attacks, and one Tail attack. If it is latched onto a vehicle, area must make a DC 19 CON save, taking 56 (16d6) fire
it can instead make four Claw attacks and one Tail attack. damage on a failed save, or half as much damage on a
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. successful one. Being underwater doesn’t grant resistance
Hit: 33 (4d12 + 7) piercing damage plus 7 (2d6) fire damage. against this damage.
Instead of dealing damage, the dragon turtle can choose
REACTIONS
to latch onto the target, if the target is a vehicle, such as a
ship or wagon. If the vehicle is Huge or smaller, its speed is Siege Follow-Through. If the dragon turtle destroys an
reduced to 0, and it can’t be moved until the dragon turtle object or structure with an attack, it can make a Bite or Tail
is killed or ends this effect. If the vehicle is Gargantuan, the attack against a creature it can see within 5 feet of that
vehicle’s speed is halved, and the turtle moves with it when it object or structure.
moves. While latched onto a vehicle in this way, the turtle can
Local Despots. Compared to most true dragons, black • Blinding Filth. Swamp gas, muck, and slime spew up
dragons content themselves with their own domain and from a point the dragon can see within 120 feet of it.
rarely see the need to fly somewhere distant, devastate an Each creature within 20 feet of that point must succeed
area, and plunder from the fallen. They are satisfied with on a DC 15 DEX save or be blinded until it or a creature
waylaying passing travelers and retrieving treasure from within reach of it takes an action to wipe the filth from
the swamp. its eyes.
REGIONAL EFFECTS
The region containing a black dragon’s lair is warped by its
magic, which creates one or more of the following effects:
• Relentless Insects. Within 5 miles of the lair, biting
flies and stinging insects relentlessly assault Humanoids
and Giants. Such creatures have disadvantage on DEX
(Stealth) and WIS (Survival) checks while in the area.
In addition, Humanoids and Giants that finish a short
or long rest in the area must succeed on a DC 10 CON
save or gain no benefit from the rest. A creature
that spends the rest protected from the insects
automatically succeeds on the save.
• Rising Bile. A creature that finishes a long rest
within 10 miles of the lair is plagued by bitter, acrid
ACTIONS
indigestion after every meal until it finishes a long rest
outside the area. A creature that spends 7 days in the Multiattack. The dragon makes one Bite attack and one
area suffers this effect until cured with the restoration Claw attack.
spell or similar magic. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing damage.
• Rotten Fog. Within 1 mile of the lair, the air is filled
with a thick, oily fog that reeks of sulfur and rotten Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
flesh. Creatures automatically fail WIS (Perception) Hit: 6 (1d6 + 3) slashing damage.
checks that rely on scent, and standing water in the area Acid Breath (Recharge 5–6). The dragon exhales acid in a
is blighted and not safe to drink for any creature other 15-foot line that is 5 feet wide. Each creature in that line must
make a DC 11 DEX save, taking 22 (5d8) acid damage on a
than the dragon.
failed save, or half as much damage on a successful one.
If the dragon dies, these effects fade in 1d10 days.
Acidic Vapors. After the black dragon uses its Acid Breath,
Amphibious. The black dragon can breathe air and water. acid clings to its mouth, throat, and nostrils for a time,
Pounce. If the dragon moves at least 15 feet straight toward a evaporating as the dragon breathes. While the dragon’s Acid
creature and then hits it with a Claw attack on the same turn, Breath is unavailable, acidic vapors surround it, and each
that target must succeed on a DC 13 STR save or be knocked creature that starts its turn within 10 feet of the dragon must
prone. If the target is prone, the dragon can make one Claw succeed on a DC 15 CON save or be poisoned until the start
attack against it as a bonus action. of its next turn.
ACTIONS
Multiattack. The dragon makes
one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +7 to hit,
reach 10 ft., one target. Hit: 15 (2d10 + 4)
piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Acid Breath (Recharge 5–6). The dragon exhales
acid in a 30-foot line that is 5 feet wide. Each
creature in that line must make a DC 15 DEX save,
taking 49 (11d8) acid damage on a failed save, or half as
much damage on a successful one.
Charged Hide. When the blue dragon hasn’t exhaled its The dragon can take 3 legendary actions, choosing from
Lightning Breath, the electric charge builds up across its the options below. Only one legendary action can be used
body. While the dragon’s Lightning Breath is available, it at a time and only at the end of another creature’s turn. The
emits wild sparks of electricity, and each creature that starts dragon regains spent legendary actions at the start of its turn.
its turn within 20 feet of the dragon must succeed on a DC 19 Detect. The dragon automatically detects every creature and
CON save or be incapacitated until the start of its next turn. trap within 30 feet of it, pinpointing the current location of
Legendary Resistance (3/Day). If the dragon fails a save, it each.
can choose to succeed instead. Tail Attack. The dragon makes a Tail attack.
Elemental Roar (Costs 2 Actions). The dragon roars at
ACTIONS
up to two creatures of its choice within 120 feet of it. Each
Multiattack. The dragon uses its Frightful Presence. It then target must succeed on a DC 17 CHA save or be vulnerable
makes one Bite attack and two Claw attacks. to lightning damage until the end of its next turn. A target
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. resistant to lightning damage isn’t resistant to it for the
Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning duration. A target immune to lightning damage is still
damage. immune to it, even if the target fails the save.
LEGENDARY ACTIONS
Ancient Blue Dragon CR 20
The dragon can take 3 legendary actions, choosing from
Gargantuan Dragon the options below. Only one legendary action can be used
Armor Class 21 (natural armor) at a time and only at the end of another creature’s turn. The
Hit Points 355 dragon regains spent legendary actions at the start of its turn.
Speed 40 ft., burrow 40 ft., fly 80 ft. Detect. The dragon automatically detects every creature and
Perception 27 Stealth 16 trap within 30 feet of it, pinpointing the current location of
Immune lightning each.
Senses darkvision 120 ft., keensense 60 ft. Tail Attack. The dragon makes a Tail attack.
Languages Common, Draconic Elemental Roar (Costs 2 Actions). The dragon roars at
up to two creatures of its choice within 120 feet of it. Each
target must succeed on a DC 19 CHA save or be vulnerable
STR DEX CON INT WIS CHA
to lightning damage until the end of its next turn. A target
+9 +6 +14 +4 +9 +11
resistant to lightning damage isn’t resistant to it for the
duration. A target immune to lightning damage is still
Charged Hide. When the blue dragon hasn’t exhaled its immune to it, even if the target fails the save.
Lightning Breath, the electric charge builds up across its body. Wing Attack (Costs 2 Actions). The dragon beats its wings.
While the dragon’s Lightning Breath is available, it emits wild Each creature within 15 feet of the dragon must succeed
sparks of electricity, and each creature that starts its turn on a DC 23 DEX save or take 16 (2d6 + 9) bludgeoning
within 30 feet of the dragon must succeed on a DC 22 CON damage and be knocked prone. The dragon
save or be incapacitated until the start of its next turn. can then fly up to half its flying
Legendary Resistance (3/Day). If the dragon fails a save, it speed without provoking
can choose to succeed instead. opportunity attacks.
ACTIONS
Multiattack. The dragon uses its Frightful
Presence. It then makes one Bite attack
and two Claw attacks.
Bite. Melee Weapon Attack: +15 to hit,
reach 15 ft., one target. Hit: 20 (2d10 + 9)
piercing damage plus 11 (2d10) lightning
damage.
Claw. Melee Weapon Attack: +15 to hit,
reach 10 ft., one target. Hit: 16 (2d6 + 9)
slashing damage.
Tail. Melee Weapon Attack: +15 to hit,
reach 20 ft., one target. Hit: 18 (2d8 + 9)
bludgeoning damage.
Frightful Presence. Each creature
of the dragon’s choice that
is within 120 feet of
the dragon and aware
of it must succeed
on a DC 19 WIS save or be
frightened for 1 minute. A creature can
repeat the save at the end of each of
its turns, ending the effect on itself on a
success. If a creature’s save is successful or
the effect ends for it, the creature is immune to the
dragon’s Frightful Presence for the next 24 hours.
LAIR ACTIONS
On initiative count 20 (losing initiative ties),
the dragon can take a lair action to cause
one of the following effects;
the dragon can’t use the same
effect two rounds in a row:
• Heat Blast. A ripple of
heat surrounds up to three
creatures the dragon can
see within 120 feet of it. Each
target must succeed on a DC
15 CON save or be overcome
by heat until the end of
its next turn. A target
overcome by heat must
spend its action attempting to
cool itself.
ACTIONS
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 15 feet of the dragon must succeed on
Multiattack. The dragon uses its Frightful Presence. It then a DC 24 DEX save or take 15 (2d6 + 8) bludgeoning damage
makes one Bite attack and two Claw attacks. It can replace its and be knocked prone. The dragon can then fly up to half its
Bite attack with a use of Sleep Breath, if available. flying speed without provoking opportunity attacks.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the
dragon can take a lair action to cause one of the
following effects; the dragon can’t use the same
effect two rounds in a row:
• Geyser. A spray of water in an 80-foot line that
is 10 feet wide flies out of a point on a surface the
LEGENDARY ACTIONS
Amphibious. The dragon can breathe air and water.
The dragon can take 3 legendary actions, choosing from
Golden Splendor. As the young gold dragon, except it affects
the options below. Only one legendary action can be used
creatures within 20 feet of the dragon, and the save DC is 21.
at a time and only at the end of another creature’s turn. The
Legendary Resistance (3/Day). If the dragon fails a save, it dragon regains spent legendary actions at the start of its turn.
can choose to succeed instead.
Detect. The dragon automatically detects every creature
ACTIONS
and trap within 30 feet of it, pinpointing the current location
of each.
Multiattack. The dragon uses its Frightful Presence. It then
Tail Attack. The dragon makes a Tail attack.
makes one Bite attack and two Claw attacks. It can replace its
Bite attack with a use of Weakening Breath, if available. Elemental Roar (Costs 2 Actions). The dragon roars at up
to two creatures of its choice within 120 feet of it. Each target
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
must succeed on a DC 18 CHA save or be vulnerable to fire
Hit: 19 (2d10 + 8) piercing damage.
damage until the end of its next turn. A target resistant to
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. fire damage isn’t resistant to it for the duration. A target
Hit: 15 (2d6 + 8) slashing damage. immune to fire damage is still immune to it,
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. even if the target fails the save.
Hit: 17 (2d8 + 8) bludgeoning damage. Wing Attack (Costs 2 Actions).
Frightful Presence. Each creature of the dragon’s choice that The dragon beats its wings.
is within 120 feet of the dragon and aware of it must succeed Each creature within 10
on a DC 18 WIS save or be frightened feet of the dragon must
for 1 minute. A creature can repeat the
save at the end of each of its turns,
ending the effect on itself on a success.
ACTIONS
Multiattack. The dragon makes one Bite
attack and one Claw attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6)
poison damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
ACTIONS
Multiattack. The dragon uses its Frightful Presence. It
then makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage plus
7 (2d6) poison damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice
that is within 120 feet of the dragon and aware of it must
succeed on a DC 16 WIS save or be frightened for 1 minute.
A creature can repeat the save at the end of each of its turns,
ending the effect on itself on a success. If a creature’s save is
successful or the effect ends for it, the creature is immune to
the dragon’s Frightful Presence for the next 24 hours.
REGIONAL EFFECTS
The region containing a red
dragon’s lair is suffused with
fiery chaos, which creates
one or more of the
following effects:
• Acid Rain. Within 10
miles of the red dragon’s lair, precipitation
is oily and stinks of sulfur. Snow in
the area may be gray or black as it falls,
appearing like ash, though its temperature
is unchanged.
ACTIONS
• Incited Rage. Creatures within 3 miles of the red
dragon’s lair are quick to anger and slow to forgive. Multiattack. The dragon makes one Bite attack and one
Such creatures have disadvantage on CHA checks, Claw attack.
except CHA (Intimidation), and Beasts in the area that Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
aren’t domesticated are more aggressive than normal. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.
• Unnatural Heat. Within 1 mile of the red dragon’s Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage.
lair, temperatures are unnaturally high. Vegetation
in the area withers and eventually crumbles to dust. Fire Breath (Recharge 5–6). The dragon exhales fire in a 15-
foot cone. Each creature in that area must make a DC 13 DEX
Creatures in the area require twice as much water as
save, taking 28 (8d6) fire damage on a failed save, or half as
normal each day to survive, and each creature in the
much damage on a successful one.
area must succeed on a DC 10 CON save every hour it
remains in the area or suffer one level of exhaustion.
Creatures that are resistant or immune to fire damage Young Red Dragon CR 10
are unaffected by this regional effect. Large Dragon
If the dragon dies, these effects fade in 1d10 days. Armor Class 18 (natural armor)
Hit Points 193
Red Dragon Wyrmling CR 3 Speed 40 ft., climb 40 ft., fly 80 ft.
Perception 18 Stealth 14
Medium Dragon
Immune fire
Armor Class 17 (natural armor)
Senses darkvision 120 ft., keensense 30 ft.
Hit Points 68
Languages Common, Draconic
Speed 30 ft., climb 30 ft., fly 60 ft.
Perception 14 Stealth 12
STR DEX CON INT WIS CHA
Immune fire
+6 +4 +9 +2 +4 +8
Senses darkvision 60 ft., keensense 10 ft.
Languages Draconic
Boil Over. When the red dragon hasn’t unleashed its Fire
Breath, the heat builds and rolls outward from it. While the
STR DEX CON INT WIS CHA dragon’s Fire Breath is available, it emits immense heat,
+4 +2 +5 +1 +2 +4 and each creature that starts its turn within 10 feet of the
dragon must succeed on a DC 17 CON save or take 7 (2d6)
Pounce. If the dragon moves at least 15 feet straight toward a fire damage.
creature and then hits it with a Claw attack on the same turn,
ACTIONS
that target must succeed on a DC 14 STR save or be knocked
prone. If the target is prone, the dragon can make one Claw Multiattack. The dragon makes one Bite attack and two Claw
attack against it as a bonus action. attacks.
Legendary Resistance (3/Day). If the dragon fails a save, it Tail Attack. The dragon makes a Tail attack.
can choose to succeed instead. Elemental Roar (Costs 2 Actions). The dragon roars at up
to two creatures of its choice within 120 feet of it. Each target
ACTIONS must succeed on a DC 21 CHA save or be vulnerable to fire
Multiattack. The dragon uses its Frightful Presence. It then damage until the end of its next turn. A target resistant to
makes one Bite attack and two Claw attacks. fire damage isn’t resistant to it for the duration. A target
immune to fire damage is still immune to it, even if the
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
target fails the save.
Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6)
fire damage. Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 15 feet of the dragon must succeed on
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one
a DC 25 DEX save or take 17 (2d6 + 10) bludgeoning damage
target. Hit: 17 (2d6 + 10) slashing damage.
and be knocked prone. The dragon can then fly up to half its
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. flying speed without provoking opportunity attacks.
Hit: 19 (2d8 + 10) bludgeoning damage.
ACTIONS
Multiattack. The dragon uses its Frightful Presence. It then
makes one Bite attack and two Claw attacks. It can replace its
Bite attack with a use of Paralyzing Breath, if available.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit,
reach 15 ft., one target. Hit: 17 (2d8 + 8)
bludgeoning damage.
Frightful Presence. Each creature of the
dragon’s choice that is within 120 feet of the
dragon and aware of it must succeed on a DC
17 WIS save or be frightened for 1 minute. A creature can
repeat the save at the end of each of its turns, ending
the effect on itself on a success. If a creature’s save is
successful or the effect ends for it, the creature is immune
to the dragon’s Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5–6). The dragon exhales an
icy blast in a 60-foot cone. Each creature
in that area must make a DC 20 CON save,
taking 58 (13d8) cold damage on a failed save,
or half as much damage on a successful one.
Paralyzing Breath (Recharge 6). As the silver dragon
wyrmling, except it is a 60-foot cone, and the save DC is
20.
ACTIONS
Young Void Dragon CR 9
Multiattack. The dragon makes one Bite attack and one
Claw attack. Large Dragon
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Armor Class 18 (natural armor)
Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) necrotic Hit Points 140
damage. Speed 40 ft., fly 80 ft. (hover)
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Perception 18 Stealth 14
Hit: 6 (1d6 + 3) slashing damage. Resistant cold
Breath Weapons (Recharge 5–6). The void dragon uses one Immune necrotic | charmed, frightened, prone
of the following breath weapons. Senses darkvision 120 ft., keensense 30 ft.
• Gravitic Breath. The dragon exhales localized gravity Languages Common, Draconic, Void Speech
in a 15‑foot cube, originating from the dragon. When
a creature ends a fall in the cube, it takes 5 (1d10)
STR DEX CON INT WIS CHA
bludgeoning damage for every 10 feet it fell to a
+5 +4 +9 +2 +4 +8
maximum of 20d10 bludgeoning damage, instead of
normal falling damage. A creature that enters the cube
for the first time on a turn or starts its turn there must Embodiment of the Void. As the void dragon wyrmling.
make a DC 13 DEX save. On a failure, the creature is Expert Void Traveler. As the void dragon wyrmling.
restrained. On a success, the creature’s speed is halved
while it remains in the cube. A creature can repeat the ACTIONS
save at the end of each of its turns, ending the effect on
Multiattack. The dragon makes one Bite attack and two
itself on a success. The cube lasts until the start of the
Claw attacks.
dragon’s next turn.
• Withering Breath. The dragon exhales the life-rending Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
energy of the Void in a 15-foot cone. Each creature in Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) necrotic
that area must make a DC 13 DEX save, taking 21 (6d6) damage.
necrotic damage on a failed save, or half as much Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
damage on a successful one. Hit: 12 (2d6 + 5) slashing damage.
ACTIONS
Multiattack. The dragon uses its Dreadful Presence. It then
makes one Bite attack and two Claw attacks. Void Twist. The dragon adds 7 to its AC
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. against one attack that would hit it, as it twists
Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) necrotic reality to open a small rift in space to protect
damage. itself. To do so, the dragon must be able to see
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one the attacker. If the attack misses by 5 or more, the
target. Hit: 16 (2d6 + 9) slashing damage. dragon can choose to open a second, connected rift
next to another creature it can see within 30 feet of it
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target.
to direct the attack at that creature instead, using the
Hit: 18 (2d8 + 9) bludgeoning damage.
original attack roll result against the new target’s AC.
Dreadful Presence. Each creature of the dragon’s choice that
is within 120 feet of the dragon and aware of it must succeed LEGENDARY ACTIONS
on a DC 21 WIS save or suffer a random short-term dread
The dragon can take 3 legendary actions, choosing from
effect for 1 minute. A creature can repeat the save at the end
the options below. Only one legendary action can be used
of each of its turns, ending the effect on itself on a success.
at a time and only at the end of another creature’s turn. The
If a creature’s save is successful or the effect ends for it, the
dragon regains spent legendary actions at the start of its turn.
creature is immune to the dragon’s Dreadful Presence for
the next 24 hours. Detect. The dragon automatically detects every creature
and trap within 30 feet of it, pinpointing the current location
Breath Weapons (Recharge 5–6). The dragon uses one of
of each.
the following breath weapons.
Tail Attack. The dragon makes a Tail attack.
• Gravitic Breath. As the void dragon wyrmling, except it
is a 90-foot cube, the save DC is 24, and the cube lasts 1 Elemental Roar (Costs 2 Actions). The dragon roars at
minute. up to two creatures of its choice within 120 feet of it. Each
target must succeed on a DC 21 CHA save or be vulnerable
• Withering Breath. The dragon exhales the life-rending
to necrotic damage until the end of its next turn. A target
energy of the Void in a 90-foot cone. Each creature
resistant to necrotic damage isn’t resistant to it for the
in that area must make a DC 24 DEX save, taking 91
duration. A target immune to necrotic damage is still
(26d6) necrotic damage on a failed save, or half as much
immune to it, even if the target fails the save.
damage on a successful one. If this damage reduces
a creature to 0 HP, it is disintegrated. A disintegrated Void Slip (Costs 2 Actions). The dragon twists the fabric
creature and everything it is wearing or carrying, except of space around it, disappearing and reappearing in an
magic items, are reduced to a pile of fine, gray dust. The unoccupied space it can see within 120 feet of it. Each
creature can be restored to life only by means of a true creature within 15 feet of the dragon when it disappears
resurrection or a wish spell. must succeed on a DC 21 DEX save or take 17 (5d6) necrotic
damage and be knocked prone.
REACTIONS
Maturing. White dragons care for their young for the • Ice Slick. A 40-foot radius patch of ground centered on
first year of a wyrmling’s life, teaching the wyrmling how a point the dragon can see within 120 feet of it freezes.
to hunt, store frozen prey, and create trophies. Eventually, The ice slick is difficult terrain, and each time a creature
however, the wyrmling’s growing sense of self and self- moves more than 5 feet in or through the slick must
importance clashes with the egos of its parents, and all part succeed on a DC 15 DEX save or fall prone. The ice slick
ways. By the time the dragon is young, it has carved out
an icy cave for itself and claimed a small swath of arctic or
high mountain terrain as its territory. Adult white dragons
spend their days expanding and affirming claim to their
territory, often in the form of leaving slaughtered
enemies scattered across the landscape. At
this age, they also join in gatherings of white
dragons, where they boast and display their
battle prowess and where adults make
alliances for raising strong young. White
dragons live violent lives and don’t always
survive to become ancients. Paragons of battle,
violence, and pride, ancient white dragons are twice
as deadly as any blizzard and half as merciful.
REGIONAL EFFECTS
The region containing a white dragon’s lair is warped by its
magic, which creates one or more of the following effects:
• Frigid Cold. Blizzards continually rage within 3
miles of the dragon’s lair, making the area
nearly inhospitable for creatures not resistant
to cold damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
• Hunting Grounds. The area within 5 miles of the Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.
dragon’s lair is its hunting ground. When a Large or
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
larger creature enters the area, the dragon immediately Hit: 5 (1d6 + 2) slashing damage.
knows the direction and general distance to that
Cold Breath (Recharge 5–6). The dragon exhales an icy blast
creature for the next hour.
in a 15-foot cone. Each creature in that area must make a DC
• Icy Land. Ice and hard-packed snow coat the area 12 CON save, taking 22 (5d8) cold damage on a failed save,
within 1 mile of the lair, making it difficult terrain. or half as much damage on a successful one.
If the dragon dies, these effects fade in 1d10 days.
Young White Dragon CR 6
White Dragon Wyrmling CR 2 Large Dragon
Medium Dragon Armor Class 17 (natural armor)
Armor Class 16 (natural armor) Hit Points 126
Hit Points 54 Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. Perception 17 Stealth 13
Perception 14 Stealth 12 Immune cold
Immune cold Senses darkvision 120 ft., keensense 30 ft.
Senses darkvision 60 ft., keensense 10 ft. Languages Common, Draconic
Languages Draconic
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA +4 +3 +7 −2 +4 +4
+2 +2 +4 −3 +2 +2
Ice Walk. The dragon can move across and climb icy surfaces
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. In addition,
without needing to make an ability check. In addition, difficult terrain composed of ice or snow doesn’t cost it extra
difficult terrain composed of ice or snow doesn’t cost it extra movement.
movement. Numbing Chill. When the white dragon hasn’t unleashed its
Pounce. If the dragon moves at least 15 feet straight toward a Cold Breath, the cold builds up within it and ripples outward
creature and then hits it with a Claw attack on the same turn, from it. While the dragon’s Cold Breath is available, it emits a
that target must succeed on a DC 12 STR save or be knocked numbing chill, and each creature that starts its turn within 10
prone. If the target is prone, the dragon can make one Claw feet of the dragon must succeed on a DC 15 CON save or its
attack against it as a bonus action. speed is reduced by 10 feet.
ACTIONS ACTIONS
Multiattack. The dragon makes one Bite attack and one Multiattack. The dragon makes one Bite attack and two Claw
Claw attack. attacks.
ACTIONS
Multiattack. The dragon uses its Frightful Presence.
It then makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8)
cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15
ft., one target. Hit: 15 (2d8 + 6) bludgeoning
damage.
Frightful Presence. Each creature of the dragon’s
choice that is within 120 feet of the dragon and aware of it
must succeed on a DC 15 WIS save or be frightened for 1
minute. A creature can repeat the save at the end of each
of its turns, ending the effect on itself on a success. If a
Grasslands Camouflage. The yellow dragon’s Stealth is 19 STR DEX CON INT WIS CHA
while in tall grass or foliage. +5 +5 +7 +2 +5 +7
Pounce. If the dragon moves at least 15 feet straight toward
a creature and then hits with a Claw attack on the same turn,
Blinding Sunlight. When the dragon hasn’t released its
that target must succeed on a DC 12 STR save or be knocked
Radiant Breath, streaks of sunlight pour from its mouth.
prone. If the target is prone, the dragon can make one Claw
Bright light within 10 feet of the dragon is sunlight, and each
attack against it as a bonus action.
creature that starts its turn within 10 feet of the dragon must
succeed on a DC 15 CON save or be blinded until the start of
ACTIONS
its next turn.
Multiattack. The dragon makes one Bite attack and one
Grasslands Camouflage. The yellow dragon’s Stealth is 20
Claw attack.
while in tall grass or foliage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing damage plus 4 (1d8) radiant ACTIONS
damage.
Multiattack. The dragon makes one Bite attack and two Claw
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. attacks.
Hit: 6 (1d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Radiant Breath (Recharge 5–6). The dragon exhales radiant Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) radiant
energy in a 30-foot line that is 5 feet wide. Each creature in damage.
ACTIONS
Multiattack. The dragon uses its Frightful
Presence. It then makes one Bite attack and
two Claw attacks.
Bite. Melee Weapon Attack: +11
to hit, reach 10 ft., one target.
Hit: 18 (2d10 + 7) piercing
damage plus 9 (2d8)
radiant damage.
D
LEGENDARY ACTIONS
Scorch Drake CR 6
Large Dragon
Armor Class 15 (natural armor)
Hit Points 145
Speed 40 ft., fly 60 ft.
Perception 15 Stealth 11
Vulnerable cold
Immune fire
Senses darkvision 60 ft.
Languages Draconic
Air Elemental CR 5
Large Elemental
Armor Class 15
Hit Points 94
Speed 0 ft., fly 90 ft. (hover)
Perception 13 Stealth 15
Resistant thunder | Elemental Resilience
Immune lightning | Elemental Resilience
Senses darkvision 60 ft.
Languages Auran
ACTIONS
Multiattack. The elemental makes two Wind Lash or
Lightning Bolt attacks.
Wind Lash. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 18 (3d8 + 5) bludgeoning damage.
Earth Elemental CR 5
Large Elemental
Armor Class 17 (natural armor)
Hit Points 114
Speed 30 ft., burrow 30 ft.
Perception 13 Stealth 9
Vulnerable thunder
Resistant Elemental Resilience
Siege Monster. The elemental deals double damage to
Immune lightning | Elemental Resilience
objects and structures.
Senses darkvision 60 ft., tremorsense 60 ft.
Languages Terran ACTIONS
Multiattack. The elemental makes three Slam attacks, or
STR DEX CON INT WIS CHA it makes two Lob Stone attacks. If two Slam or Lob Stone
+5 −1 +5 −2 +0 −3 attacks hit one creature, the target must succeed on a DC
16 STR save or be knocked prone.
Earth Glide. The elemental can burrow through nonmagical, Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one
unworked earth and stone. While doing so, the elemental target. Hit: 14 (2d8 + 5) bludgeoning damage.
doesn’t disturb the material through which it moves. Lob Stone. Ranged Weapon Attack: +8 to hit, range 20/60 ft.,
Earthen Camouflage. The elemental’s Stealth is 14 while in one target. Hit: 21 (3d10 + 5) bludgeoning damage.
muddy, rocky, sandy, or stony terrain.
