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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

Developer: Meagan Maricle Chief Operations Officer: T. Alexander Stangroom

Editor: Meagan Maricle Director Of Digital Growth: Blaine McNutt

Proofreader: Kenny Webb Art Director: Marc Radle

Cover Artist: Hugh Pindur Art Department: Amber Seger, Kennedy Williams

Interior Artists: Felipe Malini, Damien Mammoliti, Editorial Director: Thomas M. Reid
William O’Brien, Ian Perks, Roberto Pitturru, Kiki Moch Editorial Department: Scott Gable,
Rizki, Craig J. Spearing, Florian Stitz, Bryan Syme, Egil Meagan Maricle, Jeff Quick, Kenny Webb
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
Project Manager: Amber Seger
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

Tales of the Valiant, the Tales of the Valiant logo, Midgard, and Kobold Press are trademarks of Open Design LLC.
All rights reserved.
©2024 Open Design LLC. All rights reserved.
System Reference Document 5.1: This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”)
by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD
5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.
org/licenses/by/4.0/legalcode. Content in this work is compatible with the fifth edition of Dungeons & Dragons.
www.koboldpress.com
PO Box 2811 | Kirkland, WA 98083
Printed in China
ISBN: 978-1-950789-77-1
Limited Edition ISBN: 978-1-950789-78-8
2 4 6 8 10 9 7 5 3 1

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

On The Cover On The Limited Edition Cover


A dragon breathes a gout of flame onto an unsuspecting A crowned dragon’s head grins from inside a triangle
wizard as its lich rider calls down a bolt of lightning in of magic in this art by Addison Rankin.
this art by Hugh Pindur.

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.

Brass Dragon Wyrmling

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

Building Monster-Centric 11–16


17–20
3–21
5–30
Encounters
Don’t shy away from using lower CR creatures than those
Adventures are built from a series of encounters—each one listed if it makes sense for the situation. They might not
like a scene in a movie or TV show. In some encounters, the prove much of a challenge but can still make sense given the
PCs talk to NPCs. In others, the PCs explore a location. story of the adventure. Plus, hewing through the occasional
And in many encounters, the PCs fight monsters. This swarm of minions can be a fun shakeup for the PCs!
section focuses on the last of these: crossing swords with
one’s foes and staring into the burning eyes of one’s enemy.
BUILDING COMBAT ENCOUNTERS
If you are running a pre-written adventure, combat
UNDERSTANDING CHALLENGE RATING encounters have likely already been designed for you—
Every creature in this book has a challenge rating with groups of enemies already put together in a way
(CR) from 0 to 30 with fractional challenge ratings appropriate for the level of the adventure and the events of
for low‑challenge creatures like 1/8, 1/4, and 1/2. This the story. However, when creating your own adventures or
challenge rating describes the relative difficulty of a spicing up published material, you may need to create your
creature when compared to other creatures. A CR 2 own combat encounters.
creature is less difficult than a CR 4 which is less difficult
than a CR 8. This challenge rating also helps determine
the potential difficulty of a combat encounter when
comparing groups of monsters to groups of PCs.
Depending on the average level of the PCs, creatures GO EASY AT 1ST LEVEL
within a range of CRs tend to work better than those 1st level PCs are more vulnerable than PCs at any other
outside of this range. If a creature’s CR is too low, it level in the game. When your players are just getting
provides very little challenge. Too high, and the creature started, be careful with the monsters you choose in
can be frustrating to fight or even outright deadly to the combat encounters. The best ways to avoid outright
PCs. The PC Level to Creature CR table shows the range casualties at 1st level are sticking with monsters no
of creature CRs that tend to match well against PCs of a higher than CR 1/4 and using fewer monsters than there
given level. The lower number represents the lowest CR are PCs. Monsters of CRs higher than 1/2 can often inflict
likely to challenge the PCs (often in large numbers of enough damage to drop (or outright kill) a 1st level PC in
monsters), while the higher number represents the highest a single turn. Be nice at 1st level. You have the whole rest
single creature CR the PCs can likely defeat in combat.
of their adventuring career to bring the pain.

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

DETERMINING ENCOUNTER DIFFICULTY


No table, chart, or mathematical equation can exactly
describe how difficult an encounter will be during actual
gameplay. There are too many variables in any combat
encounter to know precisely how a challenge will play out,
READ THIS BOOK but understanding the variables will help you make a more
The most valuable tool you have for deciding which accurate guess. These variables include:
monsters to use in your adventures is this book. Read • Number of PCs. More PCs have greater survivability
it to understand which monsters you have available, and capability than fewer PCs, no matter the average
where these monsters live, what they want, which other PC level.
monsters they pair well with, and what challenge they
• Synergy of PCs. PC classes (or subclasses) can create
provide to the characters. You don’t have to memorize
powerful combinations when matched with each other.
every detail of every monster, but knowing generally
A party full of high-synergy pairings may need more
what monsters you have available is tremendously
of a challenge than a standard encounter challenge for
helpful when deciding which to use.
their level.

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.

CHALLENGING BENCHMARKS BY AVERAGE LEVEL


AVERAGE PC LEVEL 3 PCS 4 PCS 5 PCS 6 PCS 7 PCS MIN CR MAX CR
1* 1/2 1/2 1/2 1 1 1/8 1/2
2 1 2 2 3 1 1/8 2
3 2 3 3 4 3 1/8 3
4 3 4 5 6 5 1/8 4
5 7 10 12 15 17 1/2 7
6 9 12 15 18 21 1 9
7 10 14 17 21 24 1 10
8 12 16 20 24 28 1 12
9 13 18 22 27 31 2 13
10 15 20 25 30 35 2 15
11 24 33 41 49 57 3 16
12 27 36 45 54 63 3 18
13 29 39 48 58 68 3 19
14 31 42 52 63 73 4 21
15 33 45 56 67 78 4 22
16 36 48 60 72 84 4 24
17 38 51 63 76 89 5 25
18 40 54 67 81 94 5 27
19 42 57 71 85 99 5 28
20 45 60 75 90 105 5 30

* 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.

COMBAT ENCOUNTER MODELS


Combat encounters can take many forms
in your game, but playing with different
combinations of foes is key to creating a
campaign full of engaging fights. When you create
a new combat encounter, choose one of the following players to gang up on the boss first. For this model, the
models to mix things up. boss may have a CR of roughly half of the total challenging
benchmark while the total CRs of the lieutenants equal the
SINGLE BIG MONSTER other half.
A group of heroes defying death in the face of a colossal
monster is a classic fantasy trope that is easy to replicate in DOUBLE TROUBLE
a combat encounter. However, a standard single monster One way to run a big monster without worrying about it
is always at a disadvantage when facing an entire group getting pinned down and killed too easily is to use two big
of PCs (see Understanding Action Economy sidebar). monsters. Two monsters of the same type keep the PCs’
A solo monster might be a solid threat when facing four attention split, forcing them to protect their vulnerable
or five PCs if its CR is either equal to the average level of allies. For this model, the two big monsters might each
the PCs for 1st to 4th level PCs or up to five higher than have a CR of roughly half the total CRs of the challenging
the average level of the PCs for PCs of 5th level or above. encounter benchmark. If you have six PCs instead of four
When the PCs reach 5th level, they can often neutralize a or five, consider adding a third big monster to the mix,
single creature with spells or class features—especially if each with a CR of 1/3 the total CRs of the challenging
the monster makes an unlucky roll or two. If you’re looking encounter benchmark.
to challenge PCs of 5th level or above, include more than a
single standard monster, or make use of especially tough MATCHED SET OF FOES
legendary monsters.
In this model, the PCs face a group of monsters roughly
Legendary monsters—as in, creatures with legendary
equivalent in number and power to themselves—such
actions (see Legendary Actions in Chapter 2)—are
as five lower-level PCs facing five gnolls. Battles against
designed to face a whole group of PCs even when their
a single type of foe like this are easy to run and provide a
average level is 5th or above. If you’re looking to challenge
a group of PCs at 5th level or above with a single monster,
consider using a legendary monster with a CR equal to the
average PC level + 5.
RUN EASY ENCOUNTERS
BOSS AND LIEUTENANTS It’s tempting to fall into the trap of running only
An effective variation of the big boss monster encounter is challenging combat encounters. Instead, mix in easier
to have the PCs square off against a boss accompanied by encounters against a few weak foes. It gives the PCs
a few lieutenant monsters whose capabilities complement a chance to shine, easily taking down foes they once
the boss. As an example, a mage could be paired with might have feared. Likewise, facing a weak foe opens up
several veteran bodyguards, or a young red dragon could be entertaining opportunities for roleplaying or exploration.
backed up by several kobolds. Shifting between easy and hard combat encounters
This boss and lieutenant model works well when a boss keeps your players excited and energized to see what’s
by themselves could otherwise be neutralized with a single next, rather than wrung out by too many nailbiters.
spell or ability. Even in this situation, however, expect

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.

Customizing Combat Silver Dragon


Wyrmling
As a GM, you can craft exciting combat encounters
customized to the needs of your players and campaign.
You can find additional guidance on this subject in the
Game Master's Guide and other Kobold Press releases, but
two of the most broadly used customization tools are
included here for ease of use.

• Your players’ characters have extra magic items,


OPTIONAL RULE: DOOM resources, optimized statistics, or similar aspects that
At the start of each combat encounter, the GM gains a make them tougher than average PCs.
special resource called Doom based on the CR of the • If the encounter is particularly significant to the story,
encounter, as detailed in the Doom by Encounter Tier
such as the fight against the leader of an antagonistic
table. The GM can use Doom to influence the results of
organization working against the PCs, the final fight
creature die rolls, turning the tide on the PCs or helping
of a major story arc, or a climactic fight against a
a creature last just one turn longer. The GM can spend
powerful antagonist.
Doom in the following ways:
• Give a creature advantage on an attack roll. DOOM BY ENCOUNTER TIER
• Give a PC disadvantage on a save. ENCOUNTER CR DOOM
• Once per encounter, refresh, recharge, or otherwise 0–4 1
gain one additional use of a limited-use feature, such 5–8 2
as a dragon’s Breath Weapon, a legendary creature’s 9–12 3
Legendary Resistance, or a spell in a
13–16 4
mage’s Spellcasting.
17–20 5
Doom is optional and exists to give creatures some extra 21+ 6
staying power against particularly powerful, crafty, or
resourceful PCs. Keep in mind, Doom doesn’t have to be
used in every combat encounter. As a GM, consider using
Doom in an encounter if: MODIFYING MONSTERS
• The combat encounter is likely the only combat This book contains monsters suitable for all manner
encounter the PCs will face that day, and the PCs are of adventures and encounters, but it can’t account for
well-rested. every possible scenario. When you can’t find the perfect
• You have multiple experienced players. monster for your encounter, the easiest option is to find
a comparable monster in this book, then use one of the
• You have more than four players.
following strategies to customize that monster to fit.

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).

Elements of a Stat Block EXPERIENCE POINTS (XP)


Experience points (XP) represent the knowledge a PC
The information you need to use a creature in your game is gains from completing tasks, fulfilling quest objectives,
organized into an easy-reference format called a statistics and a variety of other activities, including defeating
block or stat block. This section describes the meaning of
the terms in a stat block and the contents of each heading
within the stat block. Note that each creature’s stat block EXPERIENCE POINTS BY CHALLENGE RATING
has been written and organized with an eye toward making CR XP CR XP CR XP
creatures faster and easier to use during your game, 0 10 9 5,000 21 33,000
including displaying the precalculated results for ability 1/8 25 10 5,900 22 41,000
checks, damage, ability scores, and other calculations.
1/4 50 11 7,200 23 50,000
1/2 100 12 8,400 24 62,000
NAME 1 200 13 10,000 25 75,000
This is what most people call this kind of creature. Some 2 450 14 11,500 26 90,000
creatures have alternate names, regional names, or even 3 700 15 13,000 27 105,000
specific titles, all of which are included in its lore.
4 1,100 16 15,000 28 120,000
5 1,800 17 18,000 29 135,000
6 2,300 18 20,000 30 155,000
7 2,900 19 22,000
8 3,900 20 25,000

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.