BONUS ACTIONS
Elemental Nature. The elemental doesn’t require air, food,
drink, or sleep. Earth Tremor (Recharge 4–6). The earth elemental causes
the ground on a point it can see within 30 feet of it to
Elemental Resilience. The elemental is resistant to
rumble and shake violently. Each creature within 10 feet
bludgeoning, piercing, and slashing damage from
of that point must succeed on a DC 16 DEX save or be
nonmagical attacks. In addition, it is immune to poison
knocked prone.
damage, to exhaustion, and to the paralyzed, petrified,
poisoned, and unconscious conditions.
Water Elemental CR 5
Large Elemental
Armor Class 14 (natural armor)
Hit Points 104
Speed 30 ft., swim 90 ft.
Perception 13 Stealth 12 Water Camouflage. The water elemental’s Stealth is 17 while
Resistant Elemental Resilience in a Medium or larger body of water.
Immune acid | Elemental Resilience
Senses darkvision 60 ft. ACTIONS
Languages Aquan Multiattack. The water elemental makes two Water Tendril
or Water Bolt attacks. If both Water Tendril attacks hit one
STR DEX CON INT WIS CHA creature, it can use Whelm on the target, if available.
+4 +2 +4 −2 +0 −1 Water Tendril. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 17 (3d8 + 4) bludgeoning damage, and the
Elemental Nature. The elemental doesn’t require air, food, target is grappled (escape DC 15) if it is Large or smaller. The
drink, or sleep. water elemental can have up to three targets grappled at a
time.
Elemental Resilience. The elemental is resistant to
bludgeoning, piercing, and slashing damage from Water Bolt. Ranged Weapon Attack: +5 to hit, range 30/120
nonmagical attacks. In addition, it is immune to poison ft., one target. Hit: 16 (4d6 + 2) bludgeoning damage.
damage, to exhaustion, and to the grappled, paralyzed, Whelm (Recharge 4–6). The water elemental envelops
petrified, poisoned, prone, restrained, and unconscious one creature it is grappling, and the grapple ends. While
conditions. enveloped, the target is restrained, unable to breathe unless
Freeze. If the elemental takes cold damage, it partially it can breathe water, can’t be hit by the elemental’s Water
freezes, and its speed is reduced by 20 feet until the end of Tendril, and it takes 9 (2d8) bludgeoning damage at the start
its next turn. of each of the elemental’s turns.
Purify Water. If the water elemental sits in a body of When the elemental moves, the enveloped creature moves
slow‑flowing or standing water, such as a spring, small creek, with it. The elemental can have only one creature enveloped
or lake, for at least 1 hour, the water becomes purified and at a time. A creature within 5 feet of the elemental, including
rendered free of poison and disease. In slow-flowing water, the target, can take its action to free the target from the
this purification fades 1 hour after the elemental leaves elemental by succeeding on a DC 15 STR check.
the water. In standing water, this purification lasts until a
BONUS ACTIONS
contaminant enters the water while the elemental isn’t in it.
Water Form. The elemental can enter a hostile creature’s Purify Blood (3/Day). The water elemental touches a willing
space and stop there. It can move through a space as narrow creature that isn’t a Construct or Undead. The target is cured
as 1 inch wide without squeezing. of the poisoned condition and of any disease afflicting it.
Drow CR 1/4
Medium Humanoid
Armor Class 15 (chain shirt)
Hit Points 12
Speed 30 ft.
Perception 12 Stealth 14
Resistant Fey Ancestry
Senses darkvision 120 ft.
Languages Elvish, Undercommon
The pair of heads atop the giant’s shoulders bicker with each other ACTIONS
as it stomps through the sparse trees on the hillside. The argument Multiattack. The ettin makes one Knobbed Club attack and
is occasionally punctuated by thrusts and shakes of a club that is one Spiked Club attack.
little more than a tree branch. Knobbed Club. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Lousy Roommates. Ettins have an independent- one target. Hit: 18 (3d8 + 5) bludgeoning damage, and the
minded brain in each of their heads, and they rarely get target must succeed on a DC 15 STR save or be incapacitated
along with each other. They constantly argue with each until the end of its next turn, as the blow knocks the wind
other over what to eat, which way to travel, and various out of the target. This weapon is wielded by the right head.
other trivialities. Each head controls its side of the body, Spiked Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one
except when asleep when control switches to the awake target. Hit: 18 (3d8 + 5) piercing damage, and the target
must succeed on a DC 15 CON save or be poisoned for 1
head. This disconnect between minds and halves of
minute, as bits of rotten meat clinging to the club’s spikes
body leaves most ettins with a jerky, uneven gait. When
coat the target’s wound. The target can repeat the save at
presented with a credible threat or an empty belly, though, the end of each of its turns, ending the effect on itself on a
the two heads put aside their differences to vanquish it. success. This weapon is wielded by the left head.
Two Heads Are Better Than One. The obstinacy
BONUS ACTIONS
of the two heads makes it difficult for opponents to affect
the ettin’s minds. Having two minds also protects the ettin That One! One of the ettin’s heads picks a creature the ettin
from many effects that might make it unable to move or can see within 30 feet of it, gaining advantage on its next
defend itself or that might otherwise disorient it. attack against that creature. The other head doesn’t like
being told what to do and has disadvantage on its next
With Harmony, Wisdom. The constant bickering attack against that creature. Each weapon attack notes which
results in many ettins leading violent and often dangerous head controls that weapon.
lives, as their squabbles attract the wrong attention or
their heads’ stubbornness with each other puts them in
deadly situations. The oldest ettins, however, have either
built up the strength to face any danger they create for
themselves or learn to reach a harmony between the heads.
These older, harmonious ettins are a terror to behold on a
battlefield and can be an invaluable source of wisdom for
those studying mediation and the art of negotiation.
Ettin CR 4
Large Giant
Armor Class 12 (natural armor)
Hit Points 95
Speed 40 ft.
Perception 14 Stealth 9
Vulnerable Giant Attributes
Resistant Giant Attributes, Multiple Heads
Senses darkvision 60 ft.
Languages Giant, Orc
Feral Hunter CR 3
Medium Fey
Armor Class 14 (leather armor)
Hit Points 83
Speed 30 ft.
Perception 14 Stealth 15
Vulnerable necrotic
Resistant frightened | Fey Resilience
Senses darkvision 60 ft.
Languages Common, Sylvan
Fey Guardian CR 5
Medium Fey
Armor Class 15 (natural armor)
Hit Points 108 ACTIONS
Speed 30 ft., fly 30 ft. Multiattack. The fey guardian makes two Rapier or Slam
Perception 15 Stealth 16 attacks, or it makes two Shooting Star attacks.
Resistant bludgeoning, piercing, and slashing damage from Rapier (Humanoid or True Form Only). Melee Weapon
nonmagical attacks | Fey Resilience Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
Immune radiant piercing damage plus 13 (3d8) radiant damage.
Senses — Slam (Beast Form Only). Melee Weapon Attack: +6 to hit,
Languages Common, Sylvan reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage
plus 13 (3d8) radiant damage.
STR DEX CON INT WIS CHA Shooting Star. Ranged Spell Attack: +8 to hit, range 60 ft.,
+1 +6 +2 +1 +5 +8 one target. Hit: 18 (3d8 + 5) radiant damage.
Invisibility (True Form Only). The fey guardian magically
Fey Resilience. The fey guardian is resistant to the charmed turns invisible until it attacks, uses Change Shape, or until
and unconscious conditions. its concentration ends (as if concentrating on a spell). Any
equipment the guardian wears or carries is invisible with it.
Guardian. The fey guardian is bound to one Humanoid,
which it serves as its ward. If the guardian’s ward dies, the Tutelage. The fey guardian can cast the guidance and minor
guardian also dies. The guardian instinctively knows the illusion cantrips and the comprehend languages spell at will
location, physical state, and emotional state of its ward, without requiring spell components.
provided they are on the same plane of existence. If the ward
BONUS ACTIONS
is on a different plane, the guardian knows which plane but
not the exact location. In addition, the two can communicate Change Shape. The fey guardian magically transforms into
telepathically over any distance, even when not on the same a Medium or smaller Beast or Humanoid, or a Small figure
plane. of pure light, or back into its true form, which is Fey. Its
Magic Resistance. The fey guardian has advantage on saves statistics, other than its size, are the same in each form. Any
against spells and other magical effects. equipment it is wearing or carrying transforms with it. It
reverts to its true form if it dies.
Fey Resilience. The flinderbeast is resistant to the charmed Catch Snack. When the flinderbeast is the target of a ranged
and unconscious conditions. weapon attack that uses ammunition made mostly of wood,
such as an arrow, the flinderbeast can attempt to catch and
Heightened Hearing and Smell. The flinderbeast’s eat the ammunition. The flinderbeast must make a DC 14
Perception 18 when perceiving by hearing or smell. DEX save. On a success, it gains 3 (1d6) temporary HP and
prevents the attack’s damage.
ACTIONS
Multiattack. The djinni makes three Scimitar or Storm Bolt
attacks.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage plus 14 (4d6)
lightning damage or thunder damage (the djinni’s choice).
Storm Bolt. Ranged Spell Attack: +9 to hit, range 120 ft.,
one target. Hit: 18 (3d8 + 5) lightning damage plus 7 (2d6)
thunder damage.
Efreeti CR 11
Large Elemental (Outsider)
Armor Class 17 (natural armor)
Hit Points 223
Speed 40 ft., fly 60 ft.
Perception 16 Stealth 11 The elemental remains for 1 hour,
until the efreeti dies, or until the
Immune fire
efreeti dismisses it as a bonus action.
Senses darkvision 120 ft.
Travel the Planes (1/Day). The efreeti transports itself to
Languages Common, Ignan
a different plane of existence. This works like the plane shift
spell, except it can affect only itself and can’t use this action
STR DEX CON INT WIS CHA to banish an unwilling creature.
+6 +1 +7 +7 +6 +7
BONUS ACTIONS
Nebulous (Cloud Form Only). The efreeti’s Stealth is 16, it Blazing Palisade. The efreeti magically creates a translucent
can hover while flying, can’t manipulate objects or attack, and wall of fire along a solid surface at a point it can see within
it can pass through any space air can pass through without 30 feet of it. The wall can be up to 1 foot thick, up to 45 feet
squeezing. In addition, it can enter and hide in any Tiny or long, and up to 5 feet high, and it can be any shape. Each
larger container, such as a pouch, lamp, backpack, or barrel. creature in a space where the fire appears must succeed on a
DC 15 DEX save or take 7 (2d6) fire damage. A creature that
ACTIONS successfully saves can move to the wall’s edge, out of the
Multiattack. The efreeti makes three Scimitar or Hurl Flame fire. A creature that enters the wall for the first time on a turn
attacks. or ends its turn within 5 feet of the wall must succeed on a
DC 15 DEX save or take 7 (2d6) fire damage. The efreeti can
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one have only one fire wall active at a time. If it creates another,
target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) fire the previous fire wall disappears.
damage.
Genie Shape. The efreeti magically transforms into a Medium
Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one cloud of thick smoke filled with sparks of fire or back into its
target. Hit: 24 (6d6 + 3) fire damage. bipedal form. Its statistics are the same in each form. Any
Create Fire Elemental (1/Day). The efreeti magically creates equipment it is wearing or carrying transforms with it. It
one fire-based Elemental of CR 5 or lower in an unoccupied reverts to its bipedal form if it dies. The efreeti can’t use this
space the efreeti can see within 30 feet of it. The elemental bonus action to transform into its bipedal form while inside a
acts as an ally of the efreeti, obeying its spoken commands. Medium or smaller container.
Hinn CR 11
Large Elemental (Outsider) Gem-Studded Mace. Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus
Armor Class 17 (natural armor)
9 (2d8) piercing damage.
Hit Points 199
Lob Stone. Ranged Weapon Attack: +10 to hit, range 20/60 ft.,
Speed 30 ft., burrow 30 ft., fly 60 ft.
one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Perception 17 Stealth 15
Create Earth Elemental (1/Day). The hinn magically
Resistant prone creates one earth-based Elemental of CR 5 or lower in an
Immune petrified unoccupied space the hinn can see within 30 feet of it. The
Senses darkvision 120 ft. elemental acts as an ally of the hinn, obeying its spoken
Languages Common, Terran commands. The elemental remains for 1 hour, until the hinn
dies, or until the hinn dismisses it as a bonus action.
STR DEX CON INT WIS CHA Travel the Planes (1/Day). The hinn transports itself to a
+6 +1 +11 +2 +7 +8 different plane of existence. This works like the plane shift
spell, except it can affect only itself and can’t use this action
to banish an unwilling creature.
Earth Glide. The hinn can burrow through nonmagical,
unworked earth and stone. While doing so, the hinn doesn’t BONUS ACTIONS
disturb the material through which it moves.
Churned Earth. The hinn causes the ground on a point it can
Nebulous (Cloud Form Only). The hinn’s Stealth is 20, it can
see within 60 feet of it to erupt. Each creature within 15 feet
hover while flying, can’t manipulate objects or attack, and
of that point must succeed on a DC 16 DEX save or take 10
it can pass through any space air can pass through without
(3d6) bludgeoning damage and be knocked prone.
squeezing. In addition, it can enter and hide in any Tiny or
larger container, such as a pouch, lamp, backpack, or barrel. Genie Shape. The hinn magically transforms into a Medium
cloud of dust filled with miniscule clashing, bursting, and
ACTIONS reforming rocks or back into its bipedal form. Its statistics
are the same in each form. Any equipment it is wearing or
Multiattack. The hinn makes three Gem-Studded Mace or
carrying transforms with it. It reverts to its bipedal form if it
Lob Stone attacks. If two Gem-Studded Mace attacks hit one
dies. The hinn can’t use this bonus action to transform into
creature, the target must succeed on a DC 16 CON save or
its bipedal form while inside a Medium or smaller container.
be stunned until the end of its next turn.
ACTIONS
Multiattack. The sila makes four Cold-Infused Jambiya
or Water Burst attacks. If two Water Burst attacks hit one
creature, the target must succeed on a DC 17 STR save or be
pushed up to 15 feet away from the sila.
Cold-Infused Jambiya. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus
5 (2d4) cold damage.
Ghost CR 4
Medium Undead
Armor Class 12
Hit Points 68
Speed 0 ft., fly 40 ft. (hover)
Perception 13 Stealth 11 complete its unfinished business, the ghost permanently dies
Resistant acid, fire, lightning, thunder; bludgeoning, piercing, after completing it.
and slashing from nonmagical attacks
Immune cold, necrotic | charmed, frightened, grappled, ACTIONS
paralyzed, petrified, prone, restrained | Undead Resilience Multiattack. The ghost makes two Withering Touch or
Senses darkvision 60 ft. Telekinetic Throw attacks.
Languages any languages it knew in life Withering Touch. Melee Spell Attack: +6 to hit, reach 5 ft.,
one target. Hit: 18 (4d6 + 4) necrotic damage.
STR DEX CON INT WIS CHA Telekinetic Throw. Ranged Weapon Attack: +4 to hit, range
−2 +2 +0 +0 +3 +4 20/60 ft., one target. Hit: 17 (6d4 + 2) bludgeoning, piercing,
or slashing damage, depending on the type of object
Ethereal Sight. The ghost can see 60 feet into the Ethereal thrown. The ghost can throw only Small or smaller objects
Plane when it is on the Material Plane, and vice versa. within range that aren’t being worn or carried.
Incorporeal Movement. The ghost can move through other Horrify (Recharge 5–6). The ghost speaks a haunting
creatures and objects as if they were difficult terrain. It takes phrase, reveals the wounds from its death, or performs
5 (1d10) force damage if it ends its turn inside an object. some other expression to scare creatures in a 30-foot cone.
Each creature in that area must make a DC 14 WIS save.
Undead Nature. The ghost doesn’t require air, food, drink, On a failure, a creature takes 21 (6d6) psychic damage and
or sleep. is frightened until the end of its next turn. On a success,
Undead Resilience. The ghost is immune to poison damage, a creature takes half the damage and isn’t frightened. A
to exhaustion, and to the poisoned condition. creature that fails the save by 5 or more increases its age in
Unfinished Business. Unless its unfinished business is years by 10 percent, rounded up. This aging can be reversed
fulfilled, a destroyed ghost returns in 1d4 days, regaining all with a greater restoration spell or similar magic, but only
its HP and becoming active again within 10 feet of where within 24 hours of the aging occurring.
it died. If presented with an object or piece of information
related to its unfinished business, the ghost must succeed BONUS ACTIONS
on a DC 13 WIS save or be incapacitated until the end of Etherealness. The ghost enters the Ethereal Plane from the
its next turn. After it has been incapacitated by a particular Material Plane, or vice versa. It is visible on the Material
source, the ghost can’t be incapacitated by that same source Plane while it is in the Ethereal Plane, and vice versa, yet it
again for 24 hours. If presented with everything it needs to can’t affect or be affected by anything on the other plane.
Hungry Undead. Ghouls are undead humanoids with Spider Climb. The ghoul can climb difficult surfaces,
including upside down on ceilings, without needing to make
a hunger for humanoid flesh and often inhabit cemeteries
an ability check.
and crypts to feast. They carry none of their concerns—
and little to no memories—from their former lives. They Undead Resilience. The ghoul is immune to poison damage,
to exhaustion, and to the poisoned condition.
can spread their hunger to others, and humanoids that
succumb to this disease transform into ghouls. Fortunately ACTIONS
for many communities, ghouls tend to devour their
Multiattack. The ghoul makes one Bite attack and one Claws
victims, leaving nothing behind to transform.
attack. If both attacks hit a creature that isn’t a Construct or
Varying Origins. Ghouls can be found anywhere Undead, the target must succeed on a DC 13 CON save or
humanoids dwell, leading to differing stories of their contract ghoul hunger (see the Ghoul Hunger sidebar).
origins. Some believe ghouls are a curse on humanoids Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
for hubris committed by ancient people, others believe Hit: 7 (1d8 + 3) piercing damage.
they were created by a demon lord of undeath to amass Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
an unstoppable army, and a few believe they are a blessing Hit: 8 (2d4 + 3) slashing damage.
from a god of death whose agents consume only the flesh of If the target is a creature
those worthy of the afterlife. that isn’t a Construct or
Undead, it must succeed
Pack Leaders. On occasion, a powerful humanoid on a DC 13 CON save or be
succumbs to the ghouls’ disease and transforms into a paralyzed for 1 minute. The
ghast instead. Ghasts are more cunning than their ghoul target can repeat the save
counterparts, and most ghouls instinctively follow them. at the end of each of its
Ghasts often retain several memories of their former lives turns, ending the effect
and use these in their hunts, luring in former comrades as on itself on a success.
meals or new packmates.
Necrophage. Rarely, unique ghasts rise from humanoid
spellcasters. These ghasts are known as necrophage ghasts
and have a thirst for arcane knowledge almost as strong as
their hunger for flesh. Their bodies are infused with magic,
altering their natural stench and their bites. However,
this infusion makes necrophage ghasts unable to spread
the ghoul’s disease, inadvertently making less scrupulous
humanoid spellcasters more willing to share knowledge
and work with them.
Ghoul CR 1
Medium Undead
Armor Class 13
Hit Points 34
Speed 30 ft., climb 30 ft.
Perception 12 Stealth 14
Immune charmed | Undead Resilience
Senses darkvision 60 ft.
Languages Common
Medium Undead Multiattack. The ghast makes one Bite attack and two Claws
Armor Class 13 attacks. If one Bite attack and at least one Claws attack hit
a creature that isn’t a Construct or Undead, the target must
Hit Points 48
succeed on a DC 13 CON save or contract ghoul hunger (see
Speed 30 ft., climb 30 ft. the Ghoul Hunger sidebar).
Perception 12 Stealth 13
Resistant necrotic
Immune charmed | Undead Resilience
Senses darkvision 60 ft.
Languages Common
GHOUL HUNGER
A disease spread by ghouls, ghoul hunger instills a a long rest after the disease is cured. The creature dies if
hunger for Humanoid flesh in the creature suffering it, this effect reduces its HP maximum to 0. A creature that
fully manifesting after 1d4 hours. Once the disease is fully succeeds on two of these saves recovers from the disease.
manifested, the infected creature is poisoned until the If an infected Humanoid fails two of these saves or dies
disease is cured. This effect can be suppressed for 1 hour if while infected, it becomes a ghoul, or a ghast if its PB
the infected creature consumes any amount of Humanoid is +4 or higher, in a flesh-rending transformation. If the
flesh. Every 12 hours that elapse, the infected creature humanoid is a spellcaster with a PB +4 or higher, it has
must succeed on a DC 13 CON save or its HP maximum is a 25 percent chance of transforming into a necrophage
reduced by 7 (2d6). The creature has disadvantage on this ghast instead. Only a wish spell or similarly powerful
save if it consumed any amount of Humanoid flesh while magic can reverse the transformation.
diseased. This reduction lasts until the creature finishes
ACTIONS
Multiattack. The ghast makes one Bite attack and two
Claws attacks, or it makes three Arcane Blast attacks.
It can replace one Bite attack or two Arcane Blast
attacks with a use of Spellcasting.
Cloud Giant CR 9
Huge Giant
Armor Class 14 (natural armor)
Hit Points 175
Speed 40 ft., fly 60 ft. Wind Burst. Ranged Spell Attack: +8 to hit, range 150 ft.,
one target. Hit: 31 (5d10 + 4) bludgeoning damage, and the
Perception 17 Stealth 10
target must succeed on a DC 16 STR save or be pushed up
Vulnerable Giant Attributes to 10 feet away from the cloud giant and knocked prone.
Resistant cold | Giant Attributes
Senses — BONUS ACTIONS
Languages Giant Cloud Cover. The cloud giant creates a 20-foot cube of
clouds centered on a point it can see within 60 feet of it.
STR DEX CON INT WIS CHA The cube spreads around corners, and its area is heavily
+8 +0 +10 +1 +7 +8 obscured. The cloud lasts for 1 minute, until the cloud giant
dies, or until the cloud giant uses this bonus action again.
Cloudsight. The cloud giant can see through areas obscured Condense. The cloud giant causes a 20-foot-radius sphere
by clouds, fog, smoke, and steam without penalty. of cloud, fog, smoke, or steam centered on a point it can
see within 60 feet of it to become as thick as mud, making
Giant Attributes. The cloud giant is resistant to the stunned the area difficult terrain for creatures moving through it.
condition, and it is vulnerable to the prone condition. A creature that starts its turn in the hardened cloud must
Heightened Smell. The cloud giant’s Perception is 22 when succeed on a DC 15 STR save or be restrained until the start
perceiving by smell. of its next turn. The cloud remains condensed for 1 minute,
until the cloud giant dies, or until the cloud giant uses this
ACTIONS bonus action again.
Multiattack. The cloud giant makes three Cloud-Coated
Mace attacks, or it makes two Wind Burst attacks. REACTIONS
Cloud-Coated Mace. Melee Weapon Attack: +12 to hit, reach Cirrus Deflection. The cloud giant creates a bit of hardened
10 ft., one target. Hit: 18 (3d6 + 8) piercing damage plus 4 cloud between it and an attacker, increasing the giant’s AC
(1d8) cold damage. by 4. To do so, it must be able to see the attacker.
Dirgesinger CR 9
Huge Giant
Armor Class 17 (natural armor)
Hit Points 185
Speed 40 ft.
Perception 17 Stealth 11
Vulnerable Giant Attributes
Resistant necrotic | frightened | Giant Attributes
Senses darkvision 60 ft.
Languages Common, Giant
Fire Giant CR 9
Huge Giant
Armor Class 18 (plate)
Hit Points 175
Speed 30 ft.
Perception 16 Stealth 13
Vulnerable Giant Attributes
Resistant Giant Attributes
Immune fire
Senses —
Languages Dwarven, Giant
ACTIONS
Multiattack. The fire giant makes two Flaming Greatsword
or Lava Boulder attacks.
Flaming Greatsword. Melee Weapon Attack: +11 to hit,
reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing
damage plus 4 (1d8) fire damage.
Frost Giant CR 8
Huge Giant
Armor Class 14 (hide armor)
Hit Points 166
Icy Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Speed 40 ft.
one target. Hit: 25 (3d12 + 6) slashing damage plus 4 (1d8)
Perception 13 Stealth 12
cold damage.
Vulnerable Giant Attributes
Ice Boulder. Ranged Weapon Attack: +6 to hit, range 60/240
Resistant blinded | Giant Attributes ft., one target. Hit: 18 (3d10 + 2) bludgeoning damage plus 9
Immune cold (2d8) cold damage.
Senses — Avalanche (Recharge 5–6). The frost giant sends out a wave
Languages Common, Giant of snow in a 30-foot cone. Each creature in that area must
make a DC 16 DEX save. On a failure, a creature takes 14
STR DEX CON INT WIS CHA (4d6) bludgeoning damage and 18 (4d8) cold damage and
+6 +2 +8 −1 +3 +4 is buried. On a success, a creature takes half the damage
and isn’t buried. A buried creature is restrained and unable
to breathe or stand up. A creature, including the buried
Giant Attributes. The frost giant is resistant to the stunned
creature, can take its action to free the buried creature by
condition, and it is vulnerable to the prone condition.
succeeding on a DC 16 STR check.
Ice Walk. The frost giant can move across icy surfaces without
needing to make an ability check. In addition, difficult terrain BONUS ACTIONS
composed of ice or snow doesn’t cost it extra movement.
Wintry Blast. A blast of wintry air extends in a 30-foot line
Snowsight. The frost giant can see through areas obscured by that is 5 feet wide from the frost giant’s outstretched hand.
snowfall, sleet, and other wintry precipitation without penalty. Each creature in the line must succeed on a DC 16 CON
save or its speed is halved until the end of its next turn. A
ACTIONS
creature that fails the save by 5 or more is petrified in ice
Multiattack. The giant makes two Icy Greataxe or Ice Boulder for 1 hour or until a creature spends 1 minute warming the
attacks. petrified creature.
ACTIONS
Hill Giant CR 5
Multiattack. The giant makes two Spiked Tree Branch or
Huge Giant
Rotten Snack attacks.
Armor Class 12 (hide armor)
Spiked Tree Branch. Melee Weapon Attack: +8 to hit, reach
Hit Points 126 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus
Speed 40 ft. 5 (2d4) piercing damage.
Perception 12 Stealth 9 Rotten Snack. Ranged Weapon Attack: +8 to hit, range
Vulnerable Giant Attributes 60/240 ft., one target. Hit: 12 (2d6 + 5) bludgeoning
Resistant poison | poisoned | Giant Attributes damage plus 7 (2d6) poison damage, and the target must
Senses — succeed on a DC 16 CON save or be poisoned until the end
Languages Giant of its next turn.
BONUS ACTIONS
STR DEX CON INT WIS CHA
Body Bounce. The hill giant bumps its stomach, hip,
+5 +0 +7 −3 −1 −2
shoulder, knee, or other part of its body into a creature
within 10 feet of it. The target must succeed on a DC 16 STR
Giant Attributes. The hill giant is resistant to the stunned save or be pushed up to 10 feet away from the giant and
condition, and it is vulnerable to the prone condition. knocked prone.
ACTIONS
Multiattack. The giant makes two Stony Fist or Rock attacks.
Stony Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 24 (4d8 + 6) bludgeoning damage. The target is
grappled (escape DC 17) if it is a Large or smaller creature
and the stone giant isn’t already grappling a creature.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one
target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target
is a creature, it must succeed on a DC 17 STR save or be
knocked prone.
Storm Giant CR 13
Huge Giant
Armor Class 16 (scale mail)
Hit Points 243
Speed 50 ft., swim 50 ft.
Updraft. While in an area open to the sky,
Perception 19 Stealth 12 the storm giant has a flying speed of 30 feet.
Vulnerable Giant Attributes
Resistant cold | Giant Attributes ACTIONS
Immune lightning, thunder Multiattack. The giant makes three Greatsword attacks, or it
Senses — makes four Lightning Bolt attacks.
Languages Common, Giant Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft.,
one target. Hit: 30 (6d6 + 9) slashing damage.
STR DEX CON INT WIS CHA Lightning Bolt. Ranged Spell Attack: +9 to hit, range 150 ft.,
+14 +2 +10 +3 +9 +9 one target. Hit: 22 (4d8 + 4) lightning damage. If the giant
scores a critical hit, the target must succeed on a DC 17 CON
Amphibious. The giant can breathe air and water. save or be paralyzed until the end of its next turn.
Giant Attributes. The giant is resistant to the stunned Thunderous Strike (Recharge 5–6). The giant hurls a
condition, and it is vulnerable to the prone condition. magical lightning bolt at a point it can see within 500 feet of
it. Each creature within 10 feet of that point must make a DC
Influence Weather. Nearby weather responds to the storm 17 DEX save. On a failure, a creature takes 36 (8d8) lightning
giant’s desires. At the start of each minute, the storm giant damage and 21 (6d6) thunder damage and is stunned until
can choose to change the precipitation, temperature, and the end of its next turn. On a success, a creature takes half
wind within 3 miles of it by one stage, up or down (no the damage and isn’t stunned.
action required). This effect works like the changing weather
conditions aspect of the control weather spell, except the REACTIONS
conditions change immediately and the storm giant can’t
change the temperature by more than one stage up or down Stormy Rebuke. When a creature the storm giant can see
from the area’s standard temperature. hits it with a melee attack while within 5 feet of the giant, the
giant can send a stormy blast at the creature. The attacker
Stormsight. The storm giant can see through areas obscured must succeed on a DC 17 STR save or be pushed up to 15
by clouds, fog, rain, snow, and storms without penalty. feet away from the giant and knocked prone.
Bugbear CR 1
Medium Humanoid
Armor Class 14 (hide armor)
Hit Points 40
Speed 30 ft.
Perception 10 Stealth 16
Senses darkvision 60 ft.
Languages Common, Goblin
ACTIONS
Spiked Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage. A surprised target
takes an extra 4 (1d8) piercing damage and must succeed on
a DC 13 CON save or be stunned until the end of its next turn.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5
ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing
damage in melee or 5 (1d6 + 2) piercing damage at range.
BONUS ACTIONS
BONUS ACTIONS
Nimble Escape. The goblin takes the Disengage or Hide Get That One! The goblin captain points at a target and calls
action. out to a friendly goblin it can see within 30 feet of it. The
chosen goblin can use its reaction to move up to half its
speed and make one melee attack against the target.
Goblin Captain CR 1 Nimble Escape. The goblin takes the Disengage or Hide
Small Humanoid action.
Armor Class 17 (chain shirt, shield)
REACTIONS
Hit Points 32
Protect Me! When a creature the goblin captain can see
Speed 30 ft.
targets it with an attack, the captain can sidestep behind an
Perception 11 Stealth 14
ally within 5 feet of it, moving to an unoccupied space within
Senses darkvision 60 ft. 5 feet of the ally. The chosen ally becomes the target of the
Languages Common, Goblin attack instead.
BONUS ACTIONS
Tactical Analysis. The hobgoblin briefly studies one creature
it can see within 30 feet of it. It has advantage on the next
attack roll it makes against that creature before the start of
the hobgoblin’s next turn.
Hobgoblin Commander CR 3
Medium Humanoid
Armor Class 17 (half plate)
Hit Points 72
Speed 30 ft.
Perception 10 Stealth 9 (14 without armor)
Resistant charmed, frightened
Senses darkvision 60 ft.
Languages Common, Goblin
ACTIONS
Multiattack. The hobgoblin commander makes three
Greatsword or Longbow attacks.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
ft., one target. Hit: 6 (1d8 + 2) piercing damage.
BONUS ACTIONS
Hobgoblin CR 1/2
Martial Tactics. The hobgoblin commander employs one of
Medium Humanoid the following tactics:
Armor Class 18 (chain mail, shield) • Emboldening Shout. One friendly creature within 30
Hit Points 18 feet of the hobgoblin commander that it can see gains
Speed 30 ft. 7 (2d6) temporary HP until the start of the commander’s
Perception 10 Stealth 8 (13 without armor) next turn.
Senses darkvision 60 ft. • Pressing Advance. The commander moves up to half
Languages Common, Goblin its speed and commands one friendly creature it can
see within 30 feet of it to also move. The target can use
its reaction to move up to half its speed in the direction
STR DEX CON INT WIS CHA
of the commander’s choosing. This movement for both
+1 +1 +1 +0 +0 −1 creatures is unaffected by difficult terrain and doesn’t
provoke opportunity attacks.
ACTIONS
Multiattack. The hobgoblin makes two Longsword or
Longbow attacks.
REACTIONS
Rescuing Teleport. When a bugbear, goblin, or hobgoblin
takes damage while below half its HP maximum while within
30 feet of the conjurer, the conjurer can summon that
creature to its side, provided the conjurer can see the target.
The target teleports to an unoccupied space within 5 feet of
the conjurer.
Hobgoblin Conjurer CR 2
Medium Humanoid
Armor Class 15 (brigandine)
Hit Points 60
Speed 30 ft.
Perception 11 Stealth 7 (12 without armor)
Senses darkvision 60 ft.
Languages Common, Goblin
ACTIONS
Multiattack. The hobgoblin conjurer makes two Conjurer’s
Staff or Acid Bolt attacks.
Conjurer’s Staff. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 11 (2d8 + 2) bludgeoning damage.
Acid Bolt. Ranged Spell Attack: +5 to hit, range
60 ft., one target. Hit: 12 (2d8 + 3) acid damage.
Spellcasting. The hobgoblin conjurer casts one of the
following spells, using INT as the spellcasting ability (spell
save DC 13).
At will: light, mage hand, prestidigitation
3/day each: fog cloud, grease
1/day: web
Senses darkvision 60 ft. Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 21 (3d10 + 5) bludgeoning, piercing, or slashing damage,
Languages understands the languages of its creator
as determined by Mold Hand. The target must succeed on
but can’t speak
a DC 16 STR save or suffer an effect based on the type of
damage: knocked prone (bludgeoning), pushed up to 10 feet
STR DEX CON INT WIS CHA away from the golem (piercing), or its speed is reduced by 10
+5 −1 +4 −4 −1 −5 feet until the end of its next turn (slashing).
Haste (Recharge 5–6). Until the end of its next turn, the
Acid Absorption. Whenever the golem is subjected to acid golem magically gains a +2 bonus to its AC, has advantage
damage, it takes no damage and instead regains HP equal to on DEX saves, and can make a Slam attack as a bonus action.
the acid damage dealt.
BONUS ACTIONS
Construct Nature. The golem doesn’t require air, food, drink,
or sleep. Mold Hand. The clay golem molds its hand into the shape of
Fire Weakness. When the clay golem takes fire damage, its a weapon or back into a hand. The golem’s Slam attack deals
body temporarily hardens like baked clay. Until the end of its bludgeoning, piercing, or slashing damage, depending on
next turn, the golem’s speed is reduced by 10 feet, it can’t use the type of weapon chosen, until the golem uses this bonus
Mold Hand, and its AC becomes 18. action again. For example, a hand shaped like an axe deals
slashing damage.
Aversion of Fire. If the golem takes fire damage, it loses its ACTIONS
immunity to the frightened condition and has disadvantage Multiattack. The golem makes two Slam attacks.
on attack rolls and ability checks until the end of its next turn.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Berserk (55 HP or Fewer). When the golem starts its turn, Hit: 17 (3d8 + 4) bludgeoning damage.
roll a d6. On a 6, the golem goes berserk. On each of its
Creator’s Anguish (Recharge 5–6). The golem releases
turns while berserk, the golem attacks the nearest creature it
a wave of emotional anguish from its core. Each creature
can see. If no creature is near enough to move to and attack,
within 15 feet of the golem must make a DC 15 WIS save.
the golem attacks an object, with preference for an object
On a failure, a creature takes 31 (9d6) psychic damage and
smaller than itself. Once the golem goes berserk, it continues
is incapacitated until the end of its next turn, as its mind
to do so until it is destroyed or regains all its HP.
fills with memories of its greatest failures. On a success, a
The golem’s creator, if within 60 feet of the berserk golem,
can try to calm it by speaking firmly and persuasively. The creature takes half the damage and isn’t incapacitated.
Creator Connection. Like all golems, the iron golem Multiattack. The golem makes four Spear Arm attacks. It can
contains something dear to its creator. For iron golems, this replace one Spear Arm attack with a Shield Bash attack.
is often a favored suit of armor, weapon, or shield that saved Shield Bash. Melee Weapon Attack: +12 to hit, reach 5 ft., one
the creator’s life. This martial connection fills the golem, target. Hit: 29 (4d10 + 7) bludgeoning damage, and the target
imbuing it with the fighting prowess of a dozen warriors. must succeed on a DC 18 STR save or be knocked prone.
Spear Arm. Melee Weapon Attack: +12
to hit, reach 10 ft., one target. Hit: 25
Iron Golem CR 16 (4d8 + 7) piercing damage.
Large Construct Expel Poisonous Gas (Recharge
Armor Class 20 (natural armor, shield) 5–6). The golem vents
Hit Points 201 poisonous gas from small holes
Speed 30 ft. across its body. Each creature
within 15 feet of the
Perception 15 Stealth 9
golem must make a
Immune fire | Golem Resilience
DC 18 CON save,
Senses darkvision 120 ft. taking 54 (12d8)
Languages understands the languages of its creator poison damage
but can’t speak on a failed save,
or half as much
STR DEX CON INT WIS CHA damage on a
+12 −1 +5 −4 +0 −5 successful one.
Grick CR 2
Medium Monstrosity
Armor Class 14 (natural armor)
Immune charmed
Hit Points 57
Senses darkvision 60 ft.
Speed 30 ft., climb 30 ft.
Languages —
Perception 12 Stealth 12
Resistant bludgeoning | Monstrosity Resilience
STR DEX CON INT WIS CHA
Senses darkvision 60 ft. +4 +3 +2 −3 +2 −1
Languages —
Coordinated Strikes. Each friendly grick within 10 feet of the
STR DEX CON INT WIS CHA advanced grick has advantage on attack rolls against any
+2 +2 +0 −4 +2 −3 creature the advanced grick has attacked since the start of
its last turn.
Monstrosity Resilience. The grick is resistant to exhaustion Monstrosity Resilience. As grick.
and to the frightened condition.
Spider Climb. As grick.
Spider Climb. The grick can climb difficult surfaces, including
Stone Camouflage. The grick’s Stealth is 18 while in rocky
upside ceilings, without needing to make an ability check.
terrain.
Stone Camouflage. The grick’s Stealth is 17 in rocky terrain.
ACTIONS
ACTIONS
Multiattack. The grick makes one Beak attack and four
Multiattack. The grick makes one Beak attack and one Tentacle attacks.
Tentacles attack.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage. If the target is a Medium
Hit: 9 (2d6 + 2) piercing damage. or smaller creature, it is grappled (escape DC 15). Until
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one this grapple ends, the target is restrained, the grick can
target. Hit: 12 (4d4 + 2) piercing damage. automatically hit the target with its Beak, and the grick can’t
make Beak attacks against other targets.
Advanced Grick CR 7 Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 9 (2d4 + 4) piercing damage.
Large Monstrosity
Armor Class 18 (natural armor) BONUS ACTIONS
Hit Points 136 Body Slam. The grick slams its body into a creature it can
Speed 30 ft., climb 30 ft. see within 5 feet of it. The target must succeed on a DC 15
Perception 12 Stealth 13 STR save or be pushed up to 10 feet away from the grick
Resistant bludgeoning | Monstrosity Resilience and knocked prone.
Griffon CR 2
Large Monstrosity (Animal)
Pack Tactics. The griffon has advantage on attack rolls
Armor Class 12 against a creature if at least one of the griffon’s allies is within
Hit Points 63 5 feet of the creature and the ally isn’t incapacitated.
Speed 30 ft., fly 80 ft. Pounce. If the griffon moves at least 20 feet straight toward
Perception 13 Stealth 12 a creature and then hits it with a Claws attack on the same
Resistant Monstrosity Resilience turn, that target must succeed on a DC 14 STR save or be
Senses darkvision 60 ft. knocked prone. If the target is prone, the griffon can make
one Beak attack against it as a bonus action.
Languages —
ACTIONS
STR DEX CON INT WIS CHA
Multiattack. The griffon makes one Beak attack and one
+4 +2 +3 −4 +1 −1
Claws attack.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Heightened Sight. The griffon’s Perception is 18 when Hit: 8 (1d8 + 4) piercing damage.
perceiving by sight.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Monstrosity Resilience. The griffon is resistant to exhaustion Hit: 11 (2d6 + 4) slashing damage.
and to the frightened condition.
ACTIONS
Greatsword. Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 19 (4d6 +5)
slashing damage.
ACTIONS
Multiattack. The night hag can use Cause Sorrow. It then
makes two Claw or Arcane Bolt attacks. It can replace one
Claw or Arcane Bolt attack with a use of Spellcasting.
Claw (Hag Form Only). Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.
Arcane Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one
target. Hit: 19 (3d10 + 3) force damage.
Cause Sorrow. One creature the hag can see within 10 feet
of it must succeed on a DC 14 CHA save or be filled with
sorrow for 1 minute. While filled with sorrow, a creature
is incapacitated and experiences visions or memories of
sorrowful events. The target can repeat the save at the end
Brimstone permeates the air around this hulking canine. The Armor Class 15 (natural armor)
beast’s claws are curved daggers, its eyes shine with a burning Hit Points 76
radiance, and flames curl out of its fanged mouth. Speed 50 ft.
Wild Fiends. Few know the origins of hell hounds, but Perception 15 Stealth 11
all agree they are dangerous fiends and just as common in Immune fire | charmed, frightened
the Lower Planes as fire. Though hell hounds can and do Senses darkvision 60 ft.
serve more powerful fiends, they are wild at heart and hate Languages understands Infernal but can’t speak
to serve for too long.
Infernal Guardians. Hell hounds often protect sites STR DEX CON INT WIS CHA
important to demons or devils, chasing off trespassers and +5 +1 +2 −2 +3 −2
raising the alarm to call more powerful fiends. Greater
demons and devils occasionally reward mortals with the Pack Tactics. The hound has advantage on an attack roll
service of hell hounds, relying on the hound to aid the against a creature if at least one of the hound’s allies is within
supplicant but also report back about their actions. 5 feet of the creature and the ally isn’t incapacitated.
No Mere Beast. Despite their animal shape and bestial Prey Sense. The hound can pinpoint, by scent, the location of
Medium and smaller creatures within 30 feet of it.
instincts, hell hounds are cunning and often cruel fiends.
Opponents who expect them to act like hounds discover ACTIONS
the error before being consumed. Hell hounds prefer to
Multiattack. The hell hound makes two Bite attacks.
fight in great numbers, and when they begin a hunt, very
little dissuades them. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Fire Breath (Recharge 5–6). The hound exhales fire in a 15-
foot cone. Each creature in that area must make a DC 13 DEX
save, taking 21 (6d6) fire damage on a failed save, or half as
much damage on a successful one.
Hippocampus CR 1
Large Beast
Armor Class 11
Hit Points 42
Speed 10 ft., swim 60 ft.
Perception 13 Stealth 11
Resistant cold
Senses darkvision 60 ft.
Languages —
Amphibious. The hippocampus can breathe air and water. Multiattack. The hippocampus makes one Bite attack and
one Tail Slap attack.
Shared Breath. The hippocampus’s gills pull more air from
the water than the hippocampus needs, expelling the Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
excess as bubbles down its neck and across its back. If an creature. Hit: 7 (1d6 + 4) piercing damage.
air‑breathing creature is riding the hippocampus, these Tail Slap. Melee Weapon Attack: +6 to hit, reach 10 ft., one
bubbles can provide that creature a supply of fresh air when target. Hit: 8 (1d8 + 4) bludgeoning damage.
the hippocampus isn’t in combat or traveling at a fast pace.
BONUS ACTIONS
Rearing Kick. The hippocampus rears up and kicks its
forelegs at one creature it can see within 5 feet of it. The
target must succeed on a DC 14 STR save or be knocked
prone or pushed up to 10 feet away from the hippocampus
(the hippocampus’s choice).
Hippogriff CR 1
Large Monstrosity (Animal)
Armor Class 11
Hit Points 44
Speed 40 ft., fly 60 ft.
Perception 13 Stealth 10
Resistant Monstrosity Resilience
Senses —
Languages —
Hivebound CR 5
ACTIONS
Small Monstrosity
Multiattack. The hivebound makes one Bite attack and two
Armor Class 15 (natural armor) Claw attacks, or it makes three Spit Insect attacks.
Hit Points 108 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Speed 25 ft., fly 40 ft. Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) poison
Perception 12 Stealth 12 damage.
Resistant bludgeoning | charmed | Monstrosity Resilience Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Immune blinded Hit: 8 (2d4 + 3) slashing damage.
Senses keensense 60 ft. (can’t sense beyond this radius) Spit Insect. Ranged Weapon Attack: +6 to hit, range 30/120
Languages understands Common but can’t speak ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6)
poison damage, and the target must succeed on a DC 15
STR DEX CON INT WIS CHA DEX save or be pestered until the end of its next turn. A
pestered creature has disadvantage on the next attack roll it
+2 +3 +4 −2 +2 −2
makes before the pester ends.
Swarm Breath (Recharge 5–6). The hivebound exhales
Collective Mind. The hivebound’s individual insects and
stinging insects in a 30-foot cone. Each creature in the
swarms under its control are connected via a hive mind. It
area must make a DC 15 DEX save, taking 10 (4d4) piercing
can telepathically communicate with any of its individual
damage and 17 (5d6) poison damage on a failed save,
insects and swarms within 1 mile of it, and it can’t be
or half as much damage on a successful one. A swarm of
surprised. It can have up to five swarms of insects under its
insects under the hivebound’s control then forms in an
control at a time.
unoccupied space in that area.
Monstrosity Resilience. The hivebound is resistant to
exhaustion and to the frightened condition. BONUS ACTIONS
Reinforced Mind. If the hivebound starts its turn afflicted by Swift Flight. The hivebound flies up to half its speed without
an ongoing effect that allows a repeated INT, WIS, or CHA provoking opportunity attacks.
save to end the effect, such as the hold spell, the hivebound
can make the save at the start of the turn instead of the end
and has advantage on the save.
This diminutive creature has the wings of a bat and fingers tipped Bonded to Creator. The link between master and
in black claws. Its voice is screechy and thin. homunculus is akin to sharing the same mind. Knowledge
is shared between them with a thought, and the master’s
Arcane Servants. The first homunculi were made by desires rarely need be spoken aloud. A spellcaster that loses
arcanists seeking to create life via magical or alchemical a homunculus suffers a brief melancholy and a temporary
means. Today, many spellcasters create homunculi as spies, disruption of their magic. A homunculus that loses its
assistants, messengers, and even sneakthieves. Homunculi creator enters a deep melancholy, especially if the loss was
are proud of their status and connection to their masters, sudden. Homunculi that survive this period of melancholy
and they often view themselves as true assistants, not often seek new spellcasters for bonding within a matter of
servants, and clearly superior to any other familiar. days or weeks.
All That Glitters. Homunculi have an unending
fascination with magical auras and shiny objects, a
Homunculus CR 1
fascination inherited
from their creators’ Tiny Construct
innate interest Armor Class 13
in magic. A Hit Points 34
homunculus will Speed 20 ft., fly 40 ft.
touch and handle Perception 12 Stealth 15
any glittering Immune Construct Resilience
object unless Senses darkvision 60 ft.
Languages understands the languages of its creator but
can’t speak
Armor Class 15 (natural armor) Multiattack. The hydra makes as many Bite attacks as it has
Hit Points 166 heads.
Speed 30 ft., swim 30 ft. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Perception 16 Stealth 14 Hit: 10 (1d10 + 5) piercing damage.
Resistant Multiple Heads Noxious Breath (Recharge Special). The hydra exhales
poisonous gas in a 30-foot cone. Each creature in that
Senses darkvision 60 ft.
area must make a DC 16 CON save, taking 40 (9d8) poison
Languages —
damage on a failed save, or half as much damage on a
successful one. While the hydra has five or more heads, this
STR DEX CON INT WIS CHA action has a recharge of 6. The recharge range increases for
+5 +1 +5 −4 +0 −2 each head the hydra has below five. For example, a hydra
that starts its turn with two heads can recharge this feature
Hold Breath. The hydra can hold its breath for 1 hour. on a 3, 4, 5, or 6.
Multiple Heads. The hydra has five heads and is resistant to BONUS ACTIONS
the blinded, charmed, deafened, frightened, stunned, and
unconscious conditions. Bloody Burst (Has Fewer Than Five Heads). The hydra
Whenever the hydra takes 25 or more damage in a single squeezes the stumps of its severed heads, spraying blood
turn, one of its heads dies. If all its heads die, the hydra and gore. Each creature within 5 feet of the hydra must
dies. At the end of its turn, it grows two heads for each of succeed on a DC 16 CON save or be incapacitated until the
its heads that died since its last turn, unless it has taken fire end of its next turn and poisoned for 1 minute. A poisoned
damage since its last turn. The hydra regains 10 HP for each creature can repeat the save at the end of each of its turns,
head regrown in this way. ending the effect on itself on a success.
A horned figure steps out of a burst of fire and brimstone, clad ACTIONS
completely in armor. In one hand it holds a shield bearing the Multiattack. The infernal champion makes two Forked Lance
device of a grinning devil, in the other, a long, forked lance. The attacks and one Shield Bash attack, or it makes four Hurl
eyes in the helm glow bright and red. Flame attacks.
Transformed Demons and Devils. Infernal Forked Lance. Melee Weapon Attack: +10 to hit, reach 10 ft.,
champions are fiends who have been elevated into a new one target. Hit: 17 (2d10 + 6) piercing damage plus 9 (2d8)
form due to their prowess in battle. They are typically fire damage.
promoted by archdevils or demon lords, but balors and Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one
pit fiends can also promote a lesser fiend into a champion. target. Hit: 13 (2d6 + 6) bludgeoning damage plus 9 (2d8)
fire damage. If the target is a Large or smaller creature, it
These champions are dogged in their pursuit of their
must succeed on a DC 17 STR save or be knocked prone.
assigned tasks and only a true death in the Lower Planes
Hurl Flame. Ranged Spell Attack: +9 to hit, range 150 ft., one
stops them.
target. Hit: 18 (3d8 + 5) fire damage.
Loyal Servants. Infernal champions swear an oath to
serve their masters, or to fulfill specific tasks, and this oath REACTIONS
is as binding as any devilish pact. They are unwaveringly Tail Lash. When a creature moves into a space within 10 feet
loyal, whether they are commanded to eliminate a hated of the infernal champion, it can whip its armor-coated tail at
enemy or guard a valuable prize for centuries. Many the creature. The target must succeed on a DC 17 DEX save
demon lords chafe under this loyalty, mistrusting it or or take 7 (2d6) slashing damage.
finding the unwavering infernal champion contradicting
new goals by following older, oath-sworn orders. Because
of this, most infernal champions are found serving
archdevils rather than demon lords.
Armed by Hell’s Forges. The armor infernal
champions wear is made in forges heated by hellfire and
cooled in mortal blood. The armor is then fused to the
fiend’s flesh as part of its transformation into an infernal
champion, permanently affixing the armor to the creature.
The infamous forked lances they bear burn with hellfire
when the champion is in battle.
Infernal Champion CR 11
Medium Fiend (Outsider)
Armor Class 20 (natural armor, shield)
Hit Points 173
Speed 40 ft.
Perception 17 Stealth 12
Resistant cold, fire, lightning; bludgeoning, piercing, and
slashing damage from nonmagical attacks
Immune poison | charmed, frightened, poisoned
Senses darkvision 120 ft.
Languages Abyssal, Infernal, telepathy 120 ft.
Invisible Stalker CR 6
Medium Elemental also knows the location of its summoner while it continues
Armor Class 14 to serve the summoner. The stalker always knows the
Hit Points 121 direction and distance to its quarry, provided the two are
Speed 50 ft., fly 50 ft. (hover) on the same plane of existence.
Perception 18 Stealth 22 Invisibility. The stalker is invisible. The condition’s effect on
Resistant Elemental Resilience DEX (Stealth) checks has been included in the above Stealth
value.
Immune Elemental Resilience
Senses darkvision 60 ft. ACTIONS
Languages Auran, understands Common but can’t speak it Multiattack. The stalker makes two Slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 13 (2d8 + 4) bludgeoning damage plus 9 (2d8)
+3 +4 +2 +0 +5 +0 cold damage. If the target is the stalker’s quarry, the target
must succeed on a DC 15 DEX save or its speed is halved
Elemental Nature. The invisible stalker doesn’t require air, until the end of its next turn.
food, drink, or sleep.
BONUS ACTIONS
Elemental Resilience. The stalker is resistant to bludgeoning,
piercing, and slashing damage from nonmagical attacks. Steal Breath. The invisible stalker calls on the air in the
In addition, it is immune to poison damage, to exhaustion, lungs of one breathing creature it can see within 30 feet
and to the grappled, paralyzed, petrified, poisoned, prone, of it, causing the air to leave the creature. The target must
restrained, and unconscious conditions. succeed on a DC 15 CON save or be unable to speak or
cast spells with verbal components until the end of its next
Faultless Tracker. At the end of each long rest, the invisible
turn. A creature that fails the save by 5 or more is also
stalker can choose a creature it knows or has seen to be its
incapacitated and suffocating for the duration, as it
quarry. A stalker summoned by another creature can choose
coughs uncontrollably.
only the quarry specified by its summoner, but the stalker
Three short, draconic humanoids scurry out of the shadows, Armor Class 12
reptilian tails whipping back-and-forth with excitement. One Hit Points 9
grins mischievously while holding a contraption, another twirls Speed 30 ft.
a dagger with eyes alert to danger, and the third lights a candle on Perception 8 Stealth 14
its miner’s cap. Senses darkvision 60 ft.
Practical Minions. Kobolds are diligent, Languages Common, Draconic
hardworking creatures who view life through a practical
lens. They often work beside larger, more powerful STR DEX CON INT WIS CHA
creatures, especially dragons, because it is more practical −2 +4 −1 −1 −2 −1
to work with such creatures than defy them and get eaten.
Whether the larger creatures are dragons or humans, the Pack Tactics. The kobold has advantage on attack rolls
relationship is typically mutually beneficial for both, and against a creature if at least one of the kobold’s allies is
many kobold clans serve specific dragons or human family within 5 feet of the creature and the ally isn’t incapacitated.
lines for generations. Sunlight Sensitivity. While in sunlight, the kobold has
Clever Miners. Though kobolds can be found almost disadvantage on attack rolls, and its Perception is 3 when
anywhere, they are most at home underground, in dark perceiving by sight.
forests, or in the shadowed streets of close-built cities.
ACTIONS
Most are skilled miners and have at least a passing interest
in alchemical substances or mechanical devices. Because of Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
this, most kobold clan lairs are filled with traps.
damage.