LANGUAGES ABILITY MODIFIERS


The languages that a creature can speak are listed in Every creature has six ability modifiers: Strength (STR),
alphabetical order. If a creature can understand a language Dexterity (DEX), Constitution (CON), Intelligence (INT),
but can’t speak it, that is noted on this line. A “—” Wisdom (WIS), and Charisma (CHA). These modifiers are
indicates that a creature neither speaks nor understands used to determine pre-calculated elements of a stat block,
any language. Most languages are specific to a particular such as attack and damage. More importantly, the GM uses
heritage or culture; a few are based on faith, commerce, or them whenever a creature must make:
traveler’s tongues. Some of the creatures in this book know • A save. The GM rolls a d20 and adds the relevant ability
or speak the Machine Speech or Void Speed languages, modifier.
which can be substituted for other languages if these • An ability check. The GM rolls a d20 and adds
languages don’t fit in your world. whichever ability modifier is most relevant.
Machine Speech. This is a language of Constructs and is
If a creature is particularly good at checks and saves
made up of clicks, whistles, scrapes, and clangs. It is often
involving a certain ability, the creature’s proficiency bonus
difficult to understand and nearly impossible to speak
(PB) has already been added into the ability modifiers
for most creatures that aren’t Constructs. If Machine
presented in the stat block. You don’t need to add PB to
Speech isn’t a language in your world, you can substitute
any number in a stat block—it is already included.
Machine Speech with any language specific to machines or
Constructs and understood almost exclusively by them.
Void Speech. This is a language of the corrupt realms TRAITS
beyond the mortal world and often used in malign magic. Traits are a creature’s special characteristics that are likely
It is spoken by vile things that are often malevolent toward to be relevant in combat. These are often passive features
Humanoids and their allies and by those who seek to bring the creature has, such as the ability to breathe underwater
about the ruinous apocalypse of the dark gods. If Void or increased Stealth in particular types of terrain. In a stat
Speech isn’t a language in your world, you can substitute block, traits appear after a creature’s ability modifiers but
Void Speech with any ancient language with an evil or before any actions.
apocalyptic reputation or with Deep Speech. Is It Magical or Not? Creatures have a variety of magical
and nonmagical traits and other features. If a trait or
feature is described as working like a spell, then it is
considered magical and doesn't function inside an area
where magic doesn't function, such as the area of the
antimagic field spell. If a trait or feature doesn't name a spell

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

Creature Types the case, an Aberration’s existence is often at odds with


the natural workings of the world, causing the Aberration
near-constant discomfort or causing the natural world to
A creature’s type describes its fundamental nature. Certain
shun it, reality to warp around it, or nature to otherwise
spells, magic items, class features, and other effects interact
move away from it.
in special ways with creatures of a particular type. For
example, an arrow of dragon slaying deals extra damage to
ENCOUNTER LOCATIONS
creatures of the Dragon type, such as red dragons, dragon
turtles, and wyverns. This section includes definitions, Most Aberrations aren’t naturally part of the Material
allies, common traits and themes, and typical encounter Plane and end up there due to an accident, as part of a plan
locations for each of the creature types in this book. Each to hunt creatures or sow chaos, as the result of a magical
type section also includes a table of each creature of that catastrophe or anomaly, or a similar translocation. Because
type in this book along with its CR, its common allies, of this, Aberrations are typically part of a larger scheme or
where you can find it in this book, and how to pronounce plot. They might be the masterminds behind a decades‑long
its name. scheme of disruption, they might seek magical power in
places where the veil between the Void and the Material

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

CELESTIAL CR ALLIES PRONUNCIATION


Angel, Deva 10 Guardian nagas, righteous Humanoids, and other angels AYN-juhl, DEE-vuh
Angel, Planetar 16 Other angels AYN-juhl, PLAN-eh-tar
Angel, Solar 21 Other angels AYN-juhl, SOH-lar
Couatl 4 * koo-AH-tuhl
Pegasus 2 Angels, blink dogs, and righteous Humanoids PEG-uh-suhs
Unicorn 5 Archdruids, druids, dryads, elves, and pure-hearted Humanoids YOO-nuh-korrn

*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

Octopus, Giant 1 AHK-tuh-puhs, jEYE-uhnt Snake, Poisonous 1/8 snayk, POY-zuhn-uhs

Orca 3 orrk-uh Snake, Swarm of 2 snayk, sworm uhv POY-zuhn-


Poisonous Snakes uhs snaykz
Owl 0 owl
Spider 0 spEYE-dir
Owl, Giant 1/4 owl, jEYE-uhnt
Spider, Giant 1 spEYE-dir, jEYE-uhnt
Panther 1/4 PAN-thir
Spider, Giant Wolf 1/4 spEYE-dir, jEYE-uhnt wulf
Pony 1/8 POH-nee
Stirge 1/8 sturj
Quipper 0 KWIP-ir
Tiger 1 TEYE-gir
Quipper, Swarm 1 KWIP-ir, sworm uhv KWIP-ir
of Quippers Tiger, Saber-Toothed 2 TEYE-gir, SAY-bur-tootht

Rat 0 rat Vulture 0 VUHL-tchur

Rat, Giant 1/8 rat, jEYE-uhnt Vulture, Giant 1 VUHL-tchur, jEYE-uhnt

Rat, Swarm of Rats 1/4 rat, sworm uhv ratz Weasel 0 WEE-zuhl

Raven 0 RAY-vihn Weasel, Giant 1/8 WEE-zuhl, jEYE-uhnt


Wolf 1/4 wulf
Wolf, Dire 1 wulf, dEYEr

ENCOUNTER LOCATIONS specific material, and have some magical connection to


their creators. This connection might be that the golem was
Many Celestials aren’t naturally from the Material Plane
made from the remains of the creator’s loved one, made
and visit only on specific missions with particular goals
with some of the creator’s blood, made from an object with
in mind. Because of this, Celestials encountered on the
great sentimental significance to the creator, or made with
Material Plane are usually protecting or watching over
some other object or material personal to the creator.
sites dedicated to deities of light and goodness, quietly
observing locales where events of cosmic significance are
ALLIES
taking place, or encouraging mortals to rise up against
tyranny and oppression. A Construct is a created being often with specific
instructions imprinted into its consciousness during
creation. As such, Constructs rarely choose their allies, at
CONSTRUCTS least initially. Constructs that still serve their creators are
Constructs are made, not born. Often built of metal, stone, typically allied with those creators, their creator’s allies and
or wood, some are charged by their creators to follow a servitors, and other like-minded creatures. Constructs that
simple set of instructions, while others are given sentience no longer serve their creators—often due to the creator’s
and think independently. Golems, mechadrons, and death or imprisonment—might ally with creatures similar
clockwork creatures are iconic Constructs. to their creators or with creatures serving the creator’s
Golem Tag. Golems are constructs that are almost always goals. Constructs created for a specific purpose then left
humanoid in shape, are typically crafted wholly out of a to it by their creators, such as a Construct instructed to

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

CONSTRUCT CR ALLIES PRONUNCIATION


Animated Objects, 1 Humanoids, gargoyles, and other animated objects AN-ih-mAYt-ed AHB-jeks, AN-ih-
Animated Armor mAYt-ed AR-morr
Animated Objects, Flying 1/4 Humanoids, gargoyles, and other animated objects AN-ih-mAYt-ed AHB-jeks, FLEYE-
Sword eeng sorrd
Animated Objects, Rug of 2 Humanoids, gargoyles, and other animated objects AN-ih-mAYt-ed AHB-jeks, ruhg uhv
Smothering SMUH-thir-eeng
Golem, Clay 9 Acolytes, cultists, priests, and other religious Humanoids GOH-lehm, clay
Archmages, master alchemists, and other
Golem, Flesh 5 GOH-lehm, flesh
magically or alchemically inclined Humanoids
Golem, Iron 16 Spellcasting creatures GOH-lehm, EYE-urn
Golem, Stone 13 Spellcasting creatures GOH-lehm, stohn
Homunculus 0 Spellcasting Humanoids huh-MUHN-kew-lUHs
Living Colossus 15 Acolytes, commoners, priests, and other LIHV-eeng koh-LAH-suhs
Humanoids under its protection
Mechadron, Dupladron 1/2 * MEHK-uh-drAHn, DOO-pluh-drAHn
Mechadron, Solodron 1/8 * MEKH-uh-drAHn, SOH-loh-drAHn
Mechadron, Tetradron 6 * MEKH-uh-drAHn TEH-truh-drAHn
Mechadron, Tripladron 4 * MEHK-uh-drAHn, TRIH-pluh-drAHn
Robot, Drone 1/2 * ROW-baht, drohn
Robot, Warden 3 * ROW-baht, WORR-dihn
Shield Guardian 7 Spellcasting Humanoids shEEld GAR-dee-uhn

*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.

ELEMENTALS TRAITS AND THEMES


These creatures born of raw elemental chaos can be
humanoid or bestial in shape, although true elementals, Elementals are infused or made of an element, and so their
including the creatures simply called elementals, have physiology is impervious to that element. Similarly, their
no corporeal body beyond the elements from which they bodies are adapted to harsh environments where their
formed. Elementals include beings like azers, genies, element is prevalent. For example, fire-based Elementals
invisible stalkers, and salamanders. often have hair and hide incapable of catching fire,
True Elementals. A “true” elemental is an animate mass of water-based Elementals often have thick hide that retains
its origin element, such as an air elemental whose form is moisture, and earth-based elementals often have iron-hard
howling dust-filled wind or an earth elemental comprised bones or sandy or tar-like blood.
completely of mud and stone. True elementals dissipate
into unbound elemental magic when destroyed. ENCOUNTER LOCATIONS
Elementals rarely appear on the Material Plane, though
ALLIES powerful elemental upheavals may create areas that
Elementals are most comfortable in areas that match their spontaneously give rise to them (a tsunami might spawn
element and typically ally with creatures also comfortable a water elemental, for instance). Elementals gravitate to
in those environments. This means most Elementals ally natural locations where their element is most common
with other Elementals, though many Elementals still find and use their affinity for that environment to defend
allies elsewhere, such as the azer’s kinship with dwarves themselves, inhabiting the darkest depths of the ocean,
through a mutual love of crafting. Regardless of common swimming through pools of lava, or racing the winds
ties, allies of Elementals almost always include creatures through a mountainous ravine.
accustomed to exposure to the elements of their allied

ELEMENTAL CR ALLIES PRONUNCIATION


Azer 2 Dwarves, fire giants AY-zər
Elemental, Air 5 Cloud giants, djinn genies, harpies, giant eagles eh-luh-MEN-tuhl, air
Elemental, Earth 5 Deep gnomes, hinn genies, stone giants eh-luh-MEN-tuhl, urth
Elemental, Fire 5 Azers, efreet genies, fire giants, salamanders eh-luh-MEN-tuhl, fEYEr
Elemental, Water 5 Merfolk, sila genies, storm giants eh-luh-MEN-tuhl, wAH-tər
Gargoyle 2 Urban Humanoids GAR-gOYl
Genie, Djinni 11 Air elementals JEE-nee, jih-nee
Genie, Efreeti 11 Fire elementals JEE-nee, eh-FREE-tee
Genie, Hinn 11 Earth elementals JEE-nee, hIHn
Genie, Sila 11 Water elementals JEE-nee, SEE-luh
Invisible Stalker 6 * IHN-vih-zUH-buhl stah-kər
Magmin 1/2 Magma mephits, salamanders, spellcasting Humanoids MAG-men
Mephit, Dust 1/2 Efreet, fire elementals MEH-fiht, duhst
Mephit, Ice 1/2 Air elementals, frost giants MEH-fiht, EYEs
Mephit, Magma 1/2 Demons, magmin MEH-fiht, MAG-muh
Mephit, Steam 1/4 Spellcasting Humanoids, water elementals MEH-fiht, stEEm
Salamander 5 Fire giants, magmin SAL-uh-man-dər
Xorn 5 * zorrn