Scaly Teamwork. Kobolds share a strong communal Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft.,
instinct, knowing that only by acting together can they hope one target. Hit: 4 (1d4 + 2) bludgeoning damage.
to defeat or survive threats against them. Young are hatched
and raised in clutches, and many kobolds spend their entire BONUS ACTIONS
lives close to their clutchmates, even if each pursues a Scurry. The kobold moves up to 15 feet without
different field. Kobolds without a clan or traveling the world provoking opportunity attacks. If the kobold
often extend this mentality to their traveling companions, is aware of traps in the area, the
viewing even non-kobolds as their clutchmates. kobold can choose if this movement
triggers any of them.
Assassins and Alchemists. Kobolds are quick studies
and curious about anything and everything. This leads
some kobolds to seek lives of excitement and new thrills as
spies, assassins, and covert messengers, and it leads others
to pursue lives of tinkering or witchcraft, where they create
wondrous machines or strange potions.
Kobold Swiftblade CR 3
Small Humanoid
Armor Class 15 (leather armor)
Hit Points 80
Speed 30 ft., climb 15 ft.
Perception 12 Stealth 16
Senses darkvision 60 ft.
Languages Common, Draconic
ACTIONS
Multiattack. The kobold swiftblade makes two Scimitar or
Hand Crossbow attacks.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) poison
damage.
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range
30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7
(2d6) poison damage.
ACTIONS
Multiattack. The tinkerer makes two Tinkerer’s Hammer or
Parts-Filled Sling attacks.
Tinkerer’s Hammer. Melee or Ranged Weapon Attack: +4
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
+ 2) bludgeoning damage. If the tinkerer makes this attack
against a friendly Construct, the tinker has advantage on
the attack roll, and the target regains HP instead of taking
damage.
Parts-Filled Sling. Ranged Weapon Attack: +4 to
hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2)
bludgeoning, piercing, or slashing damage (the
tinkerer’s choice).
Makeshift Ally (1/Day). The tinkerer cobbles
together spare parts from its pockets and pouches,
creating a Tiny Construct. The Construct can
appear however the tinkerer wants, it obeys the
tinkerer’s spoken commands, and it uses the statistics
of a solodron mechadron. The Construct remains for 1
hour, until the tinkerer dies, or until the tinkerer dismisses it
as a bonus action. When the Construct dies or is dismissed,
it falls into its component parts. ACTIONS
Multiattack. The kobold witch makes three Eldritch Burst
BONUS ACTIONS attacks. It can replace one attack with a use of Spellcasting.
Scurry. The kobold moves up to 15 feet without provoking Eldritch Burst. Melee or Ranged Spell Attack: +7 to hit,
opportunity attacks. If the kobold is aware of traps in the reach 5 ft. or range 60 ft., one target. Hit: 13 (2d8 + 4) force
area, the kobold can choose if this movement triggers any damage.
of them.
Spellcasting. The kobold witch casts one of the following
spells, using CHA as the spellcasting ability (spell save DC 15).
Kobold Witch CR 5 At will: disguise self, druidcraft, guidance
Small Humanoid 2/day each: command, ray of enfeeblement
Armor Class 13 1/day: bestow curse
Hit Points 126 BONUS ACTIONS
Speed 30 ft.
Scurry. The kobold moves up to 15 feet without provoking
Perception 12 Stealth 13
opportunity attacks. If the kobold is aware of traps in the
Senses darkvision 60 ft. area, the kobold can choose if this movement triggers any
Languages Common, Draconic of them.
Witch’s Cauldron. The kobold witch ladles steaming brew
STR DEX CON INT WIS CHA out of a small cauldron it is holding and flings the substance
−1 +3 +1 +0 +2 +7 at one friendly creature it can see within 15 feet of it. The
target gains 5 (2d4) temporary HP until the start of the
Pack Tactics. The kobold has advantage on attack rolls witch’s next turn.
against a creature if at least one of the kobold’s allies is
REACTIONS
within 5 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has Hex. When a creature the kobold witch can see within 60 feet
disadvantage on attack rolls, and its Perception is 7 when of it makes an ability check, attack roll, or save, the target
perceiving by sight. must roll a d6 and subtract the number rolled from that
ability check, attack roll, or save.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. BONUS ACTIONS
Hit: 28 (4d8 + 10) piercing damage. If the target is a Large
or smaller creature grappled by the kraken, that creature Fling. One Large or smaller object held or creature grappled
is swallowed, and the grapple ends. While swallowed, the by the kraken is thrown up to 60 feet in a random direction
creature is blinded and restrained, it has total cover against and knocked prone. If a thrown target strikes a solid surface,
attacks and other effects outside the kraken, and it takes 42 the target takes 3 (1d6) bludgeoning damage for every 10
(12d6) acid damage at the start of each of the kraken’s turns. feet it was thrown. If the target is thrown at another creature,
that creature must succeed on a DC 22 DEX save or take the
If the kraken takes 50 damage or more on a single turn from
same damage and be knocked prone.
a creature inside it, the kraken must succeed on a DC 24
CON save at the end of that turn or regurgitate all swallowed Reel. The kraken pulls up to two creatures grappled by it up
creatures, which fall prone in a space within 10 feet of the to 25 feet straight toward it.
kraken. If the kraken dies, a swallowed creature is no longer
restrained by it and can escape from the corpse using 15 feet LEGENDARY ACTIONS
of movement, exiting prone. The kraken can take 3 legendary actions, choosing from the
Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one options below. Only one legendary action option can be
target. Hit: 24 (4d6 + 10) bludgeoning damage, and the used at a time and only at the end of another creature’s turn.
target is grappled (escape DC 22). Until this grapple ends, The kraken regains spent legendary actions at the start of its
the target is restrained. The kraken has ten tentacles, each of turn.
which can grapple one target. Swim. The kraken swims up to half its swimming speed
Ink Cloud (Recharge 6). While underwater, the kraken expels without provoking opportunity attacks.
an ink cloud in a 30-foot-radius centered on the kraken. Tentacle Attack. The kraken makes one Tentacle attack.
The cloud spreads around corners, and the area is heavily Lightning Storm (Costs 2 Actions). The kraken magically
obscured. Each creature in the area when it first appears calls bolts of lightning to strike up to two creatures it can see
must make a DC 22 CON save, taking 110 (20d10) poison or sense within 120 feet of it. Each creature must make a DC
damage on a failed save, or half as much damage on a 22 DEX save, taking 22 (4d10) lightning damage on a failed
successful one. A creature that enters the ink cloud for the save, or half as much damage on a successful one.
first time on a turn or starts its turn there must succeed on
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the virtuoso
lich takes a lair action to cause one of the following effects;
the lich can’t use the same effect two rounds in a row:
• Artistic Assault. The virtuoso lich channels an artistic
expression it can see or hear into a magical assault. The
artistic expression must be of the type chosen with the
lich’s Versatile Artist trait, but it otherwise can be any
form of expression not originating from the lich, such
as the song of nearby singers that echoes in the lair, the
colorful paint decorating canvases, the twirling forms of
dancers, or similar. The lich chooses a creature it can see
within 30 feet of the artistic expression. The target must
make a DC 17 DEX save, taking 18 (4d8) damage of the
type chosen with the Versatile Artist trait on a failed
save, or half as much damage on a successful one.
• Artistic Distraction. The natural artistry of the
lich’s lair becomes suddenly enhanced, distracting
and hindering nearby creatures. The lich chooses a
point it can see within 60 feet of it. Each creature within
Living Colossus CR 15
Gargantuan Construct
Armor Class 18 (natural armor)
Hit Points 261
Speed 60 ft.
Perception 17 Stealth 9
Resistant slashing
Immune Construct Resilience
Senses darkvision 120 ft., keensense 30 ft.
Languages any languages the animating spirit knew in life
Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Bolstering Spirit. When a friendly creature the living
Hit: 32 (4d10 + 10) bludgeoning damage. colossus can see within 60 feet of it, other than itself, takes
Spirit Blast. Ranged Spell Attack: +11 to hit, range 120 ft., one damage, the living colossus can share some of the life force
target. Hit: 24 (4d8 + 6) psychic damage. of the spirit animating it with that friendly creature. The
target gains 14 (4d6) temporary HP for 1 minute. If the target
Thunderous Clap (Recharge 5–6). The living colossus slams its would take enough damage to reduce it to 0 HP, it instead
hands together, creating a thunderous wave in a 30-foot cone. regains 14 (4d8) HP.
Lizardfolk CR 1/2
Medium Humanoid
Armor Class 15 (natural armor, shield)
Hit Points 22
Speed 30 ft., climb 15 ft., swim 30 ft.
Perception 13 Stealth 14
Senses —
Languages Draconic
ACTIONS
Multiattack. The lizardfolk makes one Bite attack and one
Ritual Staff attack, or it makes two Swamp Bolt attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Ritual Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) bludgeoning damage plus 7 (2d6)
poison damage.
Swamp Bolt. Ranged Spell Attack: +5 to
hit, range 60 ft., one target. Hit: 10
(2d6 + 3) poison damage, and the
target must succeed on a DC 13
CON save or be poisoned until
the end of its next turn.
ACTIONS
Multiattack. The lizardfolk ruler makes two Bite
attacks and one Greataxe attack, or it makes three
Javelin attacks.
Bite. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 10 (2d6 + 3) piercing
damage.
Greataxe. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 16 (2d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5
ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing
damage in melee or 6 (1d6 + 3) piercing damage at range.
CHAMELEON LIZARDFOLK
BONUS ACTIONS Some lizardfolk have bodies similar to chameleons.
Leader’s Challenge. The ruler hisses out a challenge or a They can change the hue of their scales to match their
threat (the ruler’s choice) toward one creature it can see surroundings, and they have extremely long tongues for
within 30 feet of it. The target must make a DC 13 CHA save. catching insects and other small prey. These lizardfolk
If the target fails the save against a challenge, the target has have the Adaptive Camouflage trait and the Tongue Trip
disadvantage on attack rolls against any creature other than bonus action.
the ruler until the start of the ruler’s next turn. If the target
Adaptive Camouflage. If the lizardfolk spends at least
fails the save against a threat, the ruler has advantage on the
1 minute in a particular type of terrain, such as swamp,
next attack roll it makes against the target before the start of
its next turn. forest, or underwater, its Stealth increases by 5 while in
that terrain.
REACTIONS Tongue Trip. The lizardfolk lashes out its tongue at a
Inspiring Hiss. When a friendly lizardfolk the ruler can see creature it can see within 15 feet of it. The target must
within 30 feet of it is hit by an attack, the ruler can hiss out succeed on a STR save or be knocked prone. The save DC
inspiring words to encourage the lizardfolk to keep going. equals the save DC of the lizardfolk’s other features, such
The target gains 5 (2d4) temporary HP for 1 minute. as Shoving Counter, Spellcasting, or Leader’s Challenge.
CURSE OF LYCANTHROPY
When a lycanthrope bites a Humanoid or otherwise passes lycanthropy, as defined in the lycanthrope’s lore. Once
its saliva into a Humanoid’s wound, it can spread the the first transformation takes place, the creature can no
curse of its lycanthropy to the Humanoid. For the first 30 longer be cured of lycanthropy, except by a wish spell or
days after becoming infected, the Humanoid experiences similar magic.
dreams and nightmares related to the Beast associated A newly cursed Humanoid continues transforming
with its curse, such as bear or wolf. During this time, the each night and remembers only fragments of these
curse can be cured with the remove curse spell or similar events. Every 7 days, it can repeat the save it made when
magic. After the 30 days has passed, the Humanoid it was first cursed. When it succeeds on this save three
undergoes its first transformation in its sleep, and it spends times, it gains full control of its transformation, retains its
the evening without control of its body and acting in a memories while transformed, and no longer has to make
way appropriate to a newly cursed member of its type of this save, becoming a true lycanthrope.
Werebear CR 5
Medium Humanoid (Lycanthrope)
Armor Class 10 in humanoid form, 11 (natural armor)
in bear and hybrid form
Hit Points 126 BONUS ACTIONS
Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) Change Shape. The werebear transforms into a Medum
Perception 14 Stealth 10 or Large bear, a Large bear-humanoid hybrid, or back into
Resistant bludgeoning, piercing, and slashing its true form, which is Humanoid. Its statistics, other than
damage from nonmagical attacks its size, speed, and AC, are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. It
Senses —
reverts to its true form if it dies.
Languages Common (can’t speak in bear form)
Pin. One creature grappled by the werebear is knocked
prone, and it is restrained until the grapple ends.
STR DEX CON INT WIS CHA
+5 +0 +3 +0 +4 +1
Wereboar CR 4
Wererat CR 2
Medium Humanoid (Lycanthrope)
Armor Class 12
Hit Points 57
Speed 30 ft. (swim 30 ft. in rat or hybrid form)
Perception 12 Stealth 14
Resistant bludgeoning, piercing, and slashing damage from
nonmagical attacks
Senses darkvision 60 ft.
Languages Common (can’t speak in rat form)
ACTIONS
Multiattack (Humanoid or Hybrid Form Only). The
wereboar makes three Maul or Slam attacks. It can
replace one attack with a Tusks attack, provided it is in
the appropriate form. If two Maul or Slam attacks hit one
creature, the target must succeed on a DC 13 STR save or
be knocked prone.
Maul (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
bludgeoning damage.
Slam (Boar or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
bludgeoning damage.
Tusks (Boar or Hybrid Form Only). Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing
damage. If the target is a Humanoid, it must succeed
on a DC 12 CON save or be cursed with the wereboar
lycanthropy curse (see Curse of Lycanthropy sidebar).
BONUS ACTIONS
Challenging Snort (Boar or Hybrid Form Only). The
wereboar snorts and stomps its feet at a creature it can
BONUS ACTIONS
Change Shape. The wererat transforms into a Tiny or Small
rat, a Medium rat-humanoid hybrid, or back into its true
form, which is Humanoid. Its statistics, other than its size
and speed, are the same in each form. Any equipment it is
wearing or carrying isn’t transformed. It reverts to its true
form if it dies.
Bite (Tiger or Hybrid Form Only). Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing
Weretiger CR 4
damage. If the target is a Humanoid, it must succeed on a
Medium Humanoid (Lycanthrope) DC 13 CON save or be cursed with the weretiger lycanthropy
Armor Class 12 curse (see Curse of Lycanthropy sidebar).
Hit Points 95 Claw (Tiger or Hybrid Form Only). Melee Weapon Attack:
Speed 30 ft. (40 ft. in tiger form) +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing
damage.
Perception 13 Stealth 14
Resistant bludgeoning, piercing, and slashing damage from Scimitar (Humanoid or Hybrid Form Only). Melee Weapon
nonmagical attacks Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
slashing damage.
Senses darkvision 60 ft.
Languages Common (can’t speak in tiger form) Longbow (Humanoid or Hybrid Form Only). Ranged
Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6
(1d8 + 2) piercing damage.
STR DEX CON INT WIS CHA
+3 +4 +3 +0 +1 +0 BONUS ACTIONS
Bleed Prey. The weretiger chooses a creature it can see
Heightened Hearing and Smell. The weretiger’s Perception within 30 feet of it to be its prey until the prey dies, until
is 18 when perceiving by hearing or smell. the weretiger dies, or until the weretiger uses this bonus
Pounce (Tiger or Hybrid Form Only). If the weretiger action on another creature. While within 60 feet of its prey,
moves at least 15 feet straight toward a creature and then the weretiger can pinpoint its prey’s location. In addition, if
hits it with a Claw attack on the same turn, that target must the weretiger hits the prey with at least two melee weapon
succeed on a DC 14 STR save or be knocked prone. If the attacks, the weretiger rends the prey’s flesh, and the prey
target is prone, the weretiger can make one Bite or Claw must succeed on a DC 13 CON save or lose 7 (2d6) HP at the
attack against it as a bonus action. start of its next turn, as the wound bleeds excessively.
Change Shape. The weretiger transforms into a Large tiger,
ACTIONS a Medium tiger-humanoid hybrid, or back into its true
Multiattack (Humanoid or Hybrid Form Only). The form, which is Humanoid. Its statistics, other than its size
weretiger makes four Claw or Scimitar attacks, or it makes and speed, are the same in each form. Any equipment it is
four Longbow attacks. It can replace one attack with a Bite wearing or carrying isn’t transformed. It reverts to its true
attack, provided it is in the appropriate form.
ACTIONS
Multiattack (Humanoid or Hybrid Form Only). The
werewolf makes three Claws or Spear attacks. It can
replace one attack with a Bite attack, provided it is in
the appropriate form.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing
damage. If the target is a Humanoid, it must succeed on a
DC 13 CON save or be cursed with the werewolf lycanthropy
curse (see Curse of Lycanthropy sidebar).
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon
Magmin CR 1/2
Small Elemental
Armor Class 14 (natural armor)
Hit Points 22
Speed 30 ft., burrow 15 ft.
Perception 10 Stealth 12
Immune fire Molten Body. While the magmin is ablaze, each creature that
hits it with a melee attack while within 5 feet of it takes 3
Senses darkvision 60 ft.
(1d6) fire damage.
Languages Ignan
ACTIONS
STR DEX CON INT WIS CHA Burning Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
−2 +2 +1 −1 +0 +0 one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 3 (1d6)
fire damage.
Death Burst. When the magmin dies, it collapses into a
Tiny cinder cone. On initiative count 20 after the magmin BONUS ACTIONS
dies, the cinder cone erupts in a burst of fire and lava. Each Ignited Illumination. The magmin sets itself ablaze or
creature within 10 feet of the cone must make a DC 11 DEX extinguishes its flames. While ablaze, the magmin sheds
save, taking 7 (2d6) fire damage on a failed save, or half as bright light in a 10-foot radius and dim light for an additional
much damage on a successful one. Flammable objects that 10 feet.
aren’t being worn or carried in that area are ignited.
Hardened Magma. While the magmin isn’t ablaze, it is
resistant to piercing and slashing damage from nonmagical
attacks, and it is vulnerable to thunder damage.
Manticore CR 3
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Large Monstrosity Hit: 7 (1d8 + 3) piercing damage.
Armor Class 14 (natural armor) Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit Points 80 Hit: 10 (2d6 + 3) slashing damage.
Speed 30 ft., fly 50 ft. Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200
Perception 11 Stealth 13 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 5 (2d4)
Resistant Monstrosity Resilience poison damage.
Senses darkvision 60 ft. REACTIONS
Languages Common
Spiky Retaliation. When a creature the manticore can
see hits it with a melee attack while within 5 feet of it, the
STR DEX CON INT WIS CHA manticore can jab a spike into the attacker. The attacker must
+3 +3 +3 −2 +1 −1 succeed on a DC 13 DEX save or take 5 (2d4) poison damage.
ACTIONS
Multiattack. The dupladron makes two Melee
Armament attacks.
Melee Armament. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning, piercing, or
slashing damage (the dupladron’s choice).
Eye Beam. Ranged Spell Attack: +4 to hit, range 120 ft., one
target. Hit: 7 (2d4 + 2) force damage.
Stitch Together. The dupladron casts the mending cantrip,
requiring no material components and using INT as the
spellcasting ability.
BONUS ACTIONS
Machine Vigor. The dupladron ends one spell, magical effect,
or condition affecting it.
BONUS ACTIONS
Field Repair. The tripladron repairs one Construct other than
itself that it can see within 10 feet of it. The target regains 7
(2d6) HP and has disadvantage on attack rolls until the end
of its next turn. A Construct can’t be restored to more than
half its HP maximum from Field Repair.
Machine Vigor. The tripladron ends one spell, magical effect,
or condition affecting it.
Tetradron CR 6
Large Construct
Armor Class 16 (natural armor) or smaller creature. The
tetradron can grapple
Hit Points 126
only one creature at a time.
Speed 30 ft., fly 40 ft. (hover)
Metal Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Perception 15 Stealth 12
target. Hit: 11 (2d6 + 4) piercing damage.
Vulnerable acid
Launch Wing Blade. Ranged Weapon Attack: +5 to hit, range
Resist bludgeoning, piercing, and slashing damage from
30/120 ft., one target. Hit: 11 (2d8 + 2) slashing damage.
nonmagical attacks
Wing Slice (Recharge 5–6). The tetradron extends its wings
Immune deafened, prone | Construct Resilience
and slices in a 15-foot cone. Each creature in that area must
Senses truesight 90 ft. make a DC 15 DEX save, taking 27 (6d8) slashing damage on
Languages Common, Machine Speech a failed save, or half as much damage on a successful one.
Call Mechadrons (1/Day). The tetradron magically calls
STR DEX CON INT WIS CHA 2d6 solodrons, 2d4 dupladrons, or 1 tripladron. The
+4 +2 +3 +4 +2 +2 called creatures arrive in 1d4 rounds, acting as allies of the
tetradron and obeying its spoken commands. The Constructs
Construct Nature. The tetradron doesn’t require air, food, remain for 1 hour, until the tetradron dies, or until the
drink, or sleep. tetradron dismisses them as a bonus action.
Construct Resilience. The tetradron is immune to poison
BONUS ACTIONS
and psychic damage, and it is immune to exhaustion and
the charmed, frightened, paralyzed, petrified, and poisoned Inject Sedative. The tetradron injects one creature it is
conditions. grappling that isn’t a Construct or Undead with a mild
sedative. The target must succeed on a DC 15 CON save or
Four’s Vulnerability. When a creature makes a weapon
be incapacitated for 1 minute. The incapacitated creature can
attack against the tetradron and the roll on the die is a 4
repeat the save at the end of each of its turns, ending the
or 14, the attack scores a critical hit against the tetradron,
effect on itself on a success.
regardless of the attack total. When a creature’s weapon
damage roll ends in a “4,” the tetradron isn’t resistant to the Machine Vigor. The tetradron ends one spell, magical effect,
damage, regardless of the damage type. or condition affecting it.
ACTIONS REACTIONS
Multiattack. The tetradron makes four Metal Claw or Launch Protect the Plan. When a creature the tetradron can see
Wing Blade attacks. If at least two Metal Claw attacks hit one targets it with an attack, it can choose for a mechadron
creature, the target is grappled (escape DC 15) if it is a Large within 5 feet of it to become the new target.
ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage, and the target
loses 2 (1d4) HP at the start of its next turn, as sand and grit
irritate the wound.
Dust Blast. Ranged Weapon Attack: +4 to hit, range 20/60
ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and the
target loses 2 (1d4) HP at the start of its next turn, as sand
and grit irritate the wound.
Blinding Breath (Recharge 6). The mephit exhales blinding
dust in a 15-foot cone. Each creature in that area must make
a DC 11 DEX save. On a failure, a creature takes 5 (2d4)
bludgeoning damage and is blinded for 1 minute. On a
Small Elemental Frost Breath (Recharge 6). The mephit exhales freezing fog
in a 15-foot cone. Each creature in that area must make a
Armor Class 12
DC 11 CON save. On a failure, a creature takes 7 (2d6) cold
Hit Points 27 damage and is restrained by ice until the end of its next
Speed 30 ft., fly 30 ft. turn. On a success, a creature takes half the damage and
Perception 12 Stealth 14 isn’t restrained.
Vulnerable bludgeoning, fire
BONUS ACTIONS
Immune cold, poison | poisoned
Senses darkvision 60 ft. Cloud of Snow (1/Day). The mephit casts the fog cloud
spell, requiring no material components and using CHA as
Languages Aquan, Auran
the spellcasting ability.
ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage plus 3 (1d6) fire
damage.
Lob Magma. Ranged Weapon Attack: +2 to hit, range 20/60
ft., one target. Hit: 7 (2d6) fire damage.
Pyroclastic Burst (Recharge 6). The mephit exhales an
explosive blast of lava in a 15-foot cone. Each creature
in the area must make a DC 11 STR save. On a failure, a
creature takes 7 (2d6) fire damage and is pushed up to
ACTIONS
Multiattack. The merrow makes one Bite attack and two Claw
attacks. It can replace one Claw attack with a Harpoon attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage.
Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing
damage, and the harpoon sticks in the target. While
the harpoon is stuck, the merrow can’t make Harpoon
attacks against other targets, and the target and merrow
can’t move farther than 60 feet away from each other.
A creature, including the target, can take its action to
detach the harpoon by succeeding on a DC 14 STR check.
Alternatively, the cord connecting the merrow to the harpoon
can be attacked and destroyed (AC 10; HP 15; immune to
bludgeoning, poison, and psychic damage), dislodging the
harpoon into an unoccupied space within 5 feet of the target
and preventing the merrow from using Recall Harpoon.
Mimic CR 2
Medium Monstrosity (Shapechanger)
Armor Class 12 (natural armor)
Hit Points 58
Speed 20 ft.
Perception 11 Stealth 13
Vulnerable cold
Resistant grappled | Monstrosity Resilience
Immune acid | prone
Senses keensense 60 ft.
Languages —
Minotaur CR 3
Large Monstrosity
Armor Class 14 (natural armor)
Hit Points 80
Speed 40 ft.
Perception 17 Stealth 10 that turn, but attack rolls against it have advantage
Resistant Monstrosity Resilience until the start of its next turn.
Senses darkvision 60 ft. Siege Monster. The minotaur deals double damage
Languages Abyssal to objects and structures.
Moon Knight CR 5
Medium Fey
Armor Class 20 (plate, shield)
Hit Points 84
Speed 30 ft.
Perception 14 Stealth 8 (13 without
armor)
Resistant grappled, restrained | Fey Resilience
Immune radiant
Senses darkvision 60 ft.
Languages Common, Sylvan
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the mummy
lord can take a lair action to cause one of the following
effects; the mummy lord can’t use the same effect two
rounds in a row:
• Blast of Putrescence. A blast of putrescent wind
assaults up to three creatures the mummy lord can see
within 120 feet of it. Each target must succeed on a
DC 17 CON save or take 7 (2d6) poison damage and be
poisoned until the end of its next turn.
• Blinding Sandstorm. A 10-foot-radius swirl of sand
appears on a point the mummy lord can see within 60
feet of it. A creature that enters the swirl of sand for the
first time on a turn or starts its turn there must succeed
on a DC 17 DEX save or be blinded until the start of
its next turn. The swirl of sand lasts for 1 minute, until
the mummy lord uses this lair action again, or until the
mummy lord dies.
• Swathe in Pain. One creature the mummy lord can see
within 60 feet of it must succeed on a DC 17 CON save
or be wracked with pain until the end of its next turn.
While wracked with pain, the creature has disadvantage
on saves, and if it casts a spell, it must succeed on a DC 17
CON save or the spell fails to cast, expending the action
required to cast it but not the spell slot or daily use.
BONUS ACTIONS
Bolster Undead. The mummy lord sends necrotic power
into up to three friendly Undead it can see, other than itself,
within 30 feet of it. Each target regains 14 (4d6) HP and has
advantage on the next attack roll it makes before the start of
the mummy lord’s next turn.
Dreadful Glare. The mummy lord glares at up to two
creatures it can see within 60 feet of it. Each target must
succeed on a DC 17 WIS save or be frightened until the end
of its next turn. If the target fails the save by 5 or more, it is
also paralyzed for the same duration.
LEGENDARY ACTIONS
The mummy lord can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn.
The mummy lord regains spent legendary actions at the start
of its turn.
Detect Life. The mummy lord automatically detects every
creature that isn’t a Construct or Undead within 30 feet of it,
pinpointing the current location of each.