*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

FEY CR ALLIES PRONUNCIATION


Blink Dog 1/4 Other Fey, elf foresters and hunters, mastiffs, wolves bleenk dawg
Deathless 9 Night hags DEHTH-lehs
Dryad 1 Other Fey, awakened plants, forest-dwelling Beasts, sprites, treants, drEYE-ad
unicorns, wood heralds
Feral Hunter 3 Demons, mastiffs, wolves, worgs FAIR-uhl HUHN-tər
Fey Guardian 5 Other Fey, Humanoids with a potent destiny fay GAR-dee-uhn
Flinderbeast 4 Green hags, lizardfolk, satyrs FLIHN-dər BEEst
Hag, Ambush 9 Ettercaps, mimics, spiders hag, AM-bush
Hag, Green 3 Forest or swamp-dwelling Humanoids, snakes, spiders, trolls hag, green
Hag, Sea 2 Coastal or sea-dwelling Fey, dragon turtles, plesiosaurs, sahuagin, hag, see
water elementals
Moon Knight 5 * moon nEYEt
Nimbostratus Spirit 2 Bronze dragons, sea hags, storm giants NIHM-boh-STRA-tuhs SPEER-iht
Satyr 1/2 Dryads, owlbears, unicorns SAY-tur
Selang 4 Void-connected cultists and other Humanoids SEE-layng
Selang, Void Piper 4 Void-connected cultists and other Humanoids SEE-layng, voyd pEYE-pər
Selkie 4 Coastal Humanoids, merfolk, merrow SEHL-kee
Sprite 1/4 Forest-dwelling Beasts and Fey, nature-focused Humanoids, sprEYEt
treants, unicorns
Wickerbeast 6 * WIH-kər-BEEst

*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

FIEND CR ALLIES PRONUNCIATION


Chol, Icthol 12 Other chol, creatures that paid for chol services, spellcasting creatures chohl, IHK-thohl
Chol, Czol 5 Other chol, creatures that paid for chol services chohl, zohl
Chol, Uulgol 9 Other chol, creatures that paid for chol services chohl, OHL-gohl
Chol, Trillipol 13 Other chol, creatures that paid for chol services chohl, TRIHL-ih-pohl
Demon, Balor 19 Other demons, chaos-aligned Humanoids DEE-muhn, BAY-lorr
Demon, Dretch 1/4 Demons of greater power, chaos-aligned Humanoids DEE-muhn, drehtch
Demon, Glabrezu 9 Demons of greater power, chaos-aligned Humanoids DEE-muhn, GLA-breh-zoo
Demon, Golmana 7 Demons of greater power, chaos-aligned Humanoids DEE-muhn, GOHL-mah-nuh
Demon, Hezrou 8 Demons of greater power, chaos-aligned Humanoids DEE-muhn, HEHZ-row
Demon, Husk 4 Demons of greater power, chaos-aligned Humanoids DEE-muhn, huhsk
Demon, Marilith 16 Demons of greater power, chaos-aligned Humanoids DEE-muhn, MAIR-ih-leth
Demon, Mire Fiend 5 Demons of greater power, chaos-aligned Humanoids DEE-muhn, mEYEr feend
Demon, Nalfeshnee 13 Demons of greater power, chaos-aligned Humanoids DEE-muhn, nal-FEHSH-nee
Demon, Quasit 1 Demons of greater power, chaos-aligned Humanoids DEE-muhn, KWA-ziht
Demon, Unska 5 Demons of greater power, chaos-aligned Humanoids DEE-muhn, UHN-skuh
Demon, Vrock 6 Demons of greater power, chaos-aligned Humanoids DEE-muhn, vrahk
Demon, Wrack 5 Demons of greater power, chaos-aligned Humanoids DEE-muhn, rak
Devil, Barbed 5 Devils of greater power, Humanoids that have made deals DEH-vil, barbd
Devil, Bearded 3 Devils of greater power, Humanoids that have made deals DEH-vil, BEER-duhd
Devil, Bone 9 Devils of greater power, Humanoids that have made deals DEH-vil, bohn
Devil, Chain 8 Devils of greater power, Humanoids that have made deals DEH-vil, chayn
Devil, Erinyes 12 Devils of greater power, Humanoids that have made deals DEH-vil, air-EN-yeez
Devil, Horned 11 Devils of greater power, Humanoids that have made deals DEH-vil, horrnd
Devil, Ice 14 Devils of greater power, Humanoids that have made deals DEH-vil, EYEs
Devil, Imp 1 Devils of greater power, Humanoids that have made deals DEH-vil, ihmp
Devil, Lemure 0 Devils of greater power, Humanoids that have made deals DEH-vil, LAY-myorr
Devil, Pit Fiend 20 Other devils, Humanoids that have made deals DEH-vil, piht feend
Hag, Night 5 Demons, devils, hags hag, nEYEt
Hell Hound 3 Devils, spellcasting Humanoids hel hownd
Infernal Champion 11 Powerful devils IHN-fir-nuhl CHAM-pee-uhn
Nightmare 3 Devils, Undead spellcasters nEYEt-mair
Rakshasa 13 Urban creatures, especially Humanoids capable of serving it rok-SHA-suh
Succubus/Incubus 4 * SUHK-yoo-buhs / EENK-yoo-buhs

*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.

TRAITS AND THEMES ALLIES

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.

GIANT CR ALLIES PRONUNCIATION


Ettin 4 Brown bears, giant boars, ogres, orcs EH-tihn
Giant, Cloud 9 Giant eagles, rocs, and other birds jEYE-uhnt, klowd
Giant,
9 * jEYE-uhnt, durj-SEENG-ir
Dirgesinger
Giant, Fire 9 Azers, hell hounds, salamanders, and other creatures that dwell in or near volcanoes jEYE-uhnt, fEYEr
Giant, Frost 8 Ice mephits, mammoths, polar bears, winter wolves jEYE-uhnt, frahst
Giant, Hill 5 Forest or hills-dwelling Beasts, manticores, owlbears jEYE-uhnt, hihl
Giant, Stone 7 Basilisks, copper dragons, earth elementals, gricks jEYE-uhnt, stohn
Giant, Storm 13 Bronze and blue dragons, griffons, rocs, and coastal Humanoids jEYE-uhnt, storrm
Ogre 2 Ettins, bugbears, giant boar, goblins, worgs OH-gur
Oni 7 Spellcasting Humanoids OH-nee
Troll 5 Forest or swamp-dwelling Beasts, green hags trohl

*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

TRAITS AND THEMES OOZES


Monstrosities are known for having frightening, Oozes are gelatinous predators without fixed forms, and
unnatural, or unsettling characteristics that other they are eating machines. Often completely mindless, they
creatures, especially Beasts or Humanoids, find disturbing. consume anything they can dissolve with their bodies’
Some blend humanoid and animal traits, others blend natural acids, living or otherwise. Mostly subterranean,
multiple animals, and a few possess a magical, particularly scouring caves and dungeons for refuse, Oozes are happy
dangerous characteristic that clearly sets them apart from to devour any living creatures unlucky enough to get in
other similar animals. Because many Monstrosities are the their way. Black puddings and gelatinous cubes are among
results of magical experimentation or curses, they often the most recognizable Oozes.
possess magical features, such as breath weapons, magical
stares, or even the ability to cast spells, and their bestial ALLIES
forms often belie a shrewd intelligence.
Oozes largely lack the sapience required to forge lasting
bonds. Content to squeeze through tiny gaps and feed on
ENCOUNTER LOCATIONS
moss, detritus, and corpses, Oozes are considered vermin
Monstrosities’ unique bodies make them tougher than by some and share a vermin’s sensibilities. If coaxed into
most other creatures, and many Monstrosities inhabit a trap via a trail of food or similar guile, Oozes might
less‑hospitable environments because of this. Most willingly remain inside the trap for days, weeks, or years,
Monstrosities favor remote, secluded, or well‑sheltered waiting for their next meal to happen by. Many clever
locations like caves, mines, or forlorn sea shores, but a creatures use captured Oozes this way for waste disposal,
Monstrosity claims territory or makes a home anywhere as mindless guards, and as living traps. Though not allies
it can find food, shelter, and safety. While the small in the strictest sense, Oozes are occasionally accompanied
cockatrice might claim a copse of trees as its territory, the by ghosts, specters, or skeletons, as the remnants of Oozes’
titanic kraken may lay claim to an area larger than most victims linger near them after death.
Humanoid kingdoms.

OOZE CR ALLIES PRONUNCIATION


Black Pudding 4 * blak PU-deeng
Crimson Jelly 1/2 Voidlings and void-related creatures KRIHM-sun JEH-lee
Gelatinous Cube 2 * jeh-LAT-eh-nUHs kyoob
Gray Ooze 1/2 * gray ooz
Ochre Jelly 2 * OH-kur JEH-lee

*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

TRAITS AND THEMES towns, particularly in basements, catacombs, or sewers,


where tiny vermin and hapless citizens might feed an
Oozes are semisolid at best and often amorphous.
Ooze indefinitely.
Though some rare Oozes may possess near-human or
higher intelligence, the majority of Oozes lack any type
of mental ability beyond what is required to move toward
their next meal. Many Oozes can remain perfectly still
PLANTS
for unnaturally long periods and protrude parts of their Plants are vegetable creatures, not ordinary flora. Most are
body, called pseudopods, to attack and draw in prey. Other ambulatory, some are carnivorous, and many are sentient.
Oozes simply move inexorably toward something they Most Plants are naturally occurring creatures on the
believe they might consume with reckless abandon. Most Material Plane, while some gain sentience through druidic
Oozes naturally dissolve any creature they touch, making magic or planar influence in parts of the world where the
them dangerous to those they ambush or that can’t veil between planes is thin. The quintessential Plants are
outpace them. the shambling mound and the treant. Fungal creatures,
such as shriekers and mycolids, also fall into this category.
ENCOUNTER LOCATIONS
ALLIES
Most Oozes can be found below ground and in fetid,
inhospitable places. Crumbling corridors of ancient cities Due to Fey’s innate connection with the natural world,
may be swarmed with Oozes feasting on rotting tapestries Plants often ally with Fey that inhabit the same areas,
and wood, while lightless tunnels of sprawling dungeons defending or working alongside those Fey to protect
may contain numerous Oozes that devour fresh corpses. their homes. Plants also tend to ally with Beasts, friendly
In extremely rare cases, Oozes can be found in cities or Monstrosities, and other Plants, creating symbiotic

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

relationships or communities with those other creatures. ENCOUNTER LOCATIONS


Rarely, Plants can be cultivated as engines of war by
Plants are found in thickly overgrown areas above and
Humanoids, tasked with collapsing walls and boring
below ground, such as glades, forests, grasslands, and
through defenders with their gnarled roots.
fungal-infested caverns. Only rarely are Plants found in
urban regions unless they are laying siege to entrenched
TRAITS AND THEMES enemies on behalf of Fey or Humanoids. Fungal Plants
Creatures of the Plant type tend to be primarily comprised tend to prefer dim, dark, or damp areas, like caves,
of vegetation or share numerous traits with mundane sewers, and the deepest forests and rainforests.
plants. Some Plants have characteristics in common with
Beasts or Humanoids or even have bestial or human‑like
shapes, but these are still comprised primarily of UNDEAD
vegetation like other Plants. However, most Plants look Undead are creatures that died and were brought to a state
identical or very similar to mundane plants of a similar of nightmarish undeath through necromantic magic,
type when they remain completely motionless, allowing curses, or divine intervention. Without concern for food or
them to hide from predators and ambush prey. Plant shelter, Undead are driven by darker urges: to avenge their
physiology and their mobility also make them hardier and deaths, to feed an insatiable hunger for flesh, to share their
less susceptible to changes in their environments when pain with the living, or to obey the magical commands
compared to mundane plants. of other creatures. This creature type includes mindless
animated corpses like zombies and skeletons, potent
predators like vampires and ghouls, bodiless tormented
souls like ghosts and specters, and powerful beings who
sought undeath for power like liches and mummy lords.

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.

UNDEAD CR ALLIES PRONUNCIATION


Balara 6 Druids ba-LAH-ruh
Death Knight 8 Liches, vampires dehth nEYEt
Ghost 4 * gohst
Ghoul 1 Other ghouls, liches, vampires gool
Ghoul, Ghast 2 Other ghouls, liches, vampires gool, gast
Lich 21 Ghouls, skeletons, zombies lihch
Lich, Virtuoso 12 Urban-dwelling Humanoids, allies it had in life lihch, vur-choo-OH-soh
Mummy 3 Mummy lords muh-mee
Mummy, Lord 15 Mummies, skeletons, zombies muh-mee, lorrd
Shadow 1/2 * SHA-doh
Skeleton 1/4 More powerful Undead, spellcasting Humanoids ske-LEH-tuhn
Skeleton, Minotaur 2 More powerful Undead, spellcasting Humanoids ske-LEH-tuhn, MIHN-uh-tar
Skeleton, War Horse 1/2 More powerful Undead, spellcasting Humanoids ske-LEH-tuhn, WORR horrs
Specter 1 Wraiths SPEK-tir
Vampire 13 Death knights, ghouls, skeletons, vampire spawn, vampire thralls, zombies VAM-pEYEr
Vampire, Spawn 5 Ghouls, skeletons, zombies, vampires, vampire thralls VAM-pEYEr, spawn
Wight 3 Zombies weyet
Will-o'-Wisp 2 Green hags, night hags wil-OH-wihsp
Wraith 5 Specters rayth
Zombie 1/4 More powerful Undead, spellcasting Humanoids ZAHM-bee
Zombie, Ogre 2 More powerful Undead, spellcasting Humanoids ZAHM-bee, OH-gur

*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.

STR DEX CON INT WIS CHA


+5 −1 +6 +8 +6 +4

Aberrant Resilience. The aboleth is resistant to the


charmed, frightened, paralyzed, and stunned conditions,
and it has advantage on saves against spells or
effects that would alter its form.
Amphibious. The aboleth can breathe air and water.
Legendary Resistance (3/Day). If the aboleth fails
a save, it can choose to succeed instead.
Probing Telepathy. If a creature the aboleth can see
communicates telepathically with the aboleth, the
aboleth learns the creature’s greatest desires.
Slime Pox. Characterized by the slimy pustules
that erupt across the victim’s body, slime
pox is a disease that infects creatures
attacked by an aboleth or that come into
contact with an aboleth’s slime. Until the Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one
disease is cured, the infected creature target. Hit: 15 (3d6 + 5) bludgeoning damage.
can breathe air and water, can’t regain
Psychic Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one
HP except when underwater, and takes
target. Hit: 14 (3d6 + 4) psychic damage.
6 (1d12) acid damage for every 1 hour it
remains outside of water or without moisture applied to its Psychic Torrent (Recharge 5–6). The aboleth floods the
skin. Every 24 hours that elapse, the infected creature must minds of up to three creatures it can see within 60 feet of it
make a DC 16 CHA save. Each time a creature fails this save, with random and horrific memories from its eons-long life.
it views the infecting aboleth more and more favorably, Each target must make a DC 16 WIS save. On a failure, a
becoming the aboleth’s doting and protective thrall after creature takes 49 (14d6) psychic damage and is incapacitated
three failed saves. The successes and failures don’t need until the end of its next turn, as its mind reels from the
to be consecutive, but once a creature has acquired three torrent of images, thoughts, and memories. On a success, a
of a kind, it no longer has to make this save, resulting in creature takes half the damage and isn’t incapacitated.
either the creature becoming a thrall of the aboleth or an
autonomous—though infected—creature. Slime pox can be LEGENDARY ACTIONS
cured only by the heal spell or similar magic. The aboleth can take 3 legendary actions, choosing from the
Slimy Skin. The aboleth is coated in an otherworldly mucus. options below. Only one legendary action option can be used
A creature that touches the aboleth or that hits it with a at a time and only at the end of another creature’s turn. The
melee attack while within 5 feet of it must succeed on a DC aboleth regains spent legendary actions at the start of its turn.
16 CON save or be infected with slime pox (see the Slime Detect. The aboleth automatically detects every creature and
Pox trait). trap within 60 feet of it, pinpointing the current location of
each.
ACTIONS
Swim. The aboleth swims up to half its speed without
Multiattack. The aboleth makes three Tentacle or Psychic provoking opportunity attacks.
Bolt attacks. If two Tentacle attacks hit one target, the target Slime Drain (Costs 2 Actions). One creature infected with
must succeed on a DC 16 CON save or contract the slime slime pox within 30 feet of the aboleth takes 10 (3d6) acid
pox disease (see the Slime Pox trait). damage, and the aboleth regains HP equal to the damage
the creature takes.

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.

STR DEX CON INT WIS CHA


+4 +4 +4 +3 +9 +9

Angelic Resilience. The deva is resistant to radiant damage


and to bludgeoning, piercing, and slashing damage from
nonmagical attacks. In addition, it is immune to exhaustion
and the charmed and frightened conditions.
Angelic Senses. The deva can pinpoint the location of
Aberrations, Celestials, Fiends, and Undead within 30 feet of
it and knows if a place or object it can sense is consecrated
or desecrated.
Angelic Weapons. The deva’s weapon attacks are magical.
When the deva hits with any weapon, the weapon deals an
extra 4d8 radiant damage (included in the attack).
Immortal Nature. The deva doesn’t require food, drink,
or sleep.
Magic Resistance. The deva has advantage on saves against
spells and other magical effects.
Reviving Prayer. The deva spends 10 minutes praying to its

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 —

STR DEX CON INT WIS CHA


+3 +2 +0 −5 −4 −5

Antimagic Susceptibility. The rug is incapacitated while in


the area of an antimagic field. If targeted by dispel magic, the
rug must succeed on a CON save against the caster’s spell
save DC or fall unconscious for 1 minute.

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.

Nature Perverted. While most balara are spawned by REACTIONS


enraged druids, some balara form spontaneously when the Relentless Pursuit.
crime against nature is great, such as a magical fog seeping When a creature the
out from a wizard’s laboratory and wiping out all the balara can see moves
animals in a nearby forest. Spontaneously formed balara away from it, the
typically hunt down the creatures most responsible before balara can move up to
going on a rampage, killing any humanoids they encounter. half its speed toward that
creature. This movement
doesn’t provoke
Balara CR 6 opportunity attacks.
Large Undead
Armor Class 17 (natural armor)
Hit Points 114
Speed 30 ft.
Perception 14 Stealth 12
Resistant necrotic
Immune charmed, frightened | Undead Resilience
Senses darkvision 60 ft.
Languages understands the languages of its creator but can’t
speak

STR DEX CON INT WIS CHA


+3 +2 +2 −2 +2 −1

Terrifying Luminance. When a creature that can see the


balara’s glowing ribcage starts its turn within 30 feet of the
balara, the balara can force it to make a DC 14 WIS save if
the balara isn’t incapacitated and can see the creature. On
a failure, the creature is frightened until the start of its next
turn, as the visions, fear, and pain of the last moments of
several animals flash through its mind. While frightened, the
creature’s speed is reduced to 0, and it can’t use reactions.
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
see the balara until the start of its next turn, when it can
avert its eyes again. If the creature looks at the balara in the
meantime, it must immediately make the save.

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

STR DEX CON INT WIS CHA


+10 +3 +4 −2 +6 +1

Lightning Absorption. Whenever the behir is subjected to


lighting damage, it takes no damage and instead regains a
number of HP equal to the lightning damage dealt.
Monstrosity Resilience. The behir is resistant to exhaustion
and to the frightened condition.

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.

BLINK DOG FAMILIARS


The blink dog’s curiosity and fiercely loyal nature
lead some of them to serve spellcasters as familiars,
especially if that spellcaster performed a great service
to the blink dog’s pack. Blink dogs that serve as
familiars have the following trait.
Familiar. The blink dog can serve another creature
as a familiar, forming a magic, telepathic bond with
that willing companion. While the two are bonded,
the companion can sense what the blink dog senses
as long as they are within 1 mile of each other. While
the blink dog is within 10 feet of its companion, the
companion shares the blink dog’s Fey Resilience trait. At
any time and for any reason, the blink dog can end its
service as a familiar, ending the telepathic bond.

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

STR DEX CON INT WIS CHA


+4 +2 +2 −1 +3 +0

Monstrosity Resilience. The centaur is resistant to


exhaustion and to the frightened condition.
Trampling Charge. If the centaur moves at least 30 feet
straight toward a creature and then hits it with a
Pike attack on the same turn, that target must
succeed on a DC 14 STR save or be knocked
prone. If the target is prone, the centaur
can make one Hooves attack against it as a
bonus action.

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.

STR DEX CON INT WIS CHA


+3 +1 +4 +9 +3 +7

Acidic Weapons. As the czol, except the icthol’s weapon


deals an extra 4d8 acid damage.
Magic Resistance. As the czol.

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.

Carrion Eaters. Chuuls prefer carrion and can be


found scavenging old shipwrecks, consuming the leftovers
from larger predators, or even leaving their own kills to
rot in sunken caves or along coastlines. A beached whale
carcass often attracts multiple chuul to the site.

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

STR DEX CON INT WIS CHA


+4 +0 +3 −3 +2 −3

Aberrant Resilience. The chuul is resistant to the charmed,


frightened, paralyzed, and stunned conditions, and it has
advantage on saves against spells or effects that would alter
its form.
Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses and can pinpoint the location
of magic within 120 feet of it. If it senses magic and can see
the creature or object bearing the magic it senses, it sees a
faint aura around that creature or object.

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 —

STR DEX CON INT WIS CHA


−4 +4 +0 −5 +0 −1

Amorphous. The crimson jelly can move through


space as narrow as 1 inch wide without squeezing.
Blood Sense. The crimson jelly can pinpoint, by
scent, the location of creatures that aren’t Constructs
or Undead and that don’t have all of their HP within
60 feet of it and can sense the general direction of
such creatures within 1 mile of it.
Ooze Nature. The crimson jelly doesn’t require sleep.
Ooze Resilience. The crimson jelly is resistant to the
restrained condition, and it is immune to exhaustion
and to the blinded, charmed, deafened, frightened,
and prone conditions.

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.

STR DEX CON INT WIS CHA BONUS ACTIONS


+2 +2 +2 −4 +1 −2
Dual Bark. The death dog’s two heads bark at creatures in
two 15-foot cones. Each creature in the area of a cone must
Monstrosity Resilience. The death dog is resistant to succeed on a DC 12 CON save or be deafened until the
exhaustion and to the frightened condition. end of its next turn. If the cones overlap each other, each
Multiple Heads. The death dog has two heads and is creature in overlapping cones must make only one save with
resistant to the blinded, charmed, deafened, frightened, disadvantage rather than one save for each cone.
stunned, and unconscious conditions.

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

STR DEX CON INT WIS CHA


+4 +0 +3 +1 +5 +4

Disgraced Rejuvenation. Unless redeemed, a destroyed


death knight returns in 1d4 days, regaining all its HP and
becoming active again within 10 feet of where it died.
Magic Resistance. The death knight has advantage on saves
against spells and other magical effects.
Undead Nature. The death knight doesn’t require air, food,
drink, or sleep.
Undead Resilience. The death knight is immune to poison
damage, to exhaustion, and to the poisoned condition.

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

STR DEX CON INT WIS CHA


+4 +1 +4 +5 +7 +1

Fey Resilience. The deathless is resistant to the charmed and


unconscious conditions.
Regeneration. The deathless regains 10 HP at the start of its
turn if it has at least 1 HP and at least 1 of its nesting dolls is
intact.

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.

STR DEX CON INT WIS CHA


+4 +3 +2 −1 +1 +2

Demonic Resilience. The golmana is resistant to cold, fire,


and lightning damage. In addition, it is immune to poison Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
damage and to the poisoned condition. Hit: 13 (2d8 + 4) piercing damage.

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.

STR DEX CON INT WIS CHA


+7 +3 +8 −3 +4 +1

Amphibious. The hezrou can breathe air and water.


Demonic Resilience. The hezrou is resistant to cold, fire,
and lightning damage. In addition, it is immune to
poison damage and to the poisoned condition.
Magic Resistance. The hezrou has advantage
on saving throws against spells and other
magical effects.
Speak with Frogs and Toads. The hezrou can
communicate with frogs and toads as if they
shared a language.
Standing Leap. The hezrou’s long
jump is up to 20 feet and its high
jump is up to 10 feet, with or
without a running start.

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.

STR DEX CON INT WIS CHA


+1 +5 +3 −2 −1 −3

Amorphous. The husk demon can move through a


space as narrow as 1 inch wide without squeezing.
Demonic Resilience. The husk demon is resistant to
cold, fire, and lightning damage.
In addition, it is immune to
poison damage and to the
poisoned condition.
Magic Resistance. The husk
demon has advantage on
saves against spells and
other magical effects.

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

STR DEX CON INT WIS CHA


+2 +6 +4 −3 +2 –2

Amphibious. The mire fiend can breathe air and water.


Demonic Resilience. The mire fiend is resistant to cold, fire,
and lightning damage. In addition, it is immune to poison
damage and to the poisoned condition.
Magic Resistance. The mire fiend has advantage on
saves against spells and other magical effects.
Pack Tactics. The mire fiend has advantage on
attack rolls against a creature if at least one
of the mire fiend’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
Swamp Camouflage. The mire fiend’s
Stealth is 21 while in swampy terrain.