MUMMY ROT
Mummies, and to a lesser extent their remains, can spread
a unique, disease-like curse called mummy rot that slowly The flesh of a creature cursed with mummy rot slowly
rots the flesh of those cursed. A creature has a 50 percent deteriorates, rotting off in flakes at first then whole chunks
chance to become cursed with mummy rot for each minute as the curse progresses. While cursed, a creature can’t
it spends exposed to the remains of a mummy or to the regain HP, and at the end of each long rest, it must succeed
remains of a creature that died while cursed by mummy on a DC 13 CON save or its HP maximum is reduced by 7
rot. A creature normally immune to disease is immune to (2d6). If the curse reduces the creature’s HP maximum to 0,
mummy rot, but spells and effects that combat diseases, the creature dies, and its body turns to dust. The curse lasts
such as the restoration spell, have no effect on mummy rot. until removed by the remove curse spell or similar magic.
ACTIONS
Gardening Pick. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 5 (2d4)
poison damage.
Slowing Spores (Recharge 5–6). The mycolid ejects slowing
spores from its body. Each creature that isn’t a mycolid within
5 feet of the mycolid must make a DC 13 WIS save. On a
failure, a creature takes 5 (2d4) poison damage and is slowed
until the end of its next turn. On a success, a creature takes
half the damage and isn’t slowed. A slowed creature’s speed
is halved, and it can’t take reactions.
BONUS ACTIONS
Fetid Feast. The mycolid draws sustenance from a Medium or
larger pile of carrion or rotting vegetation within 5 feet of it. It
regains 5 (2d4) HP. The mycolid can’t use Fetid Feast on a pile
of carrion or vegetation if it or another mycolid has already
used Fetid Feast on that pile.
The regal creature slithers forward on a snake-like tail that Armor Class 18 (natural armor)
extends from its torso, the tail’s blue and gold scales glistening in Hit Points 176
the light. It smiles and gestures toward the temple. Speed 40 ft.
Regal Serpents. Nagas are serpentine creatures with Perception 18 Stealth 18
humanoid torsos. Their gold and blue scales and skin give Resistant necrotic, radiant | Monstrosity Resilience
them an otherworldly air of nobility and serenity. They Immune poison | charmed, poisoned
possess great intellect and magical ability, and they have a Senses darkvision 60 ft.
strong connection to the Upper Planes. Languages Abyssal, Celestial, Common, Infernal
Temple Guardians. Directed long ago by some long-
forgotten deity, nagas protect ancient temples in deserts or STR DEX CON INT WIS CHA
jungles. Occasionally, nagas protect underground temples, +4 +8 +7 +7 +8 +8
either carved below ground or sunken in some ancient
catastrophe. Many seeking wisdom or enlightenment Divine Strikes. The naga’s weapon attacks are magical. When
make pilgrimages to these temples to speak with the nagas the naga hits with any weapon attack, the weapon deals an
there. Because of this, nagas are rarely alone and most have extra 3d8 necrotic damage or radiant damage (included in
a retinue of apprentices, monks, priests, and mystics. the attack), the naga’s choice.
Monstrosity Resilience. The naga is resistant to exhaustion
Driven and Vain. Nagas are driven and highly and to the frightened condition.
motivated creatures, whose nigh-unmatched zeal is
Rejuvenation. If it dies, the naga returns to life in 1d6 days,
tempered only by the decades or centuries that some tasks regaining all its HP and becoming active again. Only a wish
take to complete. They are also vain creatures that bask in spell can prevent this trait from functioning.
the adoration of others. Their need for adoration further
drives the naga to provide wisdom and to encourage others ACTIONS
to spread the glory of its deity, temple, or sacred site. Multiattack. The guardian naga
Immortal Beings. As semi-divine creatures, nagas makes three Slam or Spit Poison
are immortal. They don’t feel the touch of the years and attacks, or it makes one Constrict
can’t perish from old age. Similarly, while they can’t be attack and two Slam attacks. It
can replace one attack with a
permanently killed except by powerful magic, they also
use of Spellcasting.
can’t have offspring. Despite this, new nagas occasionally
Constrict. Melee Weapon
appear to replace nagas permanently slain. Most often,
Attack: +8 to hit, reach 10 ft.,
these young appear as large golden eggs found in naga
one target. Hit: 8 (1d8 + 4)
temples—if protected and warmed, these divine gifts hatch bludgeoning damage plus
as young nagas within a month. 13 (3d8) necrotic damage
Spirit Nagas. Most nagas are temple guardians and or radiant damage (the
known as guardian nagas, but other types of nagas exist. naga’s choice), and
the target is grappled
The most common naga outside of the guardian naga
(escape DC 16) if it
is the spirit naga, a corrupted and fallen guardian naga.
is a Large or smaller
A spirit naga is a guardian naga that failed to protect its creature. Until this
temple from destruction, became corrupted when its grapple ends, the target is
temple was desecrated, or succumbed to its vanity and restrained, and the naga can’t
sought godhood. These spirit nagas spend their first Constrict another target.
decades after their fall seeking vengeance, even going
so far as to blame pilgrims for giving them “too much”
adoration. Afterwards, they find new purpose in causing
misery to those around them, sharing the emptiness and
utter loss they feel with others. To this end, they use their
considerable power to pretend that they are still guardian
nagas, projecting the image of their former selves over their
withered, skeletal forms. They take the greatest pleasure
from the disbelief that comes when they reveal their true
selves to creatures they have been manipulating for years.
Large Monstrosity Hidden Step. The spirit naga magically teleports, along with
any equipment it is wearing or carrying, up to 30 feet to an
Armor Class 15 (natural armor)
unoccupied space it can see and takes the Hide action.
Hit Points 166
Speed 40 ft.
Perception 15 Stealth 16
Vulnerable radiant
Resistant Monstrosity Resilience
Immune necrotic, poison | charmed, poisoned
Senses darkvision 60 ft.
Languages Abyssal, Celestial, Common, Infernal
ACTIONS
Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6)
acid damage. If the target is poisoned, it must succeed on a
DC 13 CON save or also take 5 (2d4) poison damage.
REACTIONS
Split. When an ochre jelly that is Medium or larger is
subjected to lightning or slashing damage, it splits into two
new ochre jellies if it has at least 10 HP. Each new jelly has HP
equal to half the original jelly’s, rounded down. New jellies
are one size smaller than the original jelly.
Ogre CR 2
Large Giant
Armor Class 11 (hide armor)
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5
Hit Points 66
ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing
Speed 40 ft. damage.
Perception 8 Stealth 9
Bowling Sweep (Recharge 5–6). The ogre sweeps its
Vulnerable Giant Attributes weapon in a wide arc around it. Each creature within 10 feet
Resistant Giant Attributes of the ogre must make a DC 14 STR save. Small and smaller
Senses darkvision 60 ft. creatures have disadvantage on the save. On a failure, a
Languages Common, Giant creature takes 14 (4d6) bludgeoning damage, is pushed up
to 10 feet away from the ogre, and is knocked prone. On a
success, a creature takes half the damage and isn’t pushed
STR DEX CON INT WIS CHA
or knocked prone.
+4 −1 +3 −3 −2 −2
BONUS ACTIONS
Giant Attributes. The ogre is resistant to the stunned Shoving Rush. The ogre takes the Dash action. If it moves, it
condition, and it is vulnerable to the prone condition. can propel itself into one creature it can see along its path.
The target must succeed on a DC 14 STR save or be knocked
ACTIONS prone. This movement doesn’t provoke opportunity attacks
Multiattack. The ogre makes two Greatclub or Javelin from a target that fails this save.
attacks.
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
ACTIONS
Multiattack. The oni makes two Claw or Glaive attacks, or it
makes three Arcane Bolt attacks. It can replace one attack
with a use of Spellcasting.
Orc CR 1/2
Medium Humanoid
Armor Class 13 (hide armor)
Hit Points 25
Speed 30 ft.
Perception 12 Stealth 11
Resistant exhaustion
Senses darkvision 60 ft.
Languages Common, Orc
Glide. The owlbear has long, sturdy feathers along its BONUS ACTIONS
forelimbs and sides that expand while falling to slow its Rend. The owlbear violently wrenches a Medium or smaller
rate of descent to 60 feet per round, landing on its feet creature it is currently grappling. The target must make a DC
and taking no falling damage. It can move up to 5 feet 15 STR save, taking 9 (2d8) slashing damage on a failed save,
horizontally for every 1 foot it falls. The owlbear can’t gain or half as much damage on a successful one.
Pegasus CR 2
Large Celestial (Animal)
Armor Class 12
Hit Points 57
Speed 60 ft., fly 90 ft.
Perception 12 Stealth 12
Resistant Celestial Resilience
Immune charmed
Senses —
Languages understands Celestial, Common, Elvish,
and Sylvan but can’t speak
Gemstones and Ore. A purple worm digests the earth Rapid Digestion. The purple worm’s digestive system
absorbs some of the already digested material from
and rock it ingests while tunneling, excreting it along
creatures it has swallowed. If the purple worm has at least
the tunnels it creates and in the caverns where it rests. In
one swallowed creature inside it, the purple worm regains 9
mineral-rich areas, brave souls may find undigested gems (2d8) HP. This healing increases by 4 (1d8) for each creature
and unrefined ores among a purple worm’s waste, or even currently inside the purple worm, to a maximum of 10d8.
inside its body if they are mighty enough to defeat it.
Purple Worm CR 15
Gargantuan Monstrosity
Armor Class 18 (natural armor)
Hit Points 255
Speed 50 ft., burrow 30 ft.
Perception 14 Stealth 8
Resistant Monstrosity Resilience
Immune prone
Senses keensense 60 ft., tremorsense 60 ft.
ACTIONS
Multiattack. The worm makes one Bite attack and one
Tail Stinger attack.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 22 (3d8 + 9) piercing damage. If the target is a Large
or smaller creature, it must succeed on a DC 19 DEX save or
be swallowed by the purple worm. A swallowed creature is
blinded and restrained, it has total cover against attacks and
other effects outside of the worm, and it takes 21 (6d6) acid
damage at the start of each of the worm’s turns.
If the worm takes 30 damage or more on a single turn
from a creature inside it, the worm must succeed on a DC 21
MONSTER VAULT P
Travel the Planes (1/Day). The rakshasa magically transports
Rakshasa itself to a different plane of existence. This works like the
plane shift spell, except the rakshasa can affect only itself and
The clawed fingers of a tiger-headed man dressed in finery tap idly can’t use this action to banish an unwilling creature.
on a book he carries in his back-turned hands. His fanged mouth Spellcasting. The rakshasa casts one of the following spells,
smiles warmly, but the smile never reaches his cold eyes. requiring no material components and using CHA as the
Material Fiends. Fiends long separated from the spellcasting ability (spell save DC 18).
Lower Planes, rakshasas are tiger-headed, lightly furred At will: detect thoughts, mage hand, minor illusion
creatures with backwards-facing hands. They enjoy 3/day each: major image, suggestion
indulging their appetite for power, physical comfort, and 1/day: dominate
culinary delights. BONUS ACTIONS
Powerful Manipulators. Rakshasas are masters of Charming Gaze. The rakshasa turns its gaze toward one
deception and coercion. They enact schemes in humanoid creature it can see within 60 feet of it. If the target can see
societies, manipulating mortals, directing nations, and the rakshasa, the target must succeed on a DC 18 CHA save
leading shadow organizations. Their unique magic protects or be charmed for 1 minute. A charmed creature can repeat
them from all but the most powerful spells, but it makes the save at the end of each of its turns, ending the effect
them strangely susceptible to piercing weapons. on itself on a success. The rakshasa can have up to three
creatures charmed in this way at a time.
Immortal Scheming. Rakshasas are patient and
Illusory Appearance. The rakshasa covers itself and anything
methodical, spending months or even years on schemes. it is wearing or carrying with a magical illusion that makes it
If slain, a rakshasa’s spirit lingers on the Material Plane, look like another creature of its general size and Humanoid
reincarnating after its dark whispers corrupt a mortal. shape. The illusion ends if the rakshasa takes a bonus action
to end it or if the rakshasa dies.
The changes wrought by this effect fail to hold up to
Rakshasa CR 13
physical inspection. For
Medium Fiend example, a creature touching
Armor Class 16 (natural armor) the disguised rakshasa
Hit Points 166 might feel its fur instead of
Humanoid flesh. Otherwise,
Speed 40 ft., fly 30 ft. (hover)
a creature must take an
Perception 18 Stealth 18
action to visually inspect
Vulnerable piercing damage from magical attacks the illusion and succeed
Immune bludgeoning, piercing, and slashing damage from on a DC 25 INT
nonmagical attacks | prone (Investigation)
Senses truesight 60 ft. check to discern
Languages Abyssal, Common, Infernal that the rakshasa
is disguised.
ACTIONS
Multiattack. The rakshasa makes four Claw or Arcane Bolt
attacks. It can replace one attack with a use of Spellcasting. If
two Claw attacks hit one creature, the target is cursed. While
cursed, the target gains no benefit from finishing a short or
long rest. The curse lasts until removed by the remove curse
spell or similar magic.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) slashing damage plus 10 (3d6)
force damage.
Arcane Bolt. Ranged Spell Attack: +10 to hit, range 60 ft., one
target. Hit: 22 (5d6 + 5) force damage.
Remorhaz CR 11
Huge Monstrosity
Armor Class 17 (natural armor)
Hit Points 216
Speed 30 ft., burrow 20 ft.
Perception 10 Stealth 15
Resistant Monstrosity Resilience If the target is a Medium or smaller creature, it must succeed
Immune cold, fire on a DC 17 DEX save or be swallowed by the remorhaz. A
Senses darkvision 60 ft., tremorsense 60 ft. swallowed creature is blinded and restrained, it has total
cover against attacks and other effects outside the remorhaz,
Languages —
and it takes 10 (3d6) acid damage and 10 (3d6) fire damage
at the start of each of the remorhaz’s turns.
STR DEX CON INT WIS CHA
If the remorhaz takes 30 damage or more on a single turn
+11 +1 +9 −3 +0 −3
from a swallowed creature, the remorhaz must succeed on
a DC 19 CON save at the end of that turn or regurgitate
Heated Body. A creature that touches the remorhaz or hits it all swallowed creatures, which fall prone in a space within
with a melee attack while within 5 feet of it takes 7 (2d6) fire 10 feet of the remorhaz. If the remorhaz dies, a swallowed
damage. creature is no longer restrained by it and can escape from
Monstrosity Resilience. The remorhaz is resistant to the corpse by using 15 feet of movement, exiting prone.
exhaustion and to the frightened condition.
BONUS ACTIONS
Tunneler. The remorhaz can burrow through ice, snow, and
permafrost, and it leaves a 5-foot-diameter tunnel in its wake. Vent Heat (119 HP or Fewer). As the remorhaz’s life force
ebbs, its body generates more heat to protect itself. It can
ACTIONS open valves in its carapace to vent this excess heat. Each
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. creature within 5 feet of the remorhaz must succeed on a
Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. DC 17 CON save or suffer one level of exhaustion.
ACTIONS
Multiattack. The robot warden makes
two Force Baton attacks.
Force Baton. Melee Weapon Attack: +5
to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) bludgeoning damage plus
7 (2d6) force damage.
Disrupter Beam (Recharge 5–6). The
warden fires a beam of blue force in a
30-foot line that is 5 feet wide from its
chest plate. Each creature in the
line must make a DC 13 DEX save.
On a failure, a creature takes 14
(4d6) force damage and is stunned
until the end of its next turn. On
a success, a creature takes half the
damage and isn’t stunned. The
ACTIONS
Multiattack. The sahuagin monarch makes one Bite
attack and two Claw or Trident attacks, or it makes three
Weakening Bolt attacks. It can replace one Claw or Trident
attack with a use of Spellcasting.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) piercing damage plus 9 (2d8)
necrotic damage. If the target is a creature that doesn’t
have all its HP, the monarch regains HP equal to half the
necrotic damage dealt. REACTIONS
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Protect the Crown! When the monarch is attacked by a
Hit: 7 (2d4 + 2) slashing damage. creature it can see within 30 feet of it, the monarch can
Trident. Melee or Weapon Attack: +4 to hit, reach 5 ft. or command a friendly shark or sahuagin within 5 feet of it to
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, intercept the attack. That shark or sahuagin becomes the
or 6 (1d8 + 2) piercing damage if used with two hands to new target of the attack.
make a melee attack. If the target is wielding a weapon
or shield, it must succeed on a DC 12 DEX save or drop
the weapon or shield (the monarch’s choice if the target is
wielding both). MULTI-ARMED MONARCHS
Weakening Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., Some powerful sahuagin monarchs develop additional
one target. Hit: 12 (2d8 + 3) necrotic damage, and the target arms and claws as they age. Though these claws
must succeed on a DC 13 CON save or have disadvantage can eventually become strong enough to wield
on the next weapon attack roll it makes before the start of weapons, most multi-armed monarchs use the claws in
the monarch’s next turn. conjunction with their more powerful trident and bite
Spellcasting. The monarch casts one of the following spells, attacks. Such monarchs have the following bonus action:
requiring no material components and using WIS as the Rending Claw. The sahuagin rakes one creature within
spellcasting ability (spell save DC 13). 5 feet of it with its extra claws. The target must succeed
At will: command, dancing lights, thaumaturgy on a DC 13 STR save or suffer a bleeding wound. A
3/day each: bless, blindness/deafness, hold creature with a bleeding wound loses 10 (4d4) HP at
1/day each: bestow curse, fear the start of each of its turns. Any creature can take an
action to stanch the wound with a successful DC 12 WIS
(Medicine) check. The wound also closes if the target
receives magical healing.
Satarre Destroyer CR 3
Satarre CR 1
Medium Humanoid
Medium Humanoid
Armor Class 15 (scale mail)
Armor Class 12 (leather armor)
Hit Points 72
Hit Points 40
Speed 30 ft.
Speed 30 ft.
Perception 14 Stealth 11
Perception 12 Stealth 11
Resistant necrotic | Void Strength
Resistant necrotic | Void Strength
Senses darkvision 60 ft.
Senses darkvision 60 ft.
Languages Common, Void Speech
ACTIONS
Multiattack. The satarre destroyer makes one Claw attack
and one Greataxe attack, or it makes two Necrotic Bolt
attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic
damage.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage plus 7 (2d6) necrotic
damage. If the target is a Medium or smaller creature, it must
succeed on a DC 13 STR save or be knocked prone.
Necrotic Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one
target. Hit: 12 (3d6 + 2) necrotic damage.
BONUS ACTIONS
Coordinate Strikes. One friendly satarre or Undead of
the destroyer’s choice within 30 feet of the destroyer has
advantage on the next attack roll it makes against a creature
the destroyer attacked this round.
Satyr CR 1/2
Medium Fey
Armor Class 13
Hit Points 23
Speed 40 ft.
Perception 12 Stealth 15
Resistant Fey Resilience
Senses —
Languages Common, Elvish, Sylvan
ACTIONS
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) bludgeoning damage.
Intoxicating Bolt. Ranged Spell Attack: +5 to hit, range 60 ft.,
one target. Hit: 7 (1d8 + 3) poison damage, and the target
must succeed on a DC 13 CON save or be incapacitated until
the end of its next turn.
ACTIONS
Multiattack. The selang makes three Dagger or Void Bolt
attacks. If two Dagger or Void Bolt attacks hit one creature,
the target must succeed on a DC 15 WIS save or suffer a
random, short-term dread effect until the end of its next turn.
Dagger. Melee or Ranged Weapon Attack: +56 to hit, reach 5
ft. or 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage
plus 13 (3d8) necrotic damage.
Void Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one
target. Hit: 17 (3d8 + 4) necrotic damage.
BONUS ACTIONS
Shambling Mound CR 5
Large Plant
Armor Class 15 (natural armor)
Hit Points 110
Speed 20 ft., swim 20 ft.
Perception 10 Stealth 12
Resistant cold, fire | Plant Resilience
Immune lightning | blinded, deafened
Senses keensense 60 ft. (can’t sense beyond this radius)
Languages —
REACTIONS
Shield Guardian CR 7
Shield. When a creature the guardian
Large Construct can see makes an attack against
Armor Class 17 (natural armor) the amulet’s wearer, the
Hit Points 139 guardian grants a +2
Speed 30 ft. bonus to the wearer’s AC
if the guardian is within 5
Perception 12 Stealth 9
feet of the wearer.
Immune Construct Resilience
Senses keensense 10 ft., darkvision 60 ft.
Languages understands the languages of its creator and the
languages of the wearer of its amulet but can’t speak
ACTIONS
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.
BONUS ACTIONS
Counterattack (Recharge 6). When a creature the war horse
skeleton can see hits it with a melee attack while within 5
feet of it, the skeleton can make one Hooves attack against
the attacker.
ACTIONS
Greataxe. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage.
REACTIONS
Counterattack (Recharge 6). When a creature
the minotaur skeleton can see hits it with a melee
attack while within 5 feet of it, the skeleton can make
one Gore attack against the attacker.
Androsphinx CR 17
Large Monstrosity
Armor Class 17 (natural armor)
Hit Points 284
Speed 40 ft., fly 60 ft.
Perception 20 Stealth 15
Resistant Monstrosity Resilience
Immune psychic; bludgeoning, piercing, and
slashing damage from nonmagical attacks |
charmed, frightened
Senses truesight 120 ft.
Languages Common, Sphinx Arcane Bolt. Ranged Spell Attack: +12 to hit, range 120 ft.,
one target. Hit: 24 (4d8 + 6) force damage.
STR DEX CON INT WIS CHA Spellcasting. The sphinx casts one of the following spells,
+6 +5 +11 +9 +10 +6 requiring no material components and using WIS as the
spellcasting ability (spell save DC 18).
At will: command, detect evil and good, thaumaturgy
Inscrutable. The sphinx is immune to any effect that
would sense its emotions or read its thoughts, as well as 3/day each: dispel magic, restoration, tongues, zone of truth
any divination spell that it refuses. WIS (Insight) checks 2/day each: freedom of movement, greater restoration
made to ascertain the sphinx’s intentions or sincerity have 1/day: heal
disadvantage.
Magical Claws. The sphinx’s Claw attacks are magical. When BONUS ACTIONS
the sphinx hits with a Claw attack, the Claw deals an extra Roar. The sphinx emits one of the following magical roars.
2d8 force damage (included in the attack). Each roar is audible up to 300 feet away. When it roars, the
Monstrosity Resilience. The sphinx is resistant to exhaustion sphinx chooses up to three creatures it can see within 120
and to the frightened condition. feet of it to be affected by the roar. A creature that fails a
save and is affected by an ongoing effect can repeat the
ACTIONS save at the end of each of its turns, ending the effect on
itself on a success.
Multiattack. The sphinx makes four Claw or Arcane Bolt
attacks. It can replace one attack with a use of Spellcasting. • Rumbling Roar. This deep roar rumbles through each
target’s body, rattling it to its bones. Each target must
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
succeed on a DC 18 CON save or deal only half damage
Hit: 17 (2d10 + 6) slashing damage plus 9 (2d8) force damage.
with weapon attacks that use STR or DEX for 1 minute.
Skullbloom CR 1/2
Medium Plant
Armor Class 11 (natural armor)
Hit Points 23
Speed 30 ft.
Perception 11 Stealth 12
Resistant Plant Resilience
Senses keensense 10 ft.
Languages understands the languages it knew in life but
can’t speak
ACTIONS
Multiattack. The skullbloom makes one Bite attack and
one Slam attack. If the Bite and Slam attacks both hit one
Humanoid, the target must succeed on a DC 12 CON save or
be infected with apocalyptic fungus (see sidebar).
BONUS ACTIONS
Instinct to Pursue. The skullboom takes the Dash action
toward an uninfected Humanoid it can see or sense.
Bloatblossom CR 2
Medium Plant
Armor Class 15 (natural armor)
Hit Points 60
Speed 20 ft.
Perception 11 Stealth 12
Resistant Plant Resilience
Senses keensense 60 ft. (can’t sense beyond this radius)
Languages —
ACTIONS
Multiattack. The bloatblossom makes one Bite
attack and one Slam attack, or it makes two Toxic
Nodule attacks. If the Bite and Slam attacks both
hit one Humanoid, the target must succeed on a
DC 13 CON save or be infected with apocalyptic
fungus (see sidebar).
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8)
poison damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) poison
damage. If the target is Medium or smaller, it is grappled
(escape DC 13). APOCALYPTIC FUNGUS
Toxic Nodule. Ranged Weapon Attack: +5 to hit, range 30/60 A disease spread via fungal spores, apocalyptic fungus
ft., one target. Hit: 12 (2d8 + 3) poison damage, and the
causes victims to become irritable and sensitive to noise,
target must succeed on a DC 13 CON save or be poisoned
and in the final stages, fibrous fungal growths sprout from
until the end of its next turn.
the victim’s skin—particularly around the cranium. Once
BONUS ACTIONS infected, a Humanoid can’t regain HP except by magical
means, and when it finishes a long rest, it must succeed
Instinct to Pursue. The bloatblossom takes the Dash action
toward an uninfected Humanoid it can see or sense. on a DC 13 CON save or suffer two levels of exhaustion.
If an infected creature is slain, or if it suffers six levels
of exhaustion while infected, it doesn’t die but instead
transforms into a skullbloom sporeborn 1 hour after it
would have died. Only a wish spell or similarly powerful
magic can reverse the transformation.
Sprite CR 1/4
Tiny Fey Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320
Armor Class 14 (leather armor) ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the
Hit Points 13 target must succeed on a DC 13 CON save or be poisoned
Speed 10 ft., fly 40 ft. for 1 minute. If the save fails by 5 or more, the poisoned
Perception 11 Stealth 17 target falls unconscious for the same duration, or until it
takes damage or another creature takes an action to shake
Resistant Fey Resilience
it awake.
Senses —
Invisibility. The sprite magically turns invisible until it
Languages Common, Elvish, Sylvan
attacks or casts a spell, or until its concentration ends (as if
concentrating on a spell). Any equipment the sprite wears or
STR DEX CON INT WIS CHA carries is invisible with it.
−4 +3 +0 +2 +1 +0
BONUS ACTIONS
Fey Resilience. The sprite is resistant to the charmed and Heart Sight. The sprite touches a creature and magically
unconscious conditions. knows the creature’s current emotional state. If the target
Speak with Beasts and Plants. The sprite can communicate fails a DC 13 CHA save, the sprite also knows if the creature
with Beasts and Plants as if they shared a language. has malign intentions or intends to commit malevolent
acts within the next hour. Celestials, Fiends, and Undead
ACTIONS automatically fail the save.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Swift Flight. The sprite moves up to half its speed without
target. Hit: 6 (1d6 + 3) piercing damage. provoking opportunity attacks.
Stirge CR 1/8
Tiny Beast
Armor Class 14 (natural armor)
Hit Points 7
Speed 10 ft., fly 40 ft.
Perception 9 Stealth 12
Senses darkvision 60 ft.
Languages —
ACTIONS
VARIANT: SHADOW STIRGE Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage, and the stirge
Stirges nest in dark places, and on occasion, those
attaches to the target. While attached, the stirge can’t attack,
nests lie in areas where the boundary between the
and at the start of each of the stirge’s turns, the target loses
Material Plane and Plane of Shadow is thin. The 4 (1d4 + 2) HP due to blood loss. The attached stirge moves
power of that plane seeps into the nest, infusing the with the target whenever the target moves, requiring none
larva with shadow. A murky aura surrounds these of the stirge’s movement. If can detach itself by spending 5
stirges, known as shadow stirges. feet of its movement on its turn. It does so after it drains 8
While attached to a creature, a shadow stirge can’t HP of blood from the target or the target dies. A creature,
attack, and at the start of each of the stirge’s turns, including the target, can use its action to detach the stirge.
the target’s STR score is reduced by 1d4 instead of
REACTIONS
losing HP due to blood loss. In addition, a shadow
Reactive Wiggle. When the stirge is the target of an attack
stirge has the following bonus action:
from a creature within 5 feet of it while it is attached to a
Shadow Stealth. The shadow stirge takes the Hide creature, the stirge can wiggle, exposing the flesh where it is
action. It can use this bonus action only while in dim attached. The attacker must succeed on a DC 12 DEX save or
light or darkness. the attack targets the creature to which the stirge is attached
instead of the stirge.