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.

Nalfeshnee CR 13 Magic Resistance. The nalfeshnee has advantage on saves


against spells and other magical effects.
Large Fiend (Demon)
Armor Class 18 (natural armor) ACTIONS
Hit Points 196 Multiattack. The nalfeshnee makes one Bite attack, one Gore
Speed 20 ft., fly 30 ft. attack, and two Claw attacks.
Perception 16 Stealth 10 Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Resistant bludgeoning, piercing, and slashing damage from Hit: 28 (4d8 + 5) piercing damage. If this attack hits a
nonmagical attacks | Demonic Resilience frightened creature, the nalfeshnee regains HP equal to half
Immune Demonic Resilience the damage dealt.
Senses truesight 120 ft. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Languages Abyssal, telepathy 120 ft. target. Hit: 19 (4d6 + 5) slashing damage.
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 21 (3d10 + 5) piercing damage, and the target must
succeed on a DC 16 STR save or be knocked prone.
+5 +0 +11 +8 +6 +7
BONUS ACTIONS
Demonic Resilience. The nalfeshnee is resistant to cold, fire,
Teleport. The nalfeshnee magically teleports, along with
and lightning damage. In addition, it is immune to poison
any equipment it is wearing or carrying, up to 60 feet to an
damage and to the poisoned condition.
unoccupied space it can see.
Horrific Nimbus. The nalfeshnee magically emits
scintillating, multicolored light that disorients and frightens REACTIONS
mortals. Each creature that isn’t an Aberration, Celestial, or
Sudden Feast. When a creature the nalfeshnee can see within
Fiend and that starts its turn within 15 feet of the nalfeshnee
20 feet of it is reduced to 0 HP or dies, the nalfeshnee can
must succeed on a DC 16 WIS save or be frightened until
move up to its speed toward the creature without provoking
the start of its next turn. A creature that fails the save by 5 or
opportunity attacks then feast on the creature, if it moves
more must take the Dash action on its turn and move away
to within 5 feet of the creature. The nalfeshnee regains
from the nalfeshnee by the safest available route, unless
HP equal to twice the creature’s CR or class level, and the
there is nowhere to move.
creature has disadvantage on the next death save it makes, if
it is making death saves.

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

STR DEX CON INT WIS CHA


+3 +2 +2 −1 +0 +2

Demonic Resilience. The unska is resistant to cold, fire,


and lightning damage. In addition, it is immune to poison
damage and to the poisoned condition.
Magic Resistance. The unska has advantage on saves against
spells and other magical effects.

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

ACTIONS Startling Screech. The vrock emits a horrific screech at


one creature it can see within 30 feet of it. The target must
Multiattack. The vrock makes one Beak attack and two Talon succeed on a DC 14 CON save or be able to take either an
attacks. action or bonus action on its turn, not both, and it can’t take
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. reactions.
Hit: 12 (2d8 + 3) piercing damage.

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.

STR DEX CON INT WIS CHA


+4 +5 +1 +2 +4 −1

Demonic Resilience. The wrack demon is resistant to cold,


fire, and lightning damage. In addition, it is immune to
poison damage and to the poisoned condition.
Magic Resistance. The wrack demon has advantage on saves
against spells and other magical effects.

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

STR DEX CON INT WIS CHA


+2 +3 +4 +0 −2 −3

Blood Frenzy. The void eater has advantage on melee attack


rolls against any creature that doesn't have all its HP.
Magic Resistance. The void eater has advantage on saves
against spells and other magical effects.
Relentless (Recharges after a Short or Long Rest). If the void
eater takes 10 damage or less that would reduce it to 0 HP, it is
reduced to 1 HP instead.
REACTIONS
Sunlight Sensitivity. While in sunlight, the void eater has
disadvantage on attack rolls, and its Perception is 3 when Otherworldly Feast. When a creature the derro can see
perceiving by sight. within 5 feet of it takes damage (including itself), the derro
can magically absorb some of the life energy spilling from
Void-Touched Weapons. The void eater’s weapon attacks
the creature. The creature that took the damage must
are magical. When the void eater hits with any weapon, the
succeed on a DC 13 CON save or the derro gains temporary
weapon deals an extra 2d6 necrotic damage (included in the
HP equal to half the damage the creature took.
attack).

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.

STR DEX CON INT WIS CHA


+5 +2 +4 −1 +2 +0

Devil’s Sight. Magical darkness doesn’t impede the devil’s


darkvision.
Devilish Resilience. The devil is resistant to cold damage
and to bludgeoning, piercing, and slashing damage from
nonmagical attacks. In addition, it is immune to fire damage
and poison damage and to the poisoned condition.
Magic Resistance. The devil has advantage on
saves against spells and other magical effects.
Show Mettle. While it can see a superior devil,
such as a barbed devil, pit fiend, or similar, the
bearded devil has advantage on saves against
being charmed and frightened.

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).

Terrifying Mask. A chain devil’s face is covered in a REACTIONS


mask made of the devil’s own flesh and bones, appearing Unnerving Mask. When a creature the devil can see starts
porcelain. Though the mask appears to be floating above its turn within 30 feet of the devil, the devil can command
the chains surrounding the devil, it is in fact part of the its mask to shift to look like one of the creature’s departed
devil’s own face and can’t be removed. As torturers, chain loved ones or bitter enemies. If the creature can see the
devils instinctively sense what would cause the most terror mask, it must succeed on a DC 15 WIS save or be frightened
in a victim and can reshape their masks to resemble that until the end of its turn.
frightening thing, whether it is the face of a hated enemy,
dying loved one, or nightmarish horror.

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.

STR DEX CON INT WIS CHA


+4 +2 +7 +0 +4 +5

Devil’s Sight. Magical darkness doesn’t impede the


devil’s darkvision.
Devilish Resilience. The devil is resistant to cold damage
and to bludgeoning, piercing, and slashing damage
from nonmagical attacks. In addition, it is immune to fire
damage and poison damage and to the poisoned condition.
Magic Resistance. The devil has advantage on saves against
spells and other magical effects.

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.

STR DEX CON INT WIS CHA


+4 +7 +8 +2 +6 +8

Devilish Resilience. The devil is resistant to cold damage


and to bludgeoning, piercing, and slashing damage from
nonmagical attacks. In addition, it is immune to fire damage
and poison damage and to the poisoned condition.
Disciplined Fighter. At the start of each of its turns, the
erinyes chooses one of the following fighting styles to adopt,
which lasts until the start of the erinyes’s next turn.
• Aggressive. The erinyes has advantage on the first attack
it makes on its turn, but the next attack roll against the
erinyes has advantage.
• Retributive. The next time the erinyes is hit by a melee
weapon attack from a creature within 5 feet of it, the
erinyes can make one Longsword attack against the
attacker (no action required).
• Defensive. The next time erinyes uses the Parry reaction,
it takes only half the damage if the attack hits and
regains 18 (4d8) HP if the attack doesn’t hit.

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.

STR DEX CON INT WIS CHA


+10 +7 +5 +1 +7 +7

Devil’s Sight. Magical darkness doesn’t impede the devil’s


darkvision.
Devilish Resilience. The devil is resistant to cold damage
and to bludgeoning, piercing, and slashing damage from
nonmagical attacks. In addition, it is immune to fire damage
and poison damage and to the poisoned condition. wound increases by 10 (3d6). Any creature can take an action
Magic Resistance. The devil has advantage on saves against to stanch the wound with a successful DC 12 WIS (Medicine)
spells and other magical effects. check. The wound also closes if the target receives magical
healing.
ACTIONS
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft.,
Multiattack. The devil makes two Fork attacks and one Tail one target. Hit: 20 (5d6 + 3) fire damage. If the target is a
attack, or it makes three Hurl Flame attacks. flammable object that isn’t being worn or carried, it also
Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one catches fire.
target. Hit: 19 (3d8 + 6) piercing damage.
BONUS ACTIONS
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 22 (3d10 + 6) piercing damage. If the target is a creature Headbutt. The horned devil slams its horned head into a
other than a Construct or Undead, it must succeed on a DC creature it can see within 5 feet of it. The target must make
17 CON save or lose 10 (3d6) HP at the start of each of its a DC 17 STR save. On a failure, the target takes 7 (2d6)
turns due to an infernal wound. Each time the devil hits the bludgeoning damage and is knocked prone. On a success,
wounded target with this attack, the damage dealt by the the target takes half the damage and isn’t knocked prone.

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.

STR DEX CON INT WIS CHA


+5 +7 +9 +4 +7 +9

Devil’s Sight. Magical darkness doesn’t impede the devil’s


darkvision.
Devilish Resilience. The devil is resistant to bludgeoning,
piercing, and slashing damage from nonmagical attacks. In
addition, it is immune to fire damage and poison damage
and to the poisoned condition.
Magic Resistance. The devil has advantage on saves against
spells and other magical effects.
Snow Walk. The devil 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.

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.

D MONSTER VAULT 100


Devil, Imp
This miniature, red-skinned devil cackles with glee as it flaps
around on feathered wings, snatching up and smashing random
trinkets.
Trickster Devils. Imps enjoy playing pranks on
those nearby, much to the annoyance of other devils. They
can change their shape and become invisible to better
accomplish their pranks or to hide while watching the
outcome. Imps can rarely resist the chance to play a prank
and giggle with glee when victims fall prey to the prank.
Fiendish Familiars. Imps enjoy rare freedom from
the ranks of Hell by becoming familiars to mortal wizards.
While serving as familiars, imps encourage their masters
to play increasingly dangerous pranks on other mortals.
These pranks start small and simple and slowly escalate
until the master has been corrupted by the imp’s influence,
securing the mortal’s soul for Hells’ forces when the
master dies. Some imps take the form of a small beast
or common house animal when serving as a familiar.

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.

101 MONSTER VAULT D


Hellish Rejuvenation. Unlike other outsiders, a lemure that
Devil, Lemure dies in its home plane of the Hells is restored in a new body
in 1d10 days, regaining all its HP and becoming active again.
This pitiful lump of flesh mewls piteously, but a closer The new body appears in the Hells within 1 mile of where it
examination reveals the cruelty in the fiend’s watery eyes. was slain. Only sprinkling holy water on the lemure’s remains
can prevent this trait from functioning.
Least Devil. The least of devils, lemures are the initial
form of all devils and wicked souls that start their existence ACTIONS
in the Hells. Some are promoted and transformed into
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
higher versions of devils shortly after starting life in Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) fire
the Hells, while others spend their entire existences damage.
as lemures. This promotion is typically meted out to
lemures by higher-order devils or archdevils either due BONUS ACTIONS
to the lemure’s accomplishments or the devil’s needs, but Rippling Heat (1/Day). The lemure exudes an aura of
occasionally, a lemure’s sheer ruthlessness, cunning, or extreme heat for 1 minute. Each creature that starts its
despicableness transforms it into another form. turn within 15 feet of the lemure and that isn’t a devil must
succeed on a DC 11 CON save or be weakened until the start
Hellish Rebirth. Lemures are so tied to the Hells that
of its next turn. A weakened creature has disadvantage on
killing them in the Hells doesn’t destroy them like it does
all attack rolls, and it deals only half damage with weapon
most outsiders. Instead, lemures are reborn anew in the attacks that use Strength. A creature that fails this save by 5
Hells, providing nigh-endless troops for devilish armies. or more suffers one level of exhaustion. A creature that has
Superheated Body. Barely more than a vaguely suffered a level of exhaustion from this lemure’s Rippling
humanoid gob of Hell-stuff held together by a wicked Heat can’t suffer another level from this lemure’s Rippling
Heat for 24 hours.
mortal soul or the energies of the Hells, lemures’ bodies
are imbued with the extreme heat prevalent in the Hells.
They can expel this heat in temporary, rippling waves and
through their punches. Devilish leaders send lemures into
skirmishes in timed waves, taking full advantage of the heat
these devils exude.

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

STR DEX CON INT WIS CHA


+2 −2 +1 −3 +0 −4

Devil’s Sight. Magical darkness doesn’t impede the lemure’s


darkvision.
Devilish Resilience. The devil is resistant to cold damage.
In addition, it is immune to fire damage and poison
damage and to the poisoned condition.