Succubus CR 4
Medium Fiend (Shapechanger)
Armor Class 15 (natural armor)
Hit Points 79
Speed 30 ft., fly 60 ft.
Perception 15 Stealth 15
Resistant cold, fire, lightning, poison; bludgeoning, piercing,
and slashing damage from nonmagical attacks | frightened,
Charm. One Humanoid the
poisoned
succubus can see within 30 feet
Immune charmed
of it must succeed on a DC 15 WIS save or be magically
Senses darkvision 60 ft. charmed for 1 day, until the succubus dies, or until the
Languages Abyssal, Common, Infernal, telepathy 60 ft. succubus takes a bonus action to end the effect. The
charmed target obeys the succubus’s verbal or telepathic
STR DEX CON INT WIS CHA commands. If the target suffers any harm or receives a
−1 +3 +1 +2 +1 +7 suicidal command, it can repeat the save, ending the effect
on itself on a success. If the target successfully saves against
the effect, or if the effect on it ends, the target is immune to
Telepathic Bond. The succubus ignores the range this succubus’s Charm for the next 24 hours.
restriction on its telepathy when communicating with The succubus can have only one target charmed at a time.
a creature it has charmed. The two don’t even need If it charms another, the effect on the previous target ends.
to be on the same plane of existence.
BONUS ACTIONS
ACTIONS
Change Shape. The succubus transforms into a Small or
Multiattack. The succubus makes two Claw attacks or Medium Humanoid or back into its true form, which is Fiend.
one Claw attack and one Draining Kiss attack. It can Without wings, it loses its flying speed. Its statistics, other
replace one attack with Charm. than its size, are the same in each form. Any equipment it
Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, is wearing or carrying isn’t transformed. It reverts to its true
reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus form if it dies.
7 (2d6) psychic damage. Etherealness. The succubus magically enters the Ethereal
Draining Kiss. Melee Spell Attack: +7 to hit, reach 5 ft., one Plane from the Material Plane, or vice versa.
willing creature, or a creature that is charmed, incapacitated,
or restrained. Hit: 15 (3d6 + 5) psychic damage, and the REACTIONS
target’s HP maximum is reduced by an amount equal to the Defend Me, Love! When a creature the succubus can see
damage taken. This reduction lasts until the target finishes within 5 feet of a creature charmed by the succubus attacks
a long rest. The target dies if this effect reduces its HP the succubus, the succubus can command the charmed
maximum to 0. creature to use its reaction to make one melee weapon
attack against the attacker.
LEGENDARY ACTIONS
STR DEX CON INT WIS CHA
The tarrasque can take 3 legendary actions, choosing from
+10 +3 +10 +5 +9 +9
the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn.
Legendary Resistance (3/Day). If the tarrasque fails a save, The tarrasque regains spent legendary actions at the start of
it can choose to succeed instead. its turn.
Magic Resistance. The tarrasque has advantage on saves Detect. The tarrasque automatically detects every creature
against spells and other magical effects. and trap within 60 feet of it, pinpointing the current location
Monstrosity Resilience. The tarrasque is resistant to of each.
exhaustion. Move. The tarrasque moves up to its speed without provoking
Reflective Hide. Any time the tarrasque is targeted by a opportunity attacks.
magic missile spell, a line spell, or a spell that requires a Tail Attack. The tarrasque makes one Tail attack.
ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is
Tail Swipe (Costs 2 Actions). The tarrasque whips its spiked
unaffected. On a 6, the tarrasque is unaffected, and the effect
tail in a wide arc, flailing it in a 30-foot cone. Each creature
is reflected back at the caster as though it originated from
in that area must make a DC 27 DEX save. On a failure, a
the tarrasque, turning the caster into the target.
creature takes 45 (10d8) piercing damage and is knocked
Siege Behemoth. The tarrasque deals triple damage to prone. On a success, a creature takes half the damage and
objects and structures. isn’t knocked prone.
ACTIONS
Multiattack. The tarrasque uses its Frightful Presence. It then
makes one Bite attack, four Claw attacks, and one Spiked Tail
attack, or it makes five Acid Spit attacks.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one
target. Hit: 36 (4d12 + 10) piercing damage. If the target
is a creature, it must succeed on a DC 27 DEX save or be
swallowed by the tarrasque. A swallowed creature is blinded
and restrained, it has total cover against attacks and other
effect outside of the tarrasque, and it takes 42 (12d6) acid
damage at the start of each of the tarrasque’s turns.
If the tarrasque takes 60 damage or more on a single turn
from a creature inside it, the tarrasque must succeed on
a DC 20 CON save at the end of that turn or regurgitate
all swallowed creatures, which fall prone in a space
within 10 feet of the tarrasque. If the tarrasque dies,
a swallowed creature is no longer restrained by it
and can escape from the corpse using 20 feet of
movement, exiting prone.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft.,
one target. Hit: 28 (4d8 + 10) slashing damage.
Spiked Tail. Melee Weapon Attack: +19 to hit, reach 20 ft.,
one target. Hit: 20 (3d6 + 10) bludgeoning damage and
13 (3d8) piercing damage. If the target is a creature,
it must succeed on a DC 27 STR save or be
knocked prone.
Acid Spit. Ranged Weapon Attack: +12 to hit,
range 100/400 ft., one target. Hit: 36 (6d10 + 3)
acid damage.
Frightful Presence. Each creature of the
tarrasque’s choice within 120 feet of it and
aware of it must succeed on a DC 27 WIS
save or be frightened for 1 minute. A creature
can repeat the save at the end of each of its
turns, ending the effect on itself on a success. If
a creature’s save is successful or the effect ends
Treant CR 9
Huge Plant
Armor Class 16 (natural armor)
Hit Points 185
Speed 30 ft.
creature, the target must succeed on a DC 17 STR save or be
Perception 17 Stealth 9
knocked prone.
Vulnerable fire
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Resistant bludgeoning, piercing | Plant Resilience
Hit: 22 (4d6 + 6) bludgeoning damage.
Senses tremorsense 30 ft.
Throw Rock. Ranged Weapon Attack: +10 to hit, range 60/180
Languages Common, Druidic, Elvish, Sylvan
ft., one target. Hit: 33 (5d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates 2
STR DEX CON INT WIS CHA
trees or 2d6 shrubs it can see within 60 feet of it. The trees
+6 −1 +9 +1 +7 +1 use the statistics of an awakened tree, and the shrubs use
the statistics of an awakened shrub (see Animals Appendix).
False Appearance. While the treant remains motionless, it is The animated plants act as allies of the treant, obeying its
indistinguishable from a normal tree. spoken commands. The plants remain for 1 hour, until the
Plant Resilience. The treant is resistant to exhaustion and to treant dies, or until the treant dismisses them as a bonus
the paralyzed, petrified, and unconscious conditions. action.
Siege Monster. The treant deals double damage to objects BONUS ACTIONS
and structures.
Halt Intruders. The treant calls to the roots beneath up to
Speak with Plants. The treant can communicate with Plants two creatures it can see within 30 feet of it. Each target must
and nonmagical plants as if they shared a language. succeed on a DC 17 STR save or be restrained by roots until
the end of its next turn. The treant can target only creatures
ACTIONS
in contact with the ground and can’t target creatures in
Multiattack. The treant makes three Slam attacks, or it contact with a manufactured floor, such as the wooden floor
makes two Throw Rock attacks. If two Slam attacks hit one of a building.
Legendary Undead. One of the most powerful, • Eclipse. Each source of nonmagical light within 30
storied, and feared undead, vampires are renowned feet of a point the vampire can see within 60 feet of it
for their thirst for blood. Unlike most other undead, a is extinguished. Each source of magical light within 30
vampire looks as it did in life, though often with a paler feet of that point is diminished: bright light becomes
complexion. This allows them to walk mostly unhindered dim light, and dim light becomes darkness. If the light
among their preferred prey, living humanoids. They have is sunlight, it is diminished to bright light instead. This
subtle indicators that reveal their true natures to astute diminishing effect lasts until initiative count 20 on the
observers. A vampire casts neither shadow nor reflection. next round.
They are more feral and prone to outbursts of primal • Sanguine Tithe. Blood rains in a 30-foot radius,
emotions—lust, fear, anger—especially if provoked by a 60-foot-high cylinder centered on a point the vampire
canny individual during social interactions. can see within 120 feet of it. Each hostile creature that
enters the area for the first time on a turn or starts its
Powerful Emotions. Vampires tend to be more primal
turn there must succeed on a DC 17 DEX save or be
and emotional than their humanoid counterparts. They
coated in magical blood until initiative count 20 of the
can become easily fixated on creatures, people, or things
next round. Each time the vampire deals damage to a
that arouse their emotions. An interest or hobby from life
can turn into a disturbing obsession in undeath, leading
the vampire to commit atrocities to obtain a rare tome for
its prized library, to possess the love of its former life, or
even to extinguish a once-friendly rival.
Blood Drinker. A vampire feeds upon the blood of the
living. When a vampire completely drains a humanoid of
blood then feeds that corpse a single drop of its own blood,
it creates a lesser vampire bound to its service, known as
a vampire spawn. If a vampire dies, any spawn it created
become free-willed and can eventually ascend to become
full vampires.
Blood Thralls. Vampires need a significant amount of
blood to sustain themselves, but killing several humanoids
in a small area can prove troublesome for any cover the
vampire is attempting to maintain. Because of this, many
vampires collect a cadre of willing humanoids who provide
the vampire with small amounts of blood each day. To
ensure loyalty, the vampire regularly gives some of its blood
to these humanoids, turning them into vampire thralls.
Vampire thralls are not themselves undead, though many
are hopeful they soon will be. They fawn over their vampire
master, performing whatever actions the vampire requests
and believing each act of obedience leads them one step
closer to their dreams of becoming vampires.
A VAMPIRE’S LAIR
Creatures of the night, vampires must rest in a coffin,
crypt, or other burial site during the day. Vulnerable during
this time, vampires select lairs where their resting places
are defended by stout walls, deadly traps, or stalwart
guardians. An abandoned fortress, hidden catacomb, or
fortified tower or a location humanoids consider cursed,
forbidden, or haunted all serve well as vampire lairs.
BONUS ACTIONS
Change Shape. The vampire transforms into a Tiny bat,
Tiny rat, Medium wolf, or back into its true form, which is
Undead. Its statistics, other than its size and speed, are the
same in each form. Any equipment it is wearing transforms
with it, but anything it is carrying doesn’t transform with it. It
reverts to its true form if it dies.
Mist Form. The vampire transforms into a Medium cloud of
mist or back into its true form, which is Undead. While in
mist form, it can’t take any actions, speak, or manipulate
objects. It is weightless, has a flying speed of 20 feet,
can hover, and can enter a hostile creature’s space and
stop there. In addition, if air can pass through a space,
the mist can do so without squeezing, and it can’t pass
through water. It has advantage on STR, DEX, and CON
saves, and it is immune to all nonmagical damage, except
the damage it takes from sunlight.
LEGENDARY ACTIONS
The vampire can take 3 legendary actions, choosing from
the options below. Only one legendary action option
can be used at a time and only at the end of another
creature’s turn. The vampire regains spent legendary
actions at the start of its turn.
ACTIONS
Multiattack. The vampire spawn makes two Claw attacks. It
can replace one attack with a Draining Bite attack. If both
Claw attacks hit one Large or smaller creature, the target is
grappled (escape DC 14).
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 8 (2d4 + 3) slashing damage plus 10 (3d6)
necrotic damage.
Draining Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one willing creature, or a creature that is grappled by the
vampire, incapacitated, or restrained. Hit: 8 (2d4 + 3)
piercing damage plus 10 (3d6) necrotic damage. The target’s
HP maximum is reduced by an amount equal to the necrotic
damage taken, and the vampire regains HP equal to that
amount. The reduction lasts until the target finishes a long
rest. The target dies if this effect reduces its HP maximum Blood-Bound. If the thrall has not consumed 1 ounce of
to 0. blood from a vampire within the past week, it is poisoned for
1 week, and it loses darkvision and its Limited Regeneration,
BONUS ACTIONS Spider Climb, and Sunlight Sensitivity traits until it consumes
1 ounce of vampire blood.
Call Blood. The vampire calls to the blood within one injured
creature it can see within 10 feet of it, causing blood to pour Limited Regeneration. The thrall regains 2 HP at the start of
from the creature’s wounds. If the target doesn’t have all its its turn if it has at least 1 HP and isn’t in sunlight. If the thrall
HP, it must make a DC 14 CON save, losing 7 (2d6) HP on a takes radiant damage, this trait doesn’t function at the start
failed save, or losing half as much HP on a successful one. of the thrall’s next turn.
Before the end of its next turn, the vampire has advantage Spider Climb. The thrall can climb difficult surfaces, including
on the next attack roll it makes against a creature that failed upside down on ceilings, without needing to make an ability
the save. check.
Sunlight Sensitivity. While in sunlight, the thrall has
Vampire Thrall CR 1 disadvantage on attack rolls, and its Perception is 8 when
perceiving by sight.
Medium Humanoid (Any Lineage)
Armor Class 13 ACTIONS
Hit Points 40 Multiattack. The vampire thrall makes two Rapier attacks.
Speed 30 ft., climb 10 ft. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Perception 13 Stealth 14 target. Hit: 7 (1d8 + 3) piercing damage.
Resistant exhaustion
Senses darkvision 30 ft. REACTIONS
Languages any one language (usually Common) Repay the Gift. When a friendly vampire the thrall can see
within 5 feet of it is hit by an attack that would reduce the
STR DEX CON INT WIS CHA vampire to 0 HP, the thrall can give some of its life force
to save the vampire. The thrall loses 10 (3d6) HP, and the
+2 +5 +4 +0 +1 +2
vampire regains HP equal to that amount.
Voidling CR 11
Aberrant Resilience. The voidling is resistant to the
charmed, frightened, paralyzed, and stunned conditions, and Large Aberration
it has advantage on saves against spells or effects that would Armor Class 15
alter its form. Hit Points 218
Darkness Regeneration. While in an area of dim light or Speed 0 ft., fly 50 ft. (hover)
darkness, the voidling regains 2 HP at the start of its turn if it Perception 17 Stealth 19
has at least 1 HP. Vulnerable radiant
Magic Resistance. The voidling has advantage on saves Resistant Aberrant Resilience
against spells and other magical effects. Immune necrotic | exhaustion, petrified, prone
Void Dweller. The voidling doesn’t require air, food, drink, Senses truesight 60 ft.
sleep, or ambient pressure, and it is immune to the effects Languages Void Speech, telepathy 60 ft.
of Void terrain. In addition, it can fly through the Void as if
ACTIONS
Multiattack. The voidling
makes four Shadow Tendril or
Necrotic Bolt attacks. If two Necrotic
Bolt attacks hit one creature, the target
must succeed on a DC 17 WIS save or
be frightened until the end of its next
turn.
Shadow Tendril. Melee Weapon
Attack: +9 to hit, reach 10 ft., one
target. Hit: 8 (1d6 + 5) bludgeoning
damage plus 10 (3d6) necrotic damage.
Necrotic Bolt. Ranged Spell Attack: +7
to hit, range 120 ft., one target. Hit:
17 (4d6 + 3) necrotic damage.
Shadow’s Grasp (Recharge 5–6).
VOID-POWERED SPELLCASTERS
Most voidlings that leave the Void do
so because they were summoned by
spellcasters interested in dabbling in the
magic of the Void. While a voidling’s time
in service is never definite, its presence can
empower its summoner, if it is summoned
correctly. Voidlings summoned and bound in
this special ritual have the following trait:
Void-Powered Aura. When a friendly
creature within 10 feet of the voidling casts a spell that
deals necrotic damage, summons or binds a creature,
or that causes the charmed or frightened condition, the
spellcaster has a +1 bonus to the spell’s attack rolls, and
the save DC for the spell increases by 1. If the voidling
is below half its HP maximum, these benefits each
increase by 1 as the voidling’s fading power seeps into
the area around it.
Medium Undead • Shamble. Each target uses its reaction to move up to its
speed in a direction chosen by
Armor Class 14 (studded leather)
the wight. If this movement
Hit Points 69 provokes an opportunity
Speed 30 ft. attack, that attack is made
Perception 13 Stealth 14 with disadvantage.
Resistant necrotic; bludgeoning, piercing, and slashing
damage from nonmagical attacks
Immune Undead Resilience | frightened
Senses darkvision 60 ft.
Languages the languages it knew in life
ACTIONS
Multiattack. The wight makes two Longsword or Longbow
attacks. It can replace one attack with a Life Drain attack.
Winter Wolf CR 3
Large Monstrosity
Armor Class 13 (natural armor)
Hit Points 76
Speed 50 ft.
Perception 15 Stealth 13
Resistant Monstrosity Resilience
Immune cold
Senses —
Languages Common, Giant, Winter Wolf
A canine as large as a horse bears down, its oily muzzle caked Armor Class 13 (natural armor)
in blood and saliva. Its thick, heavy shoulders and massive neck Hit Points 25
sway side to side, and with each step, its long, mangy tail drags Speed 30 ft.
along behind it. Perception 14 Stealth 13
Aggressive Hunters. An enormous creature Resistant Monstrosity Resilience
resembling a wolf, a worg is a nightmarish hunter that Senses darkvision 60 ft.
frequently develops a taste for humanoid flesh. Worgs Languages Goblin, Worg
willingly stalk inhospitable terrain in their endless hunt
for their next meal, roaming snow fields, volcanic barrens, STR DEX CON INT WIS CHA
even stony badlands. Known to collect grisly bounties and +3 +1 +1 −2 +0 −1
to coat their bodies with fetid remains, worgs are more
ferocious than any natural beast. Heightened Hearing and Smell. The worg’s Perception is
Warren Dweller. Worgs often shelter in warrens, 19 while perceiving by hearing or smell.
tunnels, and caves in which they can travel quickly to prey Monstrosity Resilience. The worg is resistant to exhaustion
and away from predators. Such places are fetid, vile places and to the frightened condition.
full of half-eaten corpses that the worg seems to have
ACTIONS
gorged itself on without consequence.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Goblin Bond. While many beasts of burden must be
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
trained to hold a rider, worgs, who possess an innate, it must succeed on a DC 13 STR save or be knocked prone.
instinctive bond with goblins, tend to willingly carry
goblins, and they frequently use the smaller creatures to BONUS ACTIONS
help them find more bountiful prey. Possessing surprising Loathsome Howl (1/Day). The worg unleashes an
intelligence, worgs typically speak Goblin as well as their unnatural howl audible out to a distance of 300 feet. Each
own guttural language. On rare occasions, worgs have even creature of the worg’s choice within 30 feet of it must
learned to speak and understand Common or Elvish. succeed on a DC 13 CHA save or be frightened of it for 1
minute. A frightened creature can repeat the save at the
end of each of its turns, ending the effect on itself on a
success. Until it finishes a long rest, the worg can sense the
direction but not the exact location of each creature that
was frightened by Loathsome Howl.
Wraith CR 5
Medium Undead
Armor Class 14
Hit Points 85
Speed 0 ft., fly 60 ft. (hover)
Perception 12 Stealth 17
Vulnerable radiant
Resistant acid, cold, fire, lightning, thunder; bludgeoning, succeed on a DC 15 CON save or its HP maximum is reduced
piercing, and slashing damage from nonmagical attacks by an amount equal to the damage taken. This reduction
Immune necrotic | charmed, grappled, paralyzed, petrified, lasts until the target finishes a long rest. The target dies if this
prone, restrained | Undead Resilience effect reduces its HP maximum to 0.
Senses darkvision 60 ft. Create Specter. The wraith targets one Humanoid it can see
Languages the languages it knew in life within 10 feet of it that has been dead for no longer than 1
minute and died violently. The target’s spirit rises as a specter
in the space of its corpse or in the nearest unoccupied space.
STR DEX CON INT WIS CHA
The specter is under the wraith’s control. The wraith can have
−2 +4 +3 +1 +2 +2 no more than seven specters under its control at one time.
Incorporeal Movement. The wraith can move through other BONUS ACTIONS
creatures and objects as if they were difficult terrain. It takes 5 Trail of Death (Recharge 4–6). The wraith moves up to
(1d10) force damage if it ends its turn inside an object. 30 feet in a straight line. This distance is not reduced by
Sunlight Sensitivity. While in sunlight, the wraith has moving through creatures or objects, and this movement
disadvantage on attack rolls, and its Perception is 7 when doesn’t provoke opportunity attacks. The first time it enters a
perceiving by sight. creature’s space during this move, that creature must succeed
Undead Nature. The wraith doesn’t require air, food, drink, on a DC 15 DEX save or be afflicted with wasting doom. While
or sleep. afflicted with wasting doom, a creature takes 3 (1d6) necrotic
damage at the start of each of its turns. Wasting doom ends
Undead Resilience. The wraith is immune to poison damage,
if a creature starts its turn in sunlight or regains HP.
to exhaustion, and to the poisoned condition.
REACTIONS
ACTIONS
Unravel Life. When a creature the wraith can see within 30
Multiattack. The wraith makes two Life Drain attacks.
feet of it and that isn’t a Construct or Undead regains HP, the
Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one wraith can corrupt the healing energies, halving the amount
creature. Hit: 18 (4d6 + 4) necrotic damage. The target must of healing that creature receives.
Children of Fate. Wyrdlings were created long ago by Psychic Burst. Melee or Ranged Spell Attack: +5 to hit,
a deity of fate. They form a mortal link between the world reach 5 ft. or range 60 ft., one target. Hit: 13 (3d6 + 3)
and destiny, acting as watchful eyes over the threads of psychic damage.
fate and guiding those chosen by it. They spend much of BONUS ACTIONS
their time living in isolated communities in remote areas,
Pronounce Fate. The wyrdling pronounces the fate, either
welcoming worthy travelers seeking their knowledge and
fortune or doom (the wyrdling’s choice), of one creature it
vanishing like the mists to avoid the unworthy.
can see within 30 feet of it. The target rolls a d4 and adds
Identifying Tattoos. Wyrdlings are slim and hairless, (fortune) or subtracts (doom) the number rolled to the next
standing just shorter than most humans, with skin that attack roll or save it makes before the start of the wyrdling’s
ranges from a chalky gray to a smoky purple in color. Their next turn.
pointed ears stand at angles from their heads. They have
REACTIONS
prominent canines, and their yellow eyes seem to glow with
an inner light. Wyrdlings wear tattoos, typically on their Call on Fate. When the
heads, which signify to other wyrdlings the individual’s wyrdling is attacked by
a creature it can see, it
name, rank, and area of expertise with regards to fate.
can pluck the strands
These tattoos can indicate that one wyrdling is a seeker of
of fate around the
those fated to die violently while another counsels those creature, imposing
fated to perform a great deed. disadvantage on
Privy to the Future. Wyrdlings see patterns of fate as that attack roll. If
other humanoids see colors and hear sounds. In encounters the attack misses,
the wyrdling or one
with a wyrdling, it is not unusual for the wyrdling to
friendly creature it can
know things without being told or to expect an encounter
see within 30 feet of
before it happens. However, much of what they see is it has advantage on
out of context, and they may misinterpret information; the next attack roll
wyrdlings aren’t omniscient and are prone to mistakes and it makes against the
misunderstanding as much as any other humanoid. attacker before the
end of the wyrdling’s
next turn.
Wyrdling CR 1
Medium Humanoid
Armor Class 12
Hit Points 40
Speed 30 ft.
Perception 13 Stealth 12
Resistant psychic | charmed, frightened
Senses —
Languages Common
Intuition. The wyrdling rolls two dice for initiative, taking the
higher number. In addition, the wyrdling has advantage on
WIS (Insight) checks.
Read Fate. The wyrdling can spend 1 minute communing with
fate on behalf of one creature that remains within 10 feet of
it for the duration. The creature must ask a single question
concerning a specific goal, event, or activity to occur within
7 days. At the end of the minute, the wyrdling pronounces
the result of the target’s inquiry. This trait works like the
Xorn CR 5
Medium Elemental
Armor Class 19 (natural armor)
Hit Points 111
Speed 20 ft., burrow 20 ft.
Perception 16 Stealth 13
Vulnerable thunder
Resistant piercing and slashing damage from
nonmagical attacks
Senses darkvision 60 ft., tremorsense 60 ft.
Languages Terran
Zombie CR 1/4
Medium Undead
Armor Class 8
Hit Points 16
Speed 20 ft.
Perception 10 Stealth 8
Immune Undead Resilience
Senses darkvision 60 ft.
Languages understands the languages it knew in life but
can’t speak
BONUS ACTIONS
Rotten Hold. The zombie gnaws idly on the creature
grappled by it. The target must succeed on a DC 12
CON save or take 2 (1d4) poison damage. A Humanoid
slain by this bonus action rises 24 hours later as a
zombie, unless the Humanoid is restored to life or
its body is destroyed.
Ogre Zombie CR 2
Large Undead
Armor Class 8
Hit Points 72
Speed 30 ft.
Perception 8 Stealth 8
Immune Undead Resilience
Senses darkvision 60 ft.
Languages understands Common and Giant but can’t speak
Ape CR 1/2 Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 27 (4d10 + 5) bludgeoning damage.
Medium Beast
Rock. Ranged Weapon Attack: +8 to hit, range 50/100 ft., one
Armor Class 12 target. Hit: 23 (4d8 + 5) bludgeoning damage.
Hit Points 25
Speed 30 ft., climb 30 ft. BONUS ACTIONS
Perception 13 Stealth 12 Throw. One Large or smaller creature grappled by the ape
Resistant stunned is thrown up to 50 feet in a random direction and knocked
Senses — prone. If a thrown target strikes a solid surface, the target
Languages — takes 3 (1d6) bludgeoning damage for every 10 feet it was
thrown. If the target is thrown at another creature, that
creature must succeed on a DC 16 DEX save or take the
STR DEX CON INT WIS CHA same damage and be knocked prone.
+5 +2 +2 −2 +1 −2
ACTIONS
Rake. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) slashing damage.
Thorn. Ranged Weapon Attack: +2 to hit, range 15/30 ft., one
Axe Beak CR 1/4
target. Hit: 2 (1d4) piercing damage. Large Beast
Armor Class 11
Awakened Tree CR 2 Hit Points 13
Huge Plant Speed 50 ft.
Armor Class 13 (natural armor) Perception 12 Stealth 11
Hit Points 60 Senses —
Speed 20 ft. Languages —
Perception 10 Stealth 8
STR DEX CON INT WIS CHA
Vulnerable fire
+2 +1 +1 −4 +0 −3
Resistant bludgeoning, piercing | Plant Resilience
Senses —
Languages one language known by its creator ACTIONS
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA creature. Hit: 6 (1d8 + 2) slashing damage.
+4 −2 +2 +0 +0 −2
BONUS ACTIONS
False Appearance. While the tree remains motionless, it is Evasive. The axe beak takes the Disengage or Dodge action.
indistinguishable from a normal tree.
Plant Resilience. The tree is resistant to exhaustion and to Baboon CR 1/8
the paralyzed, petrified, and unconscious conditions.
Small Beast
ACTIONS Armor Class 11
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit Points 10
Hit: 22 (4d8 + 4) bludgeoning damage. Speed 30 ft., climb 30 ft.