D MONSTER VAULT 102


Devil, Pit Fiend
A pair of massive horns crowns the head of
this fanged, red devil. Its long, spined tail
is large enough to topple a horse, while
it swings a bone mace comprised of a
human torso, skull, and spine.
Devil General. Pit fiends serve
as generals for archdevils, leading
entire armies of devils against
demons, celestials, and even the archdevil’s
rivals. A pit fiend’s presence bolsters nearby
devils, who vie for the chance to prove
themselves competent while in clear sight of
the pit fiend.
Ultimate Devil. Pit fiends are one step
away from becoming archdevils themselves—
and just as close to becoming lesser devils should
their masters wish it. Pit fiends that rise in power
enough to become archdevils themselves might gain
that position by successfully overthrowing their
current leader or by seizing power after their
master is slain by a rival.

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.

103 MONSTER VAULT D


Tyrannosaurus Rex. A tyrannosaurus rex is a
Dinosaurs bipedal saurian with relatively short forelimbs, a long,
sweeping tail, and a powerful, crushing jaw. One of the
Towering trees shake, losing leaves, and the ground rumbles as
most aggressive and territorial dinosaurs, tyrannosaurs
massive lizards walk across the land. A roar shatters the air, and
attack with confidence. They bite their prey, shaking it
a large-headed carnivore with teeth the length of longswords
and crushing it with their powerful jaws while walloping
bursts out of the trees and bites at a grazing three-horned lizard.
other creatures with their tails. The dinosaurs attack
Powerful Lizards. Massive lizards found in remote their opponents until they or their opponents are dead.
pockets of the world, dinosaurs comprise some of the Humanoids keep tyrannosaur skulls as trophies just as
largest, most powerful animals without supernatural they might keep a dragon skull.
origins or abilities. They thrive in areas where they are
Velociraptor. A velociraptor is a small, feathered
the largest or most dominant animals, though smaller
dinosaur with vicious, needlelike teeth and hooked claws.
dinosaurs thrive alongside humanoids or in harmony with
An effective pack hunter, the velociraptor rarely travels
other beasts. Even the slightest among them is hardy and
alone. These dinosaurs spread out to surround their prey,
difficult to overpower, shrugging off the worst of blows and
attacking ferociously from blind spots, ripping and tearing
making them a challenge for any hunter.
their targets with their savage hind claws. They are hard
Ankylosaurus. An ankylosaurus is a slow-moving to train and forever plagued by instincts to kill; only the
herbivore with thick, armored hide on its back ending in most foolish and determined humanoids attempt to tame
an armored, club-like tail. Despite this, the ankylosaurus velociraptors. Career caretakers display missing fingers
prefers to avoid confrontation, relying on its armored hide and ghoulish scars as badges of honor.
to protect it from most dangers. They form small family
units and migrate across grasslands, following the seasons
Ankylosaurus CR 4
as they graze.
Large Beast
Plesiosaurus. A plesiosaurus is a reptilian predator
Armor Class 16 (natural armor)
that hunts in the ocean and occasionally in brackish
Hit Points 95
estuaries. It has a broad body powered by four paddle-like
flippers, and its triangular head sits atop a long, slender Speed 30 ft.
neck. It feeds primarily on fish and small marine mammals, Perception 11 Stealth 10
but it won’t pass up an easy meal of merchants, pirates, or Senses —
fisherfolk. Languages —

Triceratops. A triceratops is a three-horned herbivore


STR DEX CON INT WIS CHA
that can fell small trees when nearby grazing is light,
+4 +0 +2 −4 +1 −3
consuming the trees’ succulent leaves. An aggressive
dinosaur, the triceratops is no stranger to combat and
charges any creatures that threaten their young. Even Hardy. Any critical hit against the dinosaur becomes a
normal hit.
triceratops without offspring prove a threat to would-
be predators, who must weigh their hunger against the
triceratops’s sharp horns and ornery temperament.

D MONSTER VAULT 104


ACTIONS
Multiattack. The ankylosaurus makes two Tail attacks.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 17 (3d8 + 4) bludgeoning damage. If the target is a
creature, it must succeed on a DC 14 STR save or be knocked
prone.
Tail Sweep (Recharge 4–6). The ankylosaurus sweeps its
tail, knocking over nearby creatures in a 15-foot cone. Each
creature in the area must make a DC 14 DEX save. On a ACTIONS
failure, a creature takes 27 (6d8) bludgeoning damage and Multiattack. The plesiosaurus makes two Bite attacks.
is pushed up to 15 feet away and knocked prone. On a Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
success, a creature takes half the damage and isn’t pushed Hit: 11 (2d6 + 4) piercing damage.
or knocked prone.
BONUS ACTIONS
REACTIONS
Flipper Slam. While underwater, the plesiosaurus slams its
Defensive Huddle. When a creature the ankylosaurus can flippers together, sending a shockwave of water in a 15-foot
see hits it with a weapon attack, the ankylosaurus hunkers cone. Each creature in the area must succeed on a DC 13
down, shifting its body so that its armored back intercepts CON save or be off-balance until the end of its next turn.
the blow. The ankylosaurus halves the damage from the While off-balance, a creature’s speed is halved, and it has
attack. disadvantage on the first attack roll it makes on each of its
turns.
Plesiosaurus CR 2
Large Beast Triceratops CR 5
Armor Class 13 (natural armor) Huge Beast
Hit Points 60 Armor Class 13 (natural armor)
Speed 20 ft., swim 40 ft. Hit Points 126
Perception 13 Stealth 14 Speed 50 ft.
Senses — Perception 10 Stealth 9
Languages — Senses —
Languages —
STR DEX CON INT WIS CHA
+4 +2 +3 −4 +1 −3 STR DEX CON INT WIS CHA
+6 −1 +3 −4 +0 −3
Hardy. Any critical hit against the dinosaur becomes a
normal hit. Hardy. Any critical hit against the dinosaur becomes a
Hold Breath. The plesiosaurus can hold its breath for 1 hour. normal hit.

105 MONSTER VAULT D


Trampling Charge. If the triceratops moves at least 20
Tyrannosaurus Rex CR 8
feet straight toward a creature and then hits it with a Gore
attack on the same turn, that target must succeed on a DC Huge Beast
14 STR save or be knocked prone. If the target is prone, the Armor Class 13 (natural armor)
triceratops can make one Stomp attack against it as a bonus Hit Points 184
action.
Speed 50 ft.
ACTIONS Perception 14 Stealth 10
Senses —
Multiattack. The triceratops makes two Gore attacks.
Languages —
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 19 (3d8 + 6) piercing damage.
STR DEX CON INT WIS CHA
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone
+8 +0 +4 −4 +1 −1
creature. Hit: 17 (2d10 + 6) bludgeoning 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

D MONSTER VAULT 106


20 feet in a random direction and knocked prone. If the
ACTIONS
thrown target strikes a solid surface, the target takes 3 (1d6)
bludgeoning damage for every 10 feet it was thrown. If the Multiattack. The velociraptor makes one Bite attack and one
target is thrown at another creature, that creature must Claws attack.
succeed on a DC 16 DEX save or take the same damage and Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
be knocked prone. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium
or smaller creature, it is grappled (escape DC 12). Until this
Velociraptor CR 1/2 grapple ends, the target is restrained, and the velociraptor
can’t Bite another target.
Small Beast
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Armor Class 13 (natural armor) target. Hit: 4 (1d4 + 2) slashing damage.
Hit Points 25 Maul. The velociraptor uses its claws to rip into
Speed 30 ft. one creature it is grappling. The target
Perception 13 Stealth 14 must make a DC 12 STR save, taking 10
Senses — (4d4) slashing damage on a failed
Languages — save, or half as much damage on a
successful one.
STR DEX CON INT WIS CHA
−2 +4 +1 −3 +1 −2

Hardy. Any critical hit against the


dinosaur becomes a normal hit.
Pack Tactics. The velociraptor
has advantage on attack rolls
against a creature if at least
one of its allies is within 5 feet of the
target and the ally isn’t incapacitated.

107 MONSTER VAULT D


ACTIONS
Doppelganger Multiattack. The doppelganger makes two Slam or Psychic
Bolt attacks.
The man’s smile melts as his body shifts and reforms into a
featureless gray humanoid that ducks into a darkened alleyway. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
A moment later, a woman steps out from the alley, adjusting a
feathered hat on her head. Psychic Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one
target. Hit: 13 (2d10 + 2) psychic damage.
Skilled Shapechangers. Doppelgangers are the
quintessential shapechangers, taking on the forms of BONUS ACTIONS
anyone they meet and living as those people. They use Change Shape. The doppelganger transforms into a Small
these personas to access protected places, barter with or Medium Humanoid it has seen or back into its true
humanoids, survive alongside humanoids, or to even take form, which is Monstrosity. Its statistics, other than its size
politically significant actions. and speed, are the same in each form. Any equipment it is
wearing or carrying isn’t transformed. It reverts to its true
Well-Traveled. Because they usually leave the victims
form if it dies.
of their schemes alive, doppelgangers change locations
frequently to avoid sustained suspicion about their Read Thoughts. The doppelganger magically reads the
surface thoughts—what is foremost in the mind at the
activities. They require little effort to blend in thanks to
moment—of one creature within 60 feet of it. The effect can
their mind-reading and naturally keen observation.
penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone,
Varied Motivations. Doppelgangers are nearly 2 inches of metal, or a thin sheet of lead blocks it. While the
perfect at deceiving others, but each doppelganger has its target is in range, the doppelganger can continue reading
own motivations. Many doppelgangers enjoy mercenary the target’s thoughts until its concentration is broken (as
spying, some play con games to enrich themselves, a few if concentrating on a spell) or it uses Read Thoughts on a
different target.
use their unique skills to start revolutions, and others
make a trade in blackmail with threats to impersonate
their targets. A rare few apply their talents to murder. Most
simply enjoy living different lives and experiencing the
world in a kaleidoscope of forms.

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.

STR DEX CON INT WIS CHA


+0 +4 +2 +0 +3 +4

Convincing Mimicry (Humanoid Form Only). The


doppelganger can mimic any Humanoid’s body and voice
it has seen and heard nearly perfectly. A creature very
familiar with the individual Humanoid the doppelganger is
pretending to be can tell the doppelganger is an imitation
with a successful DC 20 WIS (Insight) check.
Revealed Intentions. While reading a creature’s mind, the
doppelganger has advantage on CHA checks against the
creature, knows the creature’s current mood, and knows if
the creature speaks a lie. In addition, the doppelganger has
advantage on attack rolls against the creature.

D MONSTER VAULT 108


Dragon Turtle
This colossal turtle, with a snout shaped like a dragon’s, emerges
from the depths of the sea. Its abdomen glows red before it breathes
out and transforms seawater into superheated steam.
Marauders of Sea Lanes. Dragon turtles prey on
major shipping routes. Maritime powers often bribe dragon
turtles with treasures to keep their ships unmolested, and
wise captains carry extra treasure when entering unfamiliar
territory said to contain a dragon turtle.
Deep Lairs. Like the dragons they resemble,
dragon turtles rest and store their acquired
treasure in lairs. Most find underwater
caverns at depths that would crush lesser
creatures, but others adopt the wreckages of
vessels they have destroyed as their lairs.
Indifferent Alliances. Motivated by food and
treasures, dragon turtles are easily convinced into alliances
with aboleths, powerful water elementals, and even undersea
empires of merfolk or sahuagin. As long as the turtles
keep amassing treasure, they remain content with these
arrangements, protecting allies and crushing their enemies.

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

109 MONSTER VAULT D


it intends to keep its promises, but it brooks no defiance
Dragon, Black and slays any who challenge its authority. By the time it
becomes ancient, the dragon has outlived most or all of its
This dragon has glossy black scales and a bony head reminiscent of
original allies, has control of a vast swath of swamp, and
a skull. It snakes its long, sinuous body around a tree and opens
maintains alliances only so long as it pleases the dragon.
its toothy maw in a hissing roar, releasing a spray of acid.
Bullying Dragons. Black dragons are consummate
bullies and aggressively defend their lairs against lesser A BLACK DRAGON’S LAIR
creatures, making examples of those they see as a threat. Black dragons roost in swamps and marshlands. The
This also applies to their mates and their own young, constant exposure to vitriolic acid means they don’t
which flee when they can. If a dragon finds a settlement notice the putrid odors given off by swamp gases, rotting
encroaching on its swampy domain, it first sends its allies vegetation, and other rancid sources. They also choose
to drive the interlopers away, and then it makes a personal these locations because no other dragons would stoop to
visit to destroy what remains. claim this territory. Lizardfolk and other allies often guard
the dragons’ lairs. The centermost portion of their swampy
Cowardly. As bullies, black dragons quail in the face
lairs contain their hoards, typically buried deep beneath
of superior beings, often in the form of larger black
mud, though occasionally displayed by embedding it in a
dragons moving in from other swampy lairs. In some
cypress or swamp oak trunk.
cases, their own young amass enough wealth, power, and
age to challenge their sire—family bonds are frail among
LAIR ACTIONS
black dragons. When necessary, black dragons engage in
ambushes, short raids, and night attacks to undermine On initiative count 20 (losing initiative ties), the dragon
stronger foes. 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:
Gem Hoarders. Black dragons select their treasures
carefully, choosing only treasures that can survive • Acid Blister. Acid wells up from the ground on a point
marshland conditions. Gems persist in the unfavorable the dragon can see within 120 feet of it, covering the
environment, so black dragons collect as many as possible. ground within 15 feet of that point. A creature that
While the dragons don’t have deep caverns for their hoards, enters the area for the first time on a turn or starts its
the shallow waters of the swamps make it relatively simple turn there must succeed on a DC 15 CON save or take
to dredge for stored gems. Even a sprinkling of agates 7 (2d6) acid damage. The blister lasts for 1 minute,
on a mossy rock might be a young black dragon’s hoard, until the dragon uses this lair action again, or until the
brought out to capture the sunlight. dragon dies.

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.

Maturing. Black dragons spend their early years


creating a home in a secluded portion of a swamp and
allying with nearby intelligent creatures lured by
the promise of wealth at the dragon’s side. By the
time the dragon is young,
these partnerships
shift in tone,
with the dragon
becoming more
dominant and
demanding while
also expanding its
territory. An adult
black dragon
assures allies

D MONSTER VAULT 110


• Sucking Mud. The ground beneath up to three
creatures the dragon can see within 120 feet of it turns
to soft mud. Each target must succeed on a DC 15 DEX
save or be restrained by the mud. A creature, including
the restrained target, can take its action to free the
restrained creature by succeeding on a DC 15 STR check.

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.

Young Black Dragon CR 7


Black Dragon Wyrmling CR 2
Large Dragon
Medium Dragon
Armor Class 18 (natural armor)
Armor Class 17 (natural armor)
Hit Points 136
Hit Points 51
Speed 40 ft., fly 80 ft., swim 40 ft.
Speed 30 ft., fly 60 ft., swim 30 ft.
Perception 17 Stealth 15
Perception 14 Stealth 14
Immune acid | poisoned
Immune acid | poisoned
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
+5 +5 +6 +1 +4 +5
+3 +4 +3 +0 +2 +3

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.

111 MONSTER VAULT D


Amphibious. The dragon can
breathe air and water.

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.

Adult Black Dragon CR 14


Huge Dragon
Armor Class 19 (natural armor)
Hit Points 238
Speed 40 ft., fly 80 ft., swim 40 ft.
Perception 22 Stealth 17
Immune acid | poisoned
Senses darkvision 120 ft., keensense 60 ft.
Languages Common, Draconic
ending the effect on itself on a success. If a creature’s save is
STR DEX CON INT WIS CHA successful or the effect ends for it, the creature is immune to
+7 +7 +10 +2 +7 +8 the dragon’s Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5–6). The dragon exhales acid in a
Acidic Vapors. After the black dragon uses its Acid Breath, 60-foot line that is 5 feet wide. Each creature in that line must
acid clings to its mouth, throat, and nostrils for a time, make a DC 18 DEX save, taking 49 (11d8) acid damage on a
evaporating as the dragon breathes. While the dragon’s Acid failed save, or half as much damage on a successful one.
Breath is unavailable, acidic vapors surround it, and each
creature that starts its turn within 20 feet of the dragon must LEGENDARY ACTIONS
succeed on a DC 18 CON save or be poisoned until the start The dragon can take 3 legendary actions, choosing from
of its next turn. the options below. Only one legendary action can be used
Amphibious. The dragon can breathe air and water. at a time and only at the end of another creature’s turn. The
dragon regains spent legendary actions at the start of its turn.
Legendary Resistance (3/Day). If the dragon fails a save, it
can choose to succeed instead. Detect. The dragon automatically detects every creature and
trap within 30 feet of it, pinpointing the current location of
ACTIONS 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. Elemental Roar (Costs 2 Actions). The dragon roars at up
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. to two creatures of its choice within 120 feet of it. Each target
Hit: 18 (2d10 + 7) piercing damage plus 4 (1d8) acid damage. must succeed on a DC 16 CHA save or be vulnerable to acid
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. damage until the end of its next turn. A target resistant to
Hit: 14 (2d6 + 7) slashing damage. acid damage isn’t resistant to it for the duration. A target
immune to acid damage is still immune to it, even if the
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
target fails the save.
Hit: 16 (2d8 + 7) bludgeoning damage.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Frightful Presence. Each creature of the dragon’s choice
Each creature within 10 feet of the dragon must succeed on
that is within 120 feet of the dragon and aware of it must
a DC 20 DEX save or take 14 (2d6 + 7) bludgeoning damage
succeed on a DC 16 WIS save or be frightened for 1 minute.
and be knocked prone. The dragon can then fly up to half its
A creature can repeat the save at the end of each of its turns,
flying speed without provoking opportunity attacks.

D MONSTER VAULT 112


Ancient Black Dragon CR 20 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
Gargantuan Dragon successful or the effect ends for it, the creature is immune to
Armor Class 21 (natural armor) the dragon’s Frightful Presence for the next 24 hours.
Hit Points 355 Acid Breath (Recharge 5–6). The dragon exhales acid in a
Speed 40 ft., fly 80 ft., swim 40 ft. 90-foot line that is 10 feet wide. Each creature in that line
Perception 25 Stealth 18 must make a DC 21 DEX save, taking 67 (15d8) acid damage
on a failed save, or half as much damage on a successful one.
Immune acid | poisoned
Senses darkvision 120 ft., keensense 60 ft. LEGENDARY ACTIONS
Languages Common, Draconic The dragon can take 3 legendary actions, choosing from
the options below. Only one legendary action can be used
STR DEX CON INT WIS CHA at a time and only at the end of another creature’s turn. The
+9 +8 +13 +3 +9 +10 dragon regains spent legendary actions at the start of its turn.
Detect. The dragon automatically detects every creature and
Acidic Vapors. After the black dragon uses its Acid Breath, trap within 30 feet of it, pinpointing the current location of
acid clings to its mouth, throat, and nostrils for a time, each.
evaporating as the dragon breathes. While the dragon’s Acid Tail Attack. The dragon makes a Tail attack.
Breath is unavailable, acidic vapors surround it, and each Elemental Roar (Costs 2 Actions). The dragon roars at up
creature that starts its turn within 30 feet of the dragon must to two creatures of its choice within 120 feet of it. Each target
succeed on a DC 21 CON save or be poisoned until the start must succeed on a DC 18 CHA save or be vulnerable to acid
of its next turn. damage until the end of its next turn. A target resistant to
Amphibious. The dragon can breathe air and water. acid damage isn’t resistant to it for the duration. A target
Legendary Resistance (3/Day). If the dragon fails a save, it immune to acid damage is still immune to it, even if the
can choose to succeed instead. target fails the save.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
ACTIONS Each creature within 15 feet of the dragon must succeed
Multiattack. The dragon uses its Frightful Presence. It then on a DC 23 DEX save or take 16 (2d6 + 9) bludgeoning
makes one Bite attack and two Claw attacks. damage and be knocked prone. The dragon can then
fly up to half its flying speed without provoking
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
opportunity attacks.
Hit: 20 (2d10 + 9) piercing damage plus 9 (2d8) acid 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 18 WIS save
or be frightened
for 1 minute. A

113 MONSTER VAULT D


also marks the time when they either strike out on their
Dragon, Blue own or wait patiently for their due. By the time it becomes
ancient, the blue dragon has set up its kingdom to its liking
Lightning dances along the spiked, azure scales of this and events flow smoothly for it. It leaves its expansive
magnificent dragon. It tosses its head back and sends a bolt of territories to its younger kin and other subordinates, while
lightning from its crackling maw into the clouds above, which it takes occasional trips out of its lair to unleash devastation
rumble in response. on a distant land or finally collect on its revenge schemes.
Dynastic. Unlike many dragons, blue dragons make
lasting partnerships with other blue dragons, especially
their progeny. Their fondest wish is to keep their lineages A BLUE DRAGON’S LAIR
going for millennia. Of course, the mightier blue dragons Most blue dragons lair in deserts and other arid lands, using
expect less powerful dragons to respect the hierarchy that the inhospitable climate as the first line of defense against
places them at the top. Failure to adhere to the hierarchy would-be heroes. There, they find hidden underground
results in a transgressor’s destruction or exile. caverns where they can store their wealth. Storm-wracked
mountains also appeal to blue dragons, as they can ignore
Metallic Treasures. Blue dragons meticulously
bolts of lightning that would injure or kill explorers and
categorize and organize the treasures in their hoards. The
dragon slayers. Blue dragons allow beasts suited to the
only treasures not carefully stashed away are metal armor
environment to protect their lairs, but they rarely allow
and other major metalworks, which are spread throughout intelligent creatures, even blue dragons with which they
their lairs. They use the metal’s conductivity to make their share territory, inside their innermost sanctums.
lightning breath more devastating and to superheat the
material as an additional hazard for intruders. LAIR ACTIONS
Protection Racketeers. Blue dragons profit off
On initiative count 20 (losing initiative ties), the dragon
of caravans making the long, perilous trek through their can take a lair action to cause one of the following effects;
desert homes. They do so by raiding the occasional wagon the dragon can’t use the same effect two rounds in a row:
train, by accepting tribute to allow them safe passage, or
• Create Conduit. One metal object or one creature
even very rarely offering protection against other raiders
wearing metal armor (the dragon’s choice) within 120
and bandits.
feet of the dragon becomes a conduit of lightning. If
Long-Held Grudges. Blue dragons never forget the target is an unwilling creature, it can make a DC 15
insults or setbacks. After such an ignominy, the dragon CON save, avoiding the effect on a success. Whenever
follows the perpetrators from a distance to learn their a creature ends its turn within 10 feet of the conduit,
habits and destinations, hoping also to learn its quarry’s that creature and the conduit each take 5 (2d4) lightning
weaknesses. The dragon may even part with some of its damage. The target remains a conduit for 1 minute,
precious wealth and hire agents to gather this information until the dragon uses this lair action again, or until the
on its behalf. The dragon then wages a terror campaign dragon dies.
against its enemies, ensuring its foes are aware of its
• Dust Gale. A gust of strong, sandy wind blows
involvement. This campaign culminates in the death of its
through the lair in a 50-foot line that is 10 feet wide and
enemies, preferably as a public and brutal execution.
originating from a point the dragon can see within 60
Maturing. Blue dragons spend much of their lives with feet of it. Each creature in the line must succeed on a
elder dragons. Early on, they burrow to defend themselves DC 15 STR save or be pushed up to 25 feet in a direction
when threatened and enjoy the protection and tutelage of
their parents. Young blue dragons venture further from
their parents’ lairs, picking off lone travelers or small
caravans and amassing some wealth, which they sequester
in their first lairs. Adult blue dragons with still-living
forebears offer fealty to their ancient progenitors, but this