Broken Branch. Ranged Weapon Attack: +6 to hit, range Perception 11 Stealth 11
20/60 ft., one target. Hit: 18 (4d6 + 4) piercing damage. Senses darkvision 30 ft.
Languages —
BONUS ACTIONS
Entangling Roots. One creature on the ground the tree can STR DEX CON INT WIS CHA
see within 10 feet of it must succeed on a DC 14 STR save or
−1 +1 +0 −3 +1 −2
be restrained by roots until the end of its next turn.
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 3 (1d4 + 1) piercing damage.
REACTIONS
Startling Display. When a creature the baboon can see
attacks it while within 5 feet of it, the baboon can bare
its teeth, puff its chest, or emit a quick series of barks.
The attacker must succeed on a DC 11 WIS save or have
disadvantage on the attack roll.
Badger CR 0
Tiny Beast
Armor Class 10
Hit Points 9
Speed 20 ft., burrow 10 ft.
Perception 11 Stealth 10
Senses darkvision 30 ft.
Languages —
ACTIONS
Bat, Swarm of Bats CR 1/4
Multiattack. The bear makes one Bite attack and one Claws
Medium Swarm of Tiny Beasts attack.
Armor Class 12 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit Points 14 Hit: 5 (1d6 + 2) piercing damage.
Speed 0 ft., fly 30 ft. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Perception 11 Stealth 14 Hit: 4 (1d4 + 2) slashing damage.
Vulnerable deafened
Resistant blinded | Swarm Resilience
Immune Swarm Resilience
Senses keensense 60 ft.
Languages —
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+4 +0 +3 −4 +1 −2 +2 +0 +1 −4 −1 −3
Heightened Smell. The bear’s Perception is 18 when Charge. If the boar moves at least 20 feet straight toward a
perceiving by smell. target and then hits it with a Tusk attack on the same turn,
the target takes an extra 3 (1d6) slashing damage. If the
ACTIONS target is a creature, it must succeed on a DC 12 STR save or
Multiattack. The brown bear makes one Bite attack and one be knocked prone.
Claws attack. If both attacks hit one creature, the target is Relentless (Recharges after a Short or Long Rest). If the
grappled (escape DC 14). The bear can grapple only one boar takes 4 damage or less that would reduce it to 0 HP, it
creature at a time. is reduced to 1 HP instead.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 8 (1d8 + 4) piercing damage. ACTIONS
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) slashing damage. Hit: 5 (1d6 + 2) slashing damage.
Camel CR 1/8
Crab CR 0
Large Beast
Armor Class 10 Tiny Beast
Hit Points 10 Armor Class 11 (natural armor)
Speed 50 ft. Hit Points 9
Perception 9 Stealth 10 Speed 20 ft., swim 20 ft.
Resistant Camel Resilience Perception 9 Stealth 12
Senses — Vulnerable bludgeoning
Languages — Resistant slashing
Senses keensense 30 ft.
STR DEX CON INT WIS CHA Languages —
+2 +0 +2 −4 −1 −3
STR DEX CON INT WIS CHA
Camel Resilience. The camel is resistant to exhaustion, and it −4 +0 +0 −5 −1 −4
requires only half the amount of water that a typical Beast of
its size needs. Amphibious. The crab can breathe air and water.
ACTIONS ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Hit: 4 (1d4 + 2) bludgeoning damage. creature. Hit: 2 (1d4) bludgeoning damage, and the crab
Bile Spit. Ranged Weapon Attack: +2 to hit, range 20/60 ft., attaches to the target. While attached, the crab can’t attack,
one creature. Hit: 2 (1d4) acid damage, and the target must and at the start of each of the crab’s turns, the target takes
succeed on a DC 12 CON save or be smelly for 1 hour or until 2 (1d4) bludgeoning damage. The attached crab moves with
a creature spends 1 minute cleaning off the spit. A smelly the target whenever the target moves, requiring none of the
creature has disadvantage on CHA checks. crab’s movement. It can detach itself by spending 5 feet of
its movement on its turn. A creature, including the target,
can use its action to detach the crab.
Cat CR 0
Tiny Beast
Crab, Giant CR 1/4
Armor Class 11
Medium Beast
Hit Points 8
Armor Class 15 (natural armor)
Speed 40 ft., climb 30 ft.
Hit Points 13
Perception 13 Stealth 13
Speed 30 ft., swim 30 ft.
Senses darkvision 30 ft.
Perception 9 Stealth 14
Languages —
Vulnerable bludgeoning
STR DEX CON INT WIS CHA Resistant slashing
−4 +1 +0 −4 +1 −2 Senses keensense 30 ft.
Languages —
Heightened Smell. The cat’s Perception is 18 when perceiving
by smell. STR DEX CON INT WIS CHA
+2 +2 +0 −5 −1 −4
ACTIONS
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one Amphibious. The crab can breathe air and water.
creature. Hit: 3 (1d4 + 1) slashing damage.
Crocodile CR 1/2 Death Roll. One creature grappled by the crocodile must
make a DC 16 STR save, taking 7 (2d6) slashing damage on a
Large Beast
failed save, or half as much damage on a successful one.
Armor Class 12 (natural armor)
Hit Points 25
Deer CR 0
Speed 20 ft., swim 30 ft.
Perception 10 Stealth 12 Medium Beast
Resistant charmed Armor Class 13
Senses — Hit Points 8
Languages — Speed 50 ft.
Perception 12 Stealth 13
STR DEX CON INT WIS CHA Vulnerable frightened
+2 +0 +1 −4 +0 −3 Senses —
Languages —
Hold Breath. The crocodile can hold its breath for 15 minutes.
STR DEX CON INT WIS CHA
ACTIONS +0 +3 +0 −4 +2 −3
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) piercing damage, and the target is ACTIONS
grappled (escape DC 12). Until this grapple ends, the target is
Kick. Melee Weapon Attack: +2 to hit, reach 5 ft., one
restrained, and the crocodile can’t Bite another target.
creature. Hit: 2 (1d4) bludgeoning damage, and if the target
is a Large or smaller creature, it must succeed on a DC 10
BONUS ACTIONS
STR save or be knocked prone.
Death Roll. One creature grappled by the crocodile must
make a DC 12 STR save, taking 5 (2d4) slashing damage on a BONUS ACTIONS
failed save, or half as much damage on a successful one.
Skittish. The deer takes the Dash or Disengage action.
Crocodile, Giant CR 5
Eagle CR 0
Huge Beast
Small Beast
Armor Class 14 (natural armor)
Armor Class 11
Hit Points 120
Hit Points 8
Speed 30 ft., swim 50 ft.
Speed 10 ft., fly 60 ft.
Perception 10 Stealth 12
Perception 14 Stealth 11
Resistant charmed
Vulnerable blinded
Senses —
Senses —
Languages —
Languages —
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+8 −1 +3 −4 +0 −2 −2 +1 +0 −4 +2 −2
Hold Breath. The crocodile can hold its breath for 30 minutes. Heightened Sight. The eagle’s Perception is 19 when
perceiving by sight.
ACTIONS
Talons. Melee Weapon Attack: +3 to hit,
reach 5 ft., one creature. Hit: 3 (1d4 + 1)
slashing damage.
Eagle, Giant CR 1
Large Beast
Armor Class 13
Hit Points 40
Speed 10 ft., fly 80 ft.
Perception 14 Stealth 13
Vulnerable blinded
Senses —
Languages Giant Eagle, understands Common and Auran but Elephant CR 4
can’t speak them Huge Beast
Armor Class 12 (natural armor)
STR DEX CON INT WIS CHA
Hit Points 105
+3 +3 +1 −1 +2 +0
Speed 40 ft.
Perception 12 Stealth 9
Heightened Sight. The eagle’s Perception is 19 when
Resistant prone
perceiving by sight.
Senses —
Seabird. The eagle can swim up to 40 feet on its turn, but
Languages —
it must start and end its movement either flying or on a
solid surface, such as a ship or beach. If it is swimming at
the end of its turn, it must succeed on a DC 11 CON save or STR DEX CON INT WIS CHA
it immediately begins to sink and suffocate. A suffocating +5 −1 +3 −4 +0 −2
eagle must succeed on a DC 13 STR check to fly out of the
substance where it is sinking. Trampling Charge. If the elephant moves at least 20 feet
straight toward a creature and then hits it with a Gore attack
ACTIONS on the same turn, that target must succeed on a DC 15 STR
Multiattack. The eagle makes one Beak attack and one save or be knocked prone. If the target is prone, the elephant
Talons attack. can make one Stomp attack against it as a bonus action.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
ACTIONS
Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one Multiattack. The elephant makes two Gore attacks.
target. Hit: 10 (2d6 + 3) slashing damage, and the target is Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
grappled (escape DC 13) if it is a Medium or smaller creature. Hit: 16 (2d10 + 5) piercing damage.
Until this grapple ends, the target is restrained, and the eagle Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one prone
can’t use its Talons on another target. creature. Hit: 14 (2d8 + 5) bludgeoning damage.
Large Beast Bolstering Bugle (27 HP or Higher). The elk bugles its
Armor Class 10 might at its opponents, bolstering its confidence. It has
advantage on the next attack roll it makes before the start of
Hit Points 15
its next turn.
Speed 50 ft.
Perception 10 Stealth 10
Frog CR 0
Senses —
Languages — Tiny Beast
Armor Class 10
STR DEX CON INT WIS CHA Hit Points 9
+2 +0 +1 −4 +0 −2 Speed 20 ft., swim 20 ft.
Perception 11 Stealth 10
Charge. If the elk moves at least 20 feet straight toward a Resistant grappled
target and then hits it with a Ram attack on the same turn, Senses darkvision 30 ft.
the target takes an extra 3 (1d6) bludgeoning damage. If the Languages —
target is a creature, it must succeed on a DC 12 STR save or
be knocked prone. STR DEX CON INT WIS CHA
−5 +0 −1 −5 −1 −4
ACTIONS
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Amphibious. The frog can breathe air and water.
Hit: 5 (1d6 + 2) bludgeoning damage.
Standing Leap. The frog’s long jump is up to 10 feet and its
Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
high jump is up to 5 feet, with or without a running start.
Hit: 4 (1d4 + 2) bludgeoning damage, and the target must
succeed on a DC 12 STR save or be pushed up to 10 feet
ACTIONS
away from the elk.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 2 (1d4) bludgeoning damage.
Elk, Giant CR 2
Huge Beast Frog, Giant CR 1/4
Armor Class 14 (natural armor)
Medium Beast
Hit Points 60
Armor Class 11
Speed 60 ft.
Hit Points 15
Perception 14 Stealth 13
Speed 20 ft., swim 40 ft.
Senses —
Perception 12 Stealth 11
Languages Giant Elk, understands Common, Elvish, and
Resistant grappled
Sylvan but can’t speak them
Senses darkvision 30 ft.
Languages —
STR DEX CON INT WIS CHA
+4 +3 +2 −2 +2 +0
STR DEX CON INT WIS CHA
+2 +1 +0 −4 +0 −4
Charge. If the elk moves at least 20 feet straight toward a
target and then hits it with a Ram attack on the same turn,
the target takes an extra 7 (2d6) bludgeoning damage. If the Amphibious. The frog can breathe air and water.
target is a creature, it must succeed on a DC 14 STR save or Standing Leap. The frog’s long jump is up to 20 feet and its
be knocked prone. high jump is up to 10 feet, with or without a running start.
ACTIONS ACTIONS
Multiattack. The elk makes one Ram attack and one Kick Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
attack. creature. Hit: 5 (1d6 + 2) piercing damage, and the target is
Heightened Sight. The hawk’s Perception is 19 when Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
perceiving by sight. target. Hit: 7 (1d6 + 4) bludgeoning damage.
ACTIONS
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) slashing damage.
BONUS ACTIONS
Evasive Flight. The hawk takes the Disengage or Dodge
action. It can use this bonus action only while flying.
ACTIONS
Horse, War CR 1/2
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Large Beast Hit: 3 (1d6) piercing damage.
Armor Class 15 (scale mail barding)
Hit Points 22 Hyena, Giant CR 1
Speed 60 ft.
Large Beast
Perception 11 Stealth 11
Armor Class 12
Senses —
Hit Points 42
Languages —
Speed 50 ft.
Perception 13 Stealth 12
STR DEX CON INT WIS CHA
Senses —
+4 +1 +1 −4 +1 −2
Languages —
REACTIONS ACTIONS
Trained Shift. If the horse’s rider is subjected to an effect Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
that would knock it prone or dismount it, the horse can shift Hit: 10 (2d6 + 3) piercing damage.
its body to assist the rider. The rider has advantage on the
check or save to avoid the effect. BONUS ACTIONS
Warning Yip. The hyena can emit a brief yip at one friendly
hyena or gnoll it can see within 30 feet of it, warning the
target of danger. The next attack roll against the target
before the start of the hyena’s turn has disadvantage.
ACTIONS
creature takes an action to douse the fire. A creature can
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
remove the mucus before it ignites by taking an action.
creature. Hit: 5 (1d6 + 2) piercing damage, and the target
must succeed on a DC 11 CON save or take 7 (2d6) poison
damage. If the poison damage reduces the target to 0 Insect, Giant Scorpion CR 3
HP, the target is stable but poisoned for 1 hour, even after
Large Beast
regaining HP, and is paralyzed while poisoned in this way.
Armor Class 15 (natural armor)
BONUS ACTIONS Hit Points 76
Swift Hunter. The centipede moves up to its speed toward a Speed 40 ft., burrow 20 ft.
hostile creature that it can see. Perception 11 Stealth 13
Resistant poison | poisoned
Insect, Giant Fire Beetle CR 0 Senses keensense 60 ft.
Languages —
Small Beast
Armor Class 13 (natural armor)
STR DEX CON INT WIS CHA
Hit Points 7
+2 +1 +2 −5 −1 −4
Speed 30 ft.
Perception 8 Stealth 10
Senses keensense 30 ft. ACTIONS
Languages — Multiattack. The giant scorpion makes two Claw attacks and
one Sting attack.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
−1 +0 +1 −5 −2 −4 Hit: 6 (1d8 + 2) bludgeoning damage, and the target is
grappled (escape DC 12). The scorpion has two claws, each of
Illumination. The beetle sheds bright light in a 10-foot radius which can grapple only one target.
and dim light for an additional 10 feet. Sting. Melee Weapon Attack: +4 to hit, reach 10 ft., one
creature. Hit: 7 (1d10 + 2) piercing damage plus 7 (2d6)
ACTIONS poison damage, and the target must succeed on a DC 12
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. CON save or be poisoned until the end of its next turn.
Hit: 2 (1d4) slashing damage.
REACTIONS
Igniting Mucus. Ranged Weapon Attack: +2 to hit, range
15/30 ft., one target. Hit: 2 (1d4) poison damage, and the Reflexive Sting. When a creature the scorpion can see attacks
target is covered in mucus that ignites after 1d4 rounds or it while within 10 feet of the scorpion, the scorpion can whip
if the target takes fire damage. An ignited creature takes its tail defensively at the creature. The attacker must succeed
2 (1d4) fire damage at the start of each of its turns until a on a DC 12 DEX save or take 5 (1d10) piercing damage.
ACTIONS
Sting. Melee Weapon Attack:
+2 to hit, reach 5 ft., one
creature. Hit: 2 (1d4)
piercing damage, and the
target must succeed on a
DC 10 CON save or take 2
(1d4) poison damage.
Mammoth CR 6
Huge Beast
Armor Class 13 (natural armor)
Hit Points 133
Speed 40 ft.
Perception 13 Stealth 9
Resistant cold | prone
Senses —
Languages —
Trampling Charge. If the mammoth moves at least 20 Heightened Hearing and Smell. The mastiff’s Perception is
feet straight toward a creature and then hits it with a Gore 16 when perceiving by hearing or smell.
attack on the same turn, that target must succeed on a DC
17 STR save or be knocked prone. If the target is prone, the ACTIONS
mammoth can make one Stomp attack against it as a Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
bonus action. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it
must succeed on a DC 12 STR save or be knocked prone.
ACTIONS
Multiattack. The mammoth makes two Gore attacks. REACTIONS
Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Protect Friend. When a friendly Humanoid the mastiff can
Hit: 22 (3d10 + 6) piercing damage. see is hit by an attack from a creature within 5 feet of the
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one mastiff, the mastiff can make one Bite attack against that
prone creature. Hit: 19 (3d8 + 6) bludgeoning damage. attacking creature.
BONUS ACTIONS
Mule CR 1/8
Trunk Grab. The mammoth grabs one Large or smaller
Medium Beast
creature within 10 feet of it. The target must succeed on a
DC 17 STR save or be grappled (escape DC 17). Until this Armor Class 10
grapple ends, the target is restrained, and the mammoth Hit Points 10
can’t use Trunk Grab on another creature. Speed 40 ft.
Perception 10 Stealth 10
Mastiff CR 1/8 Resistant exhaustion, prone
Medium Beast Senses —
Armor Class 12 Languages —
Hit Points 9
STR DEX CON INT WIS CHA
Speed 40 ft.
+2 +0 +1 −4 +0 −3
Perception 11 Stealth 12
Senses —
Beast of Burden. The mule is considered to be a Large
Languages —
animal for the purpose of determining its carrying capacity.
STR DEX CON INT WIS CHA
ACTIONS
+1 +2 +1 −4 +1 −2
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.
Small Beast Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one
Armor Class 11 target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target
is grappled (escape DC 13), if it is a Huge or smaller creature.
Hit Points 8
Until this grapple ends, the target is restrained. The octopus
Speed 5 ft., swim 30 ft. can grapple up to two creatures at one time.
Perception 12 Stealth 13
Senses darkvision 30 ft. BONUS ACTIONS
Languages — Tentacle Slam. The octopus slams a Medium or smaller
creature it is grappling into a solid surface. The target must
STR DEX CON INT WIS CHA make a DC 13 STR save, taking 7 (2d6) bludgeoning damage
−3 +1 +0 −4 +0 −3 on a failed save, or half as much damage on a successful one.
REACTIONS
Hold Breath. While out of water, the octopus can hold its
breath for 30 minutes. Ink Dash (Recharge 4–6). When a creature the octopus can
see deals damage to it, the octopus can release a 20-foot-
Underwater Camouflage. The octopus’s Stealth is 18 while radius cloud of ink all around itself, if it is underwater. The
underwater. area is heavily obscured until the end of the octopus’s next
Water Breathing. The octopus can breathe only underwater. turn, although a significant current can disperse the ink. Then,
the octopus can swim up to its swimming speed. If it does so,
ACTIONS it immediately releases any creatures it is grappling.
Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) bludgeoning damage, and the target
Orca CR 3
is grappled (escape DC 11), if it is a Medium or smaller
creature. Until this grapple ends, the octopus can’t use its Huge Beast
Tentacles on another target. Armor Class 12 (natural armor)
Hit Points 80
REACTIONS
Speed 0 ft., swim 60 ft.
Ink Dash (Recharge 6). When a creature the octopus can Perception 13 Stealth 10
see deals damage to it, the octopus can release a 5-foot-
Resistant cold
radius cloud of ink all around itself, if it is underwater. The
area is heavily obscured until the end of the octopus’s next Senses keensense 120 ft.
turn, although a significant current can disperse the ink. Languages —
Then, the octopus can swim up to its swimming speed. If it
does so, it immediately releases any creature it is grappling. STR DEX CON INT WIS CHA
+4 +0 +1 −4 +1 −2
Octopus, Giant CR 1
Echolocation. The orca can’t use its keensense while
Large Beast
deafened.
Armor Class 11
Heightened Hearing. The orca’s Perception is 18 when
Hit Points 44
perceiving by hearing.
Speed 10 ft., swim 60 ft.
Hold Breath. The orca can hold its breath for 30 minutes.
Perception 14 Stealth 13
Senses darkvision 60 ft. ACTIONS
Languages — Multiattack. The orca makes two Bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
STR DEX CON INT WIS CHA Hit: 14 (3d6 + 4) piercing damage.
+3 +1 +1 −3 +0 −3
BONUS ACTIONS
Hold Breath. While out of water, the octopus can hold its Tail Slap. The orca slaps one creature it can see within 15
breath for 1 hour. feet of it with its tail. The target must succeed on a DC 14
Underwater Camouflage. The octopus’s Stealth is 18 while STR save or be pushed up to 15 feet away from the orca and
underwater. knocked prone. A creature that fails this save by 5 or more is
also stunned until the end of its next turn.
Water Breathing. The octopus can breathe only underwater.
ACTIONS
REACTIONS
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4 + 1) slashing damage. Puffed Up Display. When a creature the owl is aware of and
that is within 30 feet of it attacks it, the owl can suddenly
turn its piercing gaze on the creature, puff up its feathers,
Owl, Giant CR 1/4 and release a quick hiss, startling the creature. The attacker
has disadvantage on the attack roll.
Large Beast
Armor Class 12
Hit Points 15 Panther CR 1/4
Speed 5 ft., fly 60 ft. Medium Beast
Perception 15 Stealth 14 Armor Class 12
Senses darkvision 120 ft. Hit Points 15
Languages Giant Owl, understands Common, Elvish, and Speed 50 ft., climb 40 ft.
Sylvan but can’t speak them Perception 14 Stealth 16
Senses darkvision 60 ft.
STR DEX CON INT WIS CHA
Languages —
+1 +2 +1 −1 +1 +0
STR DEX CON INT WIS CHA
Flyby. The owl doesn’t provoke opportunity attacks when it +2 +2 +0 −4 +2 −2
flies out of an enemy’s reach.
Heightened Hearing and Sight. The owl’s Perception is 20
Heightened Smell. The panther’s Perception is 19 when
when perceiving by hearing or sight.
perceiving by smell.
Quiet Wings. The owl’s Stealth is 19 while flying.
Pounce. If the panther moves at least 20 feet straight toward
a creature and then hits it with a Claw attack on the same
ACTIONS
turn, that target must succeed on a DC 12 STR save or be
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one knocked prone. If the target is prone, the panther can make
target. Hit: 6 (1d8 + 2) slashing damage. one Bite attack against it as a bonus action.
BONUS ACTIONS
Stealthy Hunter. The panther takes the Hide action.
Pony CR 1/8
Medium Beast
Armor Class 10
Hit Points 10
Speed 40 ft.
Perception 10 Stealth 10
Senses —
Languages —
Draft Animal. The draft horse can push, drag, or lift weight
in pounds equal to three times its carrying capacity.
ACTIONS
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one Quipper, Swarm of Quippers CR 1
target. Hit: 4 (1d4 + 2) bludgeoning damage. Medium Swarm of Tiny Beasts
Armor Class 13
Quipper CR 0 Hit Points 34
Tiny Beast Speed 0 ft., swim 40 ft.
Armor Class 10 Perception 10 Stealth 13
Hit Points 8 Resistant Swarm Resilience
Speed 0 ft., swim 40 ft. Immune Swarm Resilience
Perception 8 Stealth 10 Senses darkvision 60 ft.
Senses darkvision 60 ft. Languages —
Languages —
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA +1 +3 +0 −5 +0 −4
−4 +0 +0 −5 −2 −4
Blood Frenzy. The swarm has advantage on melee attack
rolls against any creature that doesn’t have all its HP.
Blood Frenzy. The quipper has advantage on melee attack
rolls against any creature that doesn’t have all its HP. Heightened Smell. The swarm’s Perception is 15 when
perceiving by smell.
Heightened Smell. The quipper’s Perception is 13 when
perceiving by smell. Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening
Water Breathing. The quipper can breathe only underwater.
large enough for a Tiny quipper. The swarm can’t regain HP
ACTIONS or gain temporary HP.
Swarm Resilience. The swarm is resistant to bludgeoning,
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
piercing, and slashing damage, and it is immune to the
Hit: 2 (1d4) piercing damage.
charmed, frightened, grappled, paralyzed, petrified, prone,
restrained, and stunned conditions.
Water Breathing. The swarm can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.
DISEASED RATS
Many rats, especially those found in urban environments
and swamps, carry the following unique disease that
spreads through their bites. At the GM’s discretion, a rat
might not spread this disease, poisoning the target instead.
Rat Plague. This disease is passed through the bites of
infected rats, but rats are immune to the disease’s effects.
Until the disease is cured, the creature is poisoned and
can’t regain HP except by magical means. Every 24 hours
that elapse, the infected creature must repeat the save
(using the DC of the infecting rat’s Bite), reducing its HP
maximum by 3 (1d6) on a failure. The disease is cured on
a success. This reduction lasts until the creature finishes a
long rest after the disease is cured. The creature dies if the
disease reduces its HP maximum to 0.
STR DEX CON INT WIS CHA Raven, Swarm of Ravens CR 1/4
−1 +0 −1 −4 +0 −4 Medium Swarm of Tiny Beasts
Armor Class 12
Accustomed to Filth. The swarm has advantage on saves Hit Points 13
against contracting diseases. Speed 10 ft., fly 50 ft.
Heightened Smell. The swarm’s Perception is 15 when Perception 13 Stealth 12
perceiving by smell. Resistant Swarm Resilience
Swarm. The swarm can occupy another creature’s space and Immune Swarm Resilience
vice versa, and the swarm can move through any opening Senses —
large enough for a Tiny rat. The swarm can’t regain HP or
Languages —
gain temporary HP.
Swarm Resilience. The swarm is resistant to bludgeoning,
STR DEX CON INT WIS CHA
piercing, and slashing damage, and it is immune to the
−2 +2 −1 −4 +1 −1
charmed, frightened, grappled, paralyzed, petrified, prone,
restrained, and stunned conditions.
Carrion Sense. The swarm can pinpoint, by scent, the
ACTIONS location of carrion, dead creatures, and Undead without the
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target Incorporeal Movement trait within 60 feet of it.
in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) Pilfering Swarm. A creature in the swarm’s space is
piercing damage if the swarm has half of its HP or fewer. If surrounded by ravens pecking and pulling at its clothing,
the target is a creature, it must make a DC 9 CON save. On hair, fur, and belongings. If a creature in the swarm’s space
a failure, the target contracts the rat plague disease (see casts a spell with a material component, it must succeed on
Diseased Rats sidebar) or is poisoned until the end of its a DC 12 DEX save or the spell fails to cast, expending the
next turn (the GM’s choice). action required to cast it but not the spell slot or daily use, as
the ravens steal the component.
Raven CR 0 Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening
Tiny Beast large enough for a Tiny raven. The swarm can’t regain HP or
Armor Class 11 gain temporary HP.
Hit Points 8 Swarm Resilience. The swarm is resistant to bludgeoning,
Speed 10 ft., fly 50 ft. piercing, and slashing damage, and it is immune to the
Perception 13 Stealth 11 charmed, frightened, grappled, paralyzed, petrified, prone,
restrained, and stunned conditions.
Senses —
Languages — ACTIONS
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target
STR DEX CON INT WIS CHA
in the swarm’s space. Hit: 9 (2d8) piercing damage, or 4 (1d8)
−4 +1 −1 −3 +1 +0 piercing damage if the swarm has half of its HP or fewer.
Quaking Stomp. The rhinoceros rears up and slams its Grasping Tail. The seahorse grabs one Medium or smaller
forefeet on the ground, shaking the area. Each creature creature within 10 feet of it. The target must succeed on a DC
within 10 feet of the rhinoceros must succeed on a DC 15 12 STR save or be grappled (escape DC 12). Until this grapple
DEX save or be knocked prone. ends, the target is restrained, and the seahorse can’t use
Grasping Tail on another creature.
Seahorse CR 0
Seal CR 1/4
Tiny Beast
Medium Beast
Armor Class 11 (natural armor)
Armor Class 14 (natural armor)
Hit Points 9
Hit Points 13
Speed 0 ft., swim 20 ft.
Speed 20 ft., swim 50 ft.