D MONSTER VAULT 114


following the line. A creature that fails the
save by 5 or more is also blinded until the
end of its next turn.
• Upheaval. Columns of sand burst upward
beneath up to two creatures the dragon can
see within 120 feet of it. Each target must
succeed on a DC 15 DEX save or be hurled up to
30 feet into the air. If a target strikes a solid surface
on the way up, it takes 3 (1d6) bludgeoning damage for
every 10 feet it was hurled upward before striking the
surface. A target that can’t fly falls back to the ground,
lands prone, taking falling damage, and is buried in
sand. If the buried target doesn’t have a burrowing
speed, it is restrained and unable to breathe or
stand up. A creature, including the buried target,
can take an action to free the buried target by
succeeding on a DC 15 STR check.
knocked prone. If the target is prone,
REGIONAL EFFECTS the dragon can make one Claw attack
against it as a bonus action.
The region containing a blue dragon’s lair is warped by its
magic, which creates one or more of the following effects: ACTIONS
• Collapsing Ground. Sinkholes appear randomly in Multiattack. The dragon makes one Bite attack and one
the sand within 1 mile of the lair. Each hour a creature Claw attack.
travels in the area, it must succeed on a DC 11 DEX Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
save or fall into a sinkhole. Sinkholes range from 10 Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning
feet deep to up to 30 feet deep and disappear within 24 damage.
hours of appearing. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
• Magnetized Metal. Ferrous metal within 3 miles of the Hit: 6 (1d6 + 3) slashing damage.
lair occasionally becomes magnetized for a short time, Lightning Breath (Recharge 5–6). The dragon exhales
sticking to other ferrous metal objects near it. lightning in a 30-foot line that is 5 feet wide. Each creature
in that line must make a DC 12 DEX save, taking 27 (5d10)
• Raging Storms. Thunderstorms and sandstorms
lightning damage on a failed save, or half as much damage
occur regularly within 5 miles of the lair. While in on a successful one.
such a storm, creatures have disadvantage on WIS
(Perception) checks made to see or hear.
Young Blue Dragon CR 9
If the dragon dies, these effects fade in 1d10 days.
Large Dragon
Blue Dragon Wyrmling CR 3 Armor Class 18 (natural armor)
Hit Points 175
Medium Dragon
Speed 40 ft., burrow 20 ft., fly 80 ft.
Armor Class 17 (natural armor)
Perception 19 Stealth 14
Hit Points 68
Immune lightning
Speed 30 ft., burrow 15 ft., fly 60 ft.
Senses darkvision 120 ft., keensense 30 ft.
Perception 14 Stealth 12
Languages Common, Draconic
Immune lightning
Senses darkvision 60 ft., keensense 10 ft. STR DEX CON INT WIS CHA
Languages Draconic +5 +4 +8 +2 +5 +7

STR DEX CON INT WIS CHA


Charged Hide. When the blue dragon hasn’t exhaled its
+3 +2 +4 +1 +2 +4 Lightning Breath, the electric charge builds up across its
body. While the dragon’s Lightning Breath is available, it
Pounce. If the dragon moves at least 15 feet straight toward emits wild sparks of electricity, and each creature that starts
a creature and then hits it with a Claw attack on the same its turn within 10 feet of the dragon must succeed on a DC 16
turn, that target must succeed on a DC 13 STR save or be CON save or be incapacitated until the start of its next turn.

115 MONSTER VAULT D


ACTIONS
Multiattack. The dragon makes
one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage plus 5
(1d10) lightning damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.
Lightning Breath (Recharge 5–6). The dragon exhales
lightning in a 60-foot line that is 5 feet wide. Each creature
in that line must make a DC 16 DEX save, taking 55 (10d10)
lightning damage on a failed save, or half as much damage Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
on a successful one. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Adult Blue Dragon CR 16 Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice
Huge Dragon
that is within 120 feet of the dragon and aware of it must
Armor Class 19 (natural armor) succeed on a DC 17 WIS save or be frightened for 1 minute.
Hit Points 267 A creature can repeat the save at the end of each of its turns,
Speed 40 ft., burrow 30 ft., fly 80 ft. ending the effect on itself on a success. If a creature’s save is
Perception 22 Stealth 15 successful or the effect ends for it, the creature is immune to
the dragon’s Frightful Presence for the next 24 hours.
Immune lightning
Lightning Breath (Recharge 5–6). The dragon exhales
Senses darkvision 120 ft., keensense 60 ft.
lightning in a 90-foot line that is 5 feet wide. Each creature
Languages Common, Draconic in that line must make a DC 19 DEX save, taking 66 (12d10)
lightning damage on a failed save, or half as much damage
STR DEX CON INT WIS CHA on a successful one.
+7 +5 +11 +3 +7 +9
LEGENDARY ACTIONS

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.

D MONSTER VAULT 116


Wing Attack (Costs 2 Actions). The dragon beats its wings. Lightning Breath (Recharge 5–6). The dragon exhales
Each creature within 10 feet of the dragon must succeed on lightning in a 120-foot line that is 10 feet wide. Each creature
a DC 20 DEX save or take 14 (2d6 + 7) bludgeoning damage in that line must make a DC 22 DEX save, taking 99 (18d10)
and be knocked prone. The dragon can then fly up to half its lightning damage on a failed save, or half as much damage
flying speed without provoking opportunity attacks. on a successful one.

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.

117 MONSTER VAULT D


• Nightmare Slumber. Nightmares fill the minds of up
Dragon, Brass to two unconscious creatures the dragon can see within
120 feet of it. Each target must succeed on a DC 15 CHA
The bright, golden scales of the dragon shimmer in the desert sun. save or be wracked with nightmares while it remains
It lounges near an oasis, and its green-tinged wings flap lazily as unconscious. An unconscious creature wracked with
the dragon cools itself and the person talking to it. nightmares takes 5 (2d4) psychic damage at the start of
Friends to Humanoids. Brass dragons are keenly each of its turns. The damage from these nightmares
interested in humanoids and love to hear about doesn’t wake an unconscious creature. The dragon
humanoid experiences. As they age, they become learns one small secret about an unconscious creature
brilliant conversationalists. They enjoy discussions each time it takes psychic damage from this effect.
about philosophy and the nature of existence, taking on • Sand Squall. A 20-foot-radius sphere of sand-filled
humanoid form to put humanoids at ease. wind appears centered on a point the dragon can see
Precious Secrets, Priceless Art. Brass dragons within 120 feet of it. The sphere spreads around corners,
view the secrets of humanoids, whether mind-bending or and its area is heavily obscured. Ranged weapon attacks
inane, as treasures in their own rights. Likewise, they love that pass through the sphere fail, and unprotected
to collect art, baubles, and other odds and ends created by nonmagical flames in the sphere are extinguished. In
humanoids or fey. Their tastes vary greatly, leading many addition, a creature other than the dragon that flies into
dragons to prize artworks or objects that might be of the sphere or starts its turn flying in the sphere must
considerably less value to humanoids. succeed on a DC 15 STR save or be knocked prone. The
Maturing. Brass dragons encourage their wyrmlings squall lasts for 1 minute, until the dragon uses this lair
to speak with their humanoid friends from a young age. action again, or until the dragon dies.
Soon, the young dragon’s curiosity leads it to travel the
wider world, meeting others in humanoid form. By the REGIONAL EFFECTS
time the dragon becomes an adult, it has crafted a lair for The region containing a brass dragon’s lair is warped by its
itself where it can store art and knickknacks, but it spends magic, which creates one or more of the following effects:
much of its time away from this home, enamored with • Boiling Heat. Within 1 mile of the dragon’s desert lair,
interacting with the people around it. the heat is unnaturally oppressive. Each hour a creature
spends in the area it must succeed on a DC 13 CON save
A BRASS DRAGON’S LAIR or suffer one level of exhaustion.
Brass dragons often have two lairs: a remote, desert lair for • Guiding Winds. Within 10 miles of the dragon’s desert
their prized possessions and a lavish, well-appointed home lair, gentle breezes and wisps of cloud unerringly blow
in a nearby humanoid settlement. Brass dragons with lairs toward water sources and shelter. These winds gust
in humanoid settlements hire skilled trapsmiths to help stronger the closer a creature is to the dragon’s lair.
protect their possessions, and they rely on the remoteness Creatures following such wind have advantage on
of their desert lairs to protect their hoards.

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.

D MONSTER VAULT 118


saves to avoid exhaustion
brought on by thirst, starvation,
or the desert’s heat.
• Oasis Sense. Small oases appear within 20
miles of the dragon’s humanoid lair. Each
oasis has a water spring, enough food
(including fruit and insects) to support up to
10 Medium or smaller creatures every 24 hours,
and shelter in the form of small trees and bushes. The
dragon knows the distance, direction, and size of any
creature that enters an oasis. Creatures that drink water
or eat food from any such oasis have disadvantage on
saves against the dragon’s Sleep Breath for 24 hours.
If the dragon dies, these effects fade in 1d10 days. If
the dragon spends more than 30 days away from either Fire Breath (Recharge 5–6). The dragon exhales fire in a 30-
its desert or humanoid lair, that lair loses its associated foot line that is 5 feet wide. Each creature in that line must
regional effects. If the dragon has only one lair, the regional make a DC 11 DEX save, taking 14 (4d6) fire damage on a
effects fade only if the dragon dies. failed save, or half as much damage on a successful one.
Sleep Breath (Recharge 6). The dragon exhales sleep gas in
a 15-foot cone. Each creature in that area must succeed on a
Brass Dragon Wyrmling CR 1
DC 11 CON save or fall unconscious for 1 minute. This effect
Medium Dragon ends for a creature if the creature takes damage or another
Armor Class 16 (natural armor) creature uses an action to wake it.
Hit Points 36
Speed 30 ft., burrow 15 ft., fly 60 ft. Young Brass Dragon CR 6
Perception 14 Stealth 12 Large Dragon
Immune fire Armor Class 17 (natural armor)
Senses darkvision 60 ft., keensense 10 ft. Hit Points 119
Languages Draconic Speed 40 ft., burrow 20 ft., fly 80 ft.
Perception 16 Stealth 13
STR DEX CON INT WIS CHA Immune fire
+2 +2 +3 +0 +2 +3
Senses darkvision 120 ft., keensense 30 ft.
Languages Common, Draconic
Pounce. If the dragon moves at least 15 feet straight toward a
creature and then hits it with a Claw attack on the same turn,
STR DEX CON INT WIS CHA
that target must succeed on a DC 12 STR save or be knocked
prone. If the target is prone, the dragon can make one Claw +4 +3 +6 +1 +3 +5
attack against it as a bonus action.
Suffocating Heat. After the brass dragon uses its Fire
ACTIONS Breath, the air around it is devoid of moisture and lacking in
Multiattack. The dragon makes one Bite attack and one breathable air. While the dragon’s Fire Breath is unavailable,
Claw attack. each creature that requires air to breathe, other than the
dragon, and that starts its turn within 10 feet of the dragon
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. must succeed on a DC 14 CON save or begin suffocating. A
Hit: 7 (1d10 + 2) piercing damage. creature that fails this save for two consecutive rounds falls
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. unconscious until it takes damage or another creature uses
Hit: 5 (1d6 + 2) slashing damage. an action to wake it.

119 MONSTER VAULT D


ACTIONS
Multiattack. The dragon makes
one Bite attack and two Claw
attacks. It can replace its Bite attack
with a use of Sleep Breath, if available.
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.
Fire Breath (Recharge 5–6). The dragon exhales fire in a
60‑foot line that is 5 feet wide. Each creature in that line must
make a DC 14 DEX save, taking 35 (10d6) fire damage on a
failed save, or half as much damage on a successful one.
Sleep Breath (Recharge 6). The dragon exhales sleep gas in
a 30-foot cone. Each creature in that area must succeed on a
DC 14 CON save or fall unconscious for 1 minute. This effect
ends for a creature if the creature takes damage or another
creature uses an action to wake it.
ACTIONS
BONUS ACTIONS
Multiattack. The dragon
Change Shape. The dragon magically transforms into a uses its Frightful Presence.
Beast or Humanoid that has a challenge rating no higher It then makes one Bite attack
than its own, or back into its true form, which is Dragon. Any and two Claw attacks. It can
equipment it is wearing or carrying transforms with it or is replace its Bite attack with a use of Sleep Breath, if available.
borne by the new form (the dragon’s choice). It reverts to its Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
true form if it dies. In a new form, the dragon retains its HP, Hit: 17 (2d10 + 6) piercing damage.
ability to speak, proficiencies, and INT, WIS, and CHA scores,
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
as well as this bonus action. Its statistics and capabilities are
Hit: 13 (2d6 + 6) slashing damage.
otherwise replaced by those of the new form, except any
class features or legendary actions of that form. 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
Adult Brass Dragon CR 13
that is within 120 feet of the dragon and aware of it must
Huge Dragon succeed on a DC 16 WIS save or be frightened for 1 minute.
Armor Class 18 (natural armor) A creature can repeat the save at the end of each of its turns,
Hit Points 225 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
Speed 40 ft., burrow 30 ft., fly 80 ft.
the dragon’s Frightful Presence for the next 24 hours.
Perception 21 Stealth 15
Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-
Immune fire
foot line that is 5 feet wide. Each creature in that line must
Senses darkvision 120 ft., keensense 60 ft. make a DC 18 DEX