Perception 10 Stealth 12
Perception 13 Stealth 12
Senses —
Senses darkvision 60 ft.
Languages —
Languages —
Shark, Hunter CR 2
Large Beast
Armor Class 12 (natural armor)
Hit Points 63
Speed 0 ft., swim 40 ft.
Perception 12 Stealth 11
Senses keensense 30 ft.
Languages —
ACTIONS
ACTIONS
Multiattack. The snake makes one Bite attack and one
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Constrict attack, or it makes two Bite attacks.
Hit: 5 (1d6 + 2) piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage.
creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target is grappled (escape DC 12), if it is a Large or smaller creature. Hit: 12 (2d8 + 3) bludgeoning damage, and the
creature. Until this grapple ends, the creature is restrained, target is grappled (escape DC 14). Until this grapple ends,
and the snake can’t Constrict another target. the creature is restrained, and the snake can’t Constrict
another target.
BONUS ACTIONS
Crush. One creature grappled by the snake must succeed on BONUS ACTIONS
a DC 12 STR or take 4 (1d8) bludgeoning damage and begin Crush. One creature grappled by the snake must succeed on
suffocating. The creature continues suffocating until the a DC 14 STR or take 9 (2d8) bludgeoning damage and begin
grapple ends. suffocating. The creature continues suffocating until the
grapple ends.
Snake, Flying CR 1/8
Tiny Beast Snake, Giant Poisonous CR 1/4
Armor Class 11 Medium Beast
Hit Points 10 Armor Class 12
Speed 30 ft., fly 60 ft., swim 30 ft. Hit Points 14
Perception 11 Stealth 13 Speed 30 ft., swim 30 ft.
Senses keensense 10 ft. Perception 10 Stealth 14
Languages — Resistant poison | poisoned
Senses keensense 10 ft.
STR DEX CON INT WIS CHA Languages —
−3 +1 +0 −4 +1 −3
STR DEX CON INT WIS CHA
Flyby. The snake doesn’t provoke opportunity attacks when it +0 +2 +1 −4 +0 −4
flies out of an enemy’s reach.
Vulture, Giant CR 1
Heightened Smell. The tiger’s Perception is 18 when
perceiving by smell. Large Beast
Pounce. If the tiger moves at least 20 feet straight toward Armor Class 10
a creature and then hits it with a Claws attack on the same Hit Points 46
turn, that target must succeed on a DC 14 STR save or be Speed 10 ft., fly 60 ft.
knocked prone. If the target is prone, the tiger can make one Perception 13 Stealth 10
Claws attack against it as a bonus action.
Senses —
ACTIONS Languages —
Multiattack. The tiger makes one Bite attack and one Claws
attack. STR DEX CON INT WIS CHA
+3 +0 +2 −4 +1 −2
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 9 (1d10 + 4) piercing damage, and the target must
succeed on a DC 14 DEX save or suffer a puncture wound. Carrion Sense. The vulture can pinpoint, by scent, the
A creature suffering a puncture wound loses 5 (1d10) HP at location of carrion, dead creatures, and Undead without the
the start of each of its turns as the wound bleeds excessively. Incorporeal Movement trait within 60 feet of it.
Any creature can take an action to stanch the wound with Heightened Sight and Smell. The vulture’s Perception is 18
a successful DC 12 WIS (Medicine) check. The wound also when perceiving by sight or smell.
closes if the target receives magical healing.
Pack Tactics. The vulture has advantage on attack rolls
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. against a creature if at least one of the vulture’s allies is
Hit: 9 (2d4 + 4) slashing damage. within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS
Vulture CR 0
Multiattack. The vulture makes one Beak attack and one
Medium Beast Talons attack.
Armor Class 10
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit Points 8 Hit: 6 (1d8 + 2) piercing damage.
Speed 10 ft., fly 50 ft.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Perception 13 Stealth 10 target. Hit: 7 (2d4 + 2) slashing damage.
Senses —
Languages — REACTIONS
Defensive Bile. When a creature the vulture can see hits it
STR DEX CON INT WIS CHA with a melee attack while within 5 feet of it, the vulture can
−2 +0 +1 −4 +1 −3 spit partially digested carrion at the creature. The attacker
must succeed on a DC 13 CON save or take 5 (2d4) acid
damage and be incapacitated until the end of its next turn.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
−4 +1 −1 −4 +1 −4 +1 +2 +1 −4 +1 −2
Heightened Hearing and Smell. The weasel’s Perception is Heightened Hearing and Smell. The wolf’s Perception is 16
18 when perceiving by hearing or smell. while perceiving by hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against
ACTIONS
a creature if at least one of the wolf’s allies is within 5 feet of
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. the creature and the ally isn’t incapacitated.
Hit: 3 (1d4 + 1) piercing damage. Instead of dealing damage,
the weasel can steal one item the target is wearing or ACTIONS
carrying, provided the item weighs no more than 5 pounds,
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
can fit in one hand, isn’t a weapon, and isn’t wrapped around
Hit: 6 (1d8 + 2) piercing damage. If the target is a creature, it
or firmly attached to the target. For example, a weasel could
must succeed on a DC 12 STR save or be knocked prone.
steal a hat or belt pouch but not a creature’s shirt or armor.
Wolf, Dire CR 1
Weasel, Giant CR 1/4
Large Beast
Medium Beast
Armor Class 14 (natural armor)
Armor Class 13
Hit Points 40
Hit Points 14
Speed 50 ft.
Speed 40 ft.
Perception 13 Stealth 14
Perception 13 Stealth 15
Resistant frightened
Senses darkvision 60 ft.
Senses —
Languages —
Languages —
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
+0 +3 +0 −3 +1 −3
+3 +2 +2 −4 +1 −2
NPC FEATURES
HUMANOID TRAITS ACTIONS
Derro Resistant to the charmed and frightened conditions, darkvision 120 ft., Intense Study bonus action
Magic Resistance trait, Sunlight Sensitivity trait
Gnoll Darkvision 60 ft., Heightened Smell trait Bite attack, Taunting Bark bonus
action, Rampage reaction
Goblin, Bugbear Darkvision 60 ft., Brutal trait
Goblin Darkvision 60 ft. Nimble Escape bonus action
Goblin, Hobgoblin Darkvision 60 ft. Tactical Analysis bonus action
Grimlock Vulnerable to thunder damage and the deafened condition, immune to the —
blinded condition, keensense 30 ft. (can’t sense beyond this radius), Heightened
Hearing and Smell trait, Stone Camouflage trait, Suppressed Senses trait.
Lizardfolk Climbing speed of 15 ft., swimming speed of 30 ft., Heightened Smell Shoving Count reaction
and Taste trait, Hold Breath trait
Merfolk Walking speed of 10 ft., swimming speed of 40 ft., darkvision 60 ft., Nimble Rush bonus action
Amphibious trait
Sahuagin Swimming speed of 40 ft., darkvision 120 ft., Blood Frenzy trait, Circling Sharks reaction
Limited Amphibiousness trait, Shark Telepathy trait
Wyrdling Resistant to psychic damage and to the charmed and frightened Psychic Burst attack, Pronounce Fate
conditions, Intuition trait, Read Fate trait bonus action, Call on Fate reaction
Archdruid CR 12
Medium Humanoid (Any Lineage)
Armor Class 17 (Nature’s Champion)
Hit Points 210
Speed 30 ft.
Perception 19 Stealth 12
Resistant Nature’s Champion
Senses —
Languages Common, Druidic, plus any one language
ACTIONS Bard CR 5
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one Medium Humanoid (Any Lineage)
target. Hit: 4 (1d6 + 1) slashing damage. Armor Class 15 (studded leather)
Light Crossbow. Ranged Weapon Attack: +3 to hit, range Hit Points 114
80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Speed 30 ft.
Perception 14 Stealth 16
BONUS ACTIONS
Resistant Artistic Expression
Steal Item. The bandit steals an object from one creature it
Senses —
can see within 5 feet of it. The target must succeed on a DC
11 DEX save or lose one object it is wearing or carrying of Languages Common plus any two languages
the bandit’s choice. The object must weigh no more than 10
pounds, can’t be a weapon, and can’t be wrapped around or STR DEX CON INT WIS CHA
firmly attached to the target, such as a shirt or armor. +0 +6 +1 +2 +1 +7
Bandit Captain CR 2 Artistic Expression. The bard has one primary form of
artistic expression, such as song, poetry, dance, fashion,
Medium Humanoid (Any Lineage) paint, or similar. It is resistant to one type of damage
Armor Class 16 (studded leather) associated with that artistic expression. For example, a
Hit Points 51 bard expressing art through song or oration is resistant to
Speed 30 ft. thunder damage, a bard expressing art through paint is
Perception 10 Stealth 16 resistant to acid or poison damage (the bard’s choice), and a
bard expressing art through witty discourse or clever quips
Senses —
is resistant to psychic damage. This trait can’t make the bard
Languages any two languages resistant to force, necrotic, or radiant damage.
Expressive Weapons. When the bard hits with any weapon,
STR DEX CON INT WIS CHA
the weapon deals an extra 3d8 damage of the type
+2 +4 +2 +2 +0 +2 determined by Artistic Expression.
BONUS ACTIONS
Unholy Brand (Recharge 5–6). One creature the fanatic can
see within 30 feet of it must succeed on a DC 13 CHA save
or be marked with an unholy brand until the start of the
fanatic’s next turn. While the creature is branded, Fiends and
cultists have advantage on attack rolls against it.
Druid CR 2
Medium Humanoid (Any Lineage)
Armor Class 11 (16 with barkskin)
Hit Points 66
REACTIONS Speed 30 ft.
Perception 13 Stealth 11
For the Cause! When a friendly creature the cultist can see
within 5 feet of it is hit by an attack that would reduce that Senses —
creature to 0 HP, the cultist can leap in front of the attack, Languages Druidic plus any two languages
taking the damage instead.
STR DEX CON INT WIS CHA
+0 +1 +1 +1 +3 +0
Cultist, Fanatic CR 2
Medium Humanoid (Any Lineage)
ACTIONS
Armor Class 14 (studded leather)
Hit Points 60 Multiattack. The druid makes two Flowering Quarterstaff or
Poison Bolt attacks.
Speed 30 ft.
Flowering Quarterstaff. Melee Weapon Attack: +5 to hit,
Perception 13 Stealth 12
reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage
Resistant Dark Devotion
plus 5 (2d4) poison damage.
Senses —
Poison Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one
Languages any one language (usually Common) target. Hit: 10 (3d4 + 3) poison damage.
Spellcasting. The druid casts one of the following spells,
STR DEX CON INT WIS CHA using WIS as the spellcasting ability (spell save DC 13).
+0 +2 +1 +0 +3 +3 At will: druidcraft, speak with animals
3/day each: entangle, cure wounds, thunderwave
Dark Devotion. The fanatic is resistant to the charmed and 2/day each: barkskin, spike growth
frightened conditions.
Unholy Weapons. The fanatic’s weapons are coated in dark, BONUS ACTIONS
magical flames. When the fanatic hits with any weapon, the Change Shape. The druid magically transforms into a
weapon deals an extra 2d6 fire damage or necrotic damage Medium or smaller Beast that has a challenge rating no
(included in the attack), the fanatic’s choice. higher than its own, or back into its true form, which
BONUS ACTIONS
Entertaining Display. The gladiator slams its spear against
its shield, twirls its spear, or roars while flexing, entertaining
or intimidating up to two creatures it can see within 15 feet
of it. Each target must succeed on a DC 15 CHA save or be
charmed or frightened (the gladiator’s choice) until the end
of its next turn.
REACTIONS
Parry. The gladiator adds 3 to its AC against one melee
attack that would hit it. To do so, the gladiator must see the
attacker and be wielding a melee weapon.
ACTIONS
Multiattack. The knight makes three Greatsword attacks, or it
makes four Javelin attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5
ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing Arcane Weapons. The mage’s weapon attacks are magical.
damage. When the mage hits with any weapon, the weapon deals an
extra 3d8 force damage (included in the attack).
BONUS ACTIONS Magic Resistance. The mage has advantage on saves against
Champion’s Challenge. The knight challenges one creature spells and other magical effects.
it can see within 30 feet of it. The target must succeed on a
ACTIONS
DC 13 CHA save or have disadvantage on attack rolls against
creatures that aren’t the knight until the end of its next turn. Multiattack. The mage makes three Dagger or Arcane Bolt
attacks. It can replace one attack with a use of Spellcasting.
REACTIONS
Magnetic Pulse. When a creature the mechanist can see
attacks it with a weapon made at least partially of metal
while within 5 feet of it, the mechanist can release a magical,
magnetic pulse. The attacker must succeed on a DC 13 DEX
save or have disadvantage on the attack roll.
Noble CR 1/8
Medium Humanoid (Any Lineage)
Armor Class 14 (Impenetrable Ego)
Hit Points 7
Speed 30 ft.
Perception 12 Stealth 11
Resistant Impenetrable Ego
Senses —
Languages any two languages
ACTIONS
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) piercing damage.
REACTIONS
Parry. The noble adds 2 to its AC against one melee attack
that would hit it. To do so, the noble must see the attacker
and be wielding a melee weapon.
STR DEX CON INT WIS CHA Feint (Recharge 4–6). The spy makes a feint at one creature
within 5 feet of it, pretending to go in for an attack in one
+0 +2 +1 +0 +3 +0
direction only to change it up at the last moment. The target
must succeed on a DC 13 WIS save or the spy has advantage
Heightened Hearing and Sight. The scout’s Perception is 18 on the next attack roll it makes against the target.
when perceiving by hearing or sight.
ACTIONS
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Veteran CR 3
Medium Humanoid (Any Lineage)
Armor Class 16 (breastplate)
Hit Points 68
Speed 30 ft.
Perception 12 Stealth 14
Senses —
Languages Common plus any one language
ACTIONS
Multiattack. The veteran makes two Longsword attacks and
two Shortsword attacks, or it makes three Longsword attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range
100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
BONUS ACTIONS
Shoulder. The veteran shoves a creature it can see within 5
feet of it. The target must succeed on a DC 13 STR save or be
knocked prone.
STR DEX CON INT WIS CHA Quick Trap. The wild warrior cobbles together a makeshift
+1 +0 +1 −1 +0 −1 trap with materials at hand and throws the trap at a creature
it can see within 15 feet of it. The target must succeed on a
DC 11 DEX save or be restrained until the end of its next turn.
Master Alchemist Devil, Horned Dragon, Void, Adult Dragon, Red, Ancient
Selang, Void Piper Genie, Efreeti Golem, Iron Challenge 30 (155,000 XP)
Shield Guardian Genie, Hinn
Tarrasque
Genie, Sila
Challenge 17 (18,000 XP
Challenge 8 (3,900 XP) Infernal Champion
Chol, Trillipol
Remorhaz
Assassin Dragon Turtle
Roc
Cloaker Dragon, Brass, Ancient
Sphinx, Gynosphinx
Death Knight Dragon, Gold, Adult
Voidling
Demon, Hezrou Dragon, Red, Adult
Devil, Chain Dragon, White, Ancient
Challenge 12 (8,400 XP)
Dinosaur, Tyrannosaurus Rex Sphinx, Androsphinx
Dragon, Bronze, Young Archdruid
Naga, Spirit
Hippogriff 1 Chain 8
Owlbear 3 Erinyes 12
Outsider (Demon) CR
Pegasus 2 Horned 11
Balor 19 Ice 14
Roc 11
Dretch 1/4 Imp 1
Worg 1/2
Glabrezu 9 Lemure 1/4
Golmana 7 Pit Fiend 20
Golem CR Hezrou 8
Clay 9 Husk 4
Flesh 5 Marilith 16 Shapechanger CR
Iron 16 Mire Fiend 5 Doppelganger 3
Stone 10 Nalfeshnee 13 Mimic 2
Quasit 1 Succubus 4
Unska 5 Vampire 13
Outsider CR
Vrock 6
Astral Destroyer 18
Wrack 5
Shapechanger
Chol, Czol 5
(Lycanthrope) CR
Chol, Icthol 12
Werebear 5
Chol, Trillipol 17
Wereboar 4
Chol, Uulgol 9
Wererat 2
Genie, Djinni 11
Weretiger 4
Genie, Efreeti 11
Werewolf 3
Genie, Hinn 11
Genie, Sila 11
Infernal Champion 11
Oni 7
Sphinx, Androsphinx 17
Sphinx, Gynosphinx 11
Desert CR Forest CR
Cat, Hyena, Insect (Scorpion), Jackal, Lizard, Awakened Shrub, Badger, Cat, Deer, Frog, 0 (10 XP)
0 (10 XP)
Spider, Vulture Fungi (Shrieker), Hawk, Hyena, Jackal, Lizard,
Camel, Snake (Flying), Snake (Poisonous) 1/8 (25 XP) Owl, Rat, Raven, Spider, Weasel
Lizard (Giant ), Snake (Constrictor), Snake (Giant Baboon, Hawk (Blood), Mastiff, Snake (Flying), 1/8 (25 XP)
1/4 (50 XP)
Poisonous) Snake (Poisonous), Stirge, Wild Warrior
Gnoll, Insect (Swarm of Insects), Lizardfolk, Badger (Giant), Bat (Giant), Bat (Swarm of Bats), 1/4 (50 XP)
1/2 (100 XP)
Mephit (Dust) Blink Dog, Boar, Dragonette (Pseudodragon),
Death Dog, Dragon (Brass, Wyrmling), Frog Elk, Frog (Giant), Goblin, Lizard (Giant), Owl
(Giant Poisonous), Hyena (Giant), Lion, Spider 1 (200 XP) (Giant), Panther, Rat (Giant), Rat (Swarm
(Giant), Vulture (Giant) of Rats), Raven (Swarm of Ravens), Snake
(Constrictor), Snake (Giant Poisonous), Spider
Centaur, Lizardfolk (Shaman), Snake (Giant
(Giant Wolf), Sprite, Weasel (Giant), Wolf
Constrictor), Snake (Swarm of Poisonous 2 (450 XP)
Snakes) Ape, Bear (Black), Dinosaur (Velociraptor), 1/2 (100 XP)
Goblin (Hobgoblin), Insect (Giant Wasp),
Dragon (Blue, Wyrmling), Insect (Giant
3 (700 XP) Insect (Swarm of Insects), Lizardfolk, Mycolid
Scorpion), Mummy, Phase Spider
(Commoner), Orc, Satyr, Scout, Sporeborn
Couatl, Lizardfolk (Ruler) 4 (1,100 XP)
(Skullbloom), Wood Herald, Worg
Bulette, Elemental (Air), Elemental (Fire),
5 (1,800 XP) Bear (Brown), Dryad, Flinderbeast, Frog (Giant 1 (200 XP)
Salamander
Poisonous), Goblin (Bugbear), Goblin (Goblin
Dragon (Brass, Young), Medusa 6 (2,300 XP) Captain), Hyena (Giant), Spider (Giant), Tiger,
Dragon (Blue, Young) 9 (5,000 XP) Wolf (Dire)
Naga (Guardian) 10 (5,900 XP) Ankheg, Awakened Tree, Boar (Giant), 2 (450 XP)
Centaur, Dragon (Green, Wyrmling), Elk
Genie (Efreeti), Sphinx (Gynosphinx) 11 (7,200 XP)
(Giant), Ettercap, Goblin (Hobgoblin Conjurer),
Dragon (Brass, Adult) 13 (10,000 XP)
Lizardfolk (Shaman), Ogre, Pegasus, Snake
Mummy (Lord) 15 (13,000 XP) (Giant Constrictor), Snake (Swarm of Poisonous
Dragon (Blue, Adult) 16 (15,000 XP) Snakes), Sporeborn (Bloatblossom), Will-o'-
Wisp, Zombie (Ogre)
Dragon (Brass, Ancient), Sphinx (Androsphinx) 17 (18,000 XP)
Dragon (Gold, Wyrmling), Feral Hunter, Goblin 3 (700 XP)
Dragon (Blue, Ancient) 20 (25,000 XP)
(Hobgoblin Commander), Hag (Green),
Lycanthrope (Werewolf), Mycolid (Spore Lord),
Farmland CR Owlbear, Phase Spider
Couatl, Goblin (Bugbear Champion), Lizardfolk 4 (1,100 XP)
Badger, Bat, Cat, Deer, Frog, Goat, Hawk, Lizard,
0 (10 XP) (Ruler), Lycanthrope (Wereboar), Lycanthrope
Owl, Rat, Raven, Weasel
(Weretiger), Orc (Warlord), Selang
Hawk (Blood), Mastiff, Pony, Snake (Poisonous),
1/8 (25 XP) Giant (Hill), Hivebound, Kobold (Witch), 5 (1,800 XP)
Stirge
Lycanthrope (Werebear), Moon Knight,
Bat (Swarm of Bats), Boar, Horse (Draft), Horse
Shambling Mound, Troll, Unicorn
(Riding), Rat (Giant), Rat (Swarm of Rats), Raven 1/4 (50 XP)
Balara, Drake (Scorch), Medusa, Wickerbeast, 6 (2,300 XP)
(Swarm of Ravens), Wolf
Wyvern
Horse (War), Insect (Giant Wasp), Insect (Swarm
1/2 (100 XP) Ape (Giant), Oni, Selang (Void Piper) 7 (2,900 XP)
of Insects), Skeleton (War Horse)
Flinderbeast, Ghoul, Wolf (Dire), Wyrdling 1 (200 XP) Dragon (Green, Young), Naga (Spirit) 8 (3,900 XP)
Ghoul (Ghast), Lycanthrope (Wererat), Snake Hag (Ambush), Treant 9 (5,000 XP)
2 (450 XP)
(Swarm of Poisonous Snakes) Dragon (Gold, Young), Golem (Stone), Naga 10 (5,900 XP)
Hag (Green), Lycanthrope (Werewolf) 3 (700 XP) (Guardian)
Demon (Unska), Moon Knight 5 (1,800 XP) Dragon (Green, Adult) 15 (13,000 XP)
Eagle, Goat, Hawk 0 (10 XP) Chol (Icthol), Devil (Erinyes) 12 (8,400 XP)
Hawk (Blood), Wild Warrior 1/8 (25 XP) Demon (Nalfeshnee), Rakshasa 13 (10,000 XP)
Bat (Swarm of Bats) 1/4 (50 XP) Devil (Ice) 14 (11,500 XP)
Goat (Giant), Magmin, Mephit (Magma), Orc 1/2 (100 XP) Angel (Planetar), Demon (Marilith),
16 (15,000 XP)
Dragon (Void, Adult)
Eagle (Giant), Harpy, Lion 1 (200 XP)
Chol (Trillipol) 17 (18,000 XP)
Azer, Dragon (Silver, Wyrmling), Elk (Giant),
Griffon, Ogre, Pegasus, Tiger (Saber-Toothed), 2 (450 XP) Astral Destroyer 18 (20,000 XP)
Zombie (Ogre) Demon (Balor) 19 (22,000 XP)
Basilisk, Dragon (Red, Wyrmling), Hell Hound, Devil (Pit Fiend) 20 (25,000 XP)
3 (700 XP)
Manticore
Angel (Solar) 21 (33,000 XP)
Ettin, Orc (Warlord) 4 (1,100 XP)
Dragon (Void, Ancient) 22 (41,000 XP)
Elemental (Air), Elemental (Fire), Lycanthrope
5 (1,800 XP)
(Werebear), Salamander, Troll
Swamp CR
Chimera, Drake (Scorch), Wyvern 6 (2,300 XP)
Frog, Lizard, Rat, Raven, Spider 0 (10 XP)
Giant (Stone) 7 (2,900 XP)
Snake (Poisonous), Stirge 1/8 (25 XP)
Giant (Frost) 8 (3,900 XP)
Frog (Giant), Lizard (Giant), Rat (Giant), Rat
Dragon (Silver, Young), Giant (Cloud), Giant (Swarm of Rats), Raven (Swarm of Ravens), 1/4 (50 XP)
9 (5,000 XP)
(Dirgesinger), Giant (Fire) Snake (Constrictor), Snake (Giant Poisonous)
Dragon (Red, Young) 10 (5,900 XP) Crocodile, Insect (Swarm of Insects), Lizardfolk,
1/2 (100 XP)
Behir, Genie (Hinn), Roc 11 (7,200 XP) Mycolid (Commoner), Orc
Archdruid 12 (8,400 XP) Frog (Giant Poisonous), Spider (Giant) 1 (200 XP)
Dragon (Silver, Adult) 16 (15,000 XP) Dragon (Black, Wyrmling), Lizardfolk (Shaman),
Snake (Giant Constrictor), Snake (Swarm of 2 (450 XP)
Dragon (Red, Adult) 17 (18,000 XP)
Poisonous Snakes), Will-o'-Wisp
Dragon (Silver, Ancient) 20 (25,000 XP)
Hag (Green), Mycolid (Spore Lord), Wight 3 (700 XP)
Dragon (Red, Ancient) 24 (62,000 XP)
Lizardfolk (Ruler), Orc (Warlord) 4 (1,100 XP)
Tarrasque 30 (155,000 XP)
Crocodile (Giant), Demon (Mire Fiend),
5 (1,800 XP)
Elemental (Water), Shambling Mound, Troll
Planar CR Dragon (Black, Young) 7 (2,900 XP)
Lantern Hagfish, Mechadron (Solodron) 1/8 (25 XP) Hydra 8 (3,900 XP)
Demon (Dretch), Devil (Lemure), Star Crow 1/4 (50 XP) Archdruid 12 (8,400 XP)
Magmin, Mechadron (Dupladron) 1/2 (100 XP) Dragon (Black, Adult) 14 (11,500 XP)
Demon (Quasit), Devil (Imp), Satarre 1 (200 XP) Dragon (Black, Ancient) 20 (25,000 XP)
Azer, Dragon (Void, Wyrmling) 2 (450 XP)
Derro (Void Eater), Devil (Bearded), Feral Hunter, Underground CR
Insatiable Brood, Mordovermis, Nightmare, 3 (700 XP) Bat, Fungi (Shrieker), Insect (Giant Fire Beetle),
Satarre (Destroyer) 0 (10 XP)
Lizard, Rat, Spider
Demon (Husk), Mechadron (Tripladron), Kobold 1/8 (25 XP)
4 (1,100 XP)
Succubus, Voidling (Lesser)
Bat (Giant), Bat (Swarm of Bats), Derro, Elf
Chol (Czol), Demon (Unska), Demon (Wrack), (Drow), Fungi (Violet), Goblin, Grimlock, Insect
5 (1,800 XP) 1/4 (50 XP)
Devil (Barbed), Hag (Night), Salamander (Giant Centipede), Lizard (Giant), Rat (Giant),
Demon (Vrock), Mechadron (Tetradron) 6 (2,300 XP) Rat (Swarm of Rats), Snake (Giant Poisonous)
Demon, Golmana 7 (2,900 XP) Crimson Jelly, Darkmantle, Gnome (Deep),
Demon (Hezrou), Devil (Chain) 8 (3,900 XP) Goblin (Hobgoblin), Gray Ooze, Insect (Swarm
of Insects), Kobold (Tinkerer), Mephit (Magma), 1/2 (100 XP)
Chol (Uulgol), Demon (Glabrezu), Devil (Bone),
9 (5,000 XP) Mephit (Steam), Mycolid (Commoner), Orc,
Dragon (Void, Young)
Rust Monster, Shadow, Sporeborn (Skullbloom)
Angel (Deva) 10 (5,900 XP)
©2024 Open Design LLC. Tales of the Valiant and the Kobold Press logo are trademarks of Open Design LLC.
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©2024 Open Design LLC. Tales of the Valiant and the Kobold Press logo are trademarks of Open Design LLC.
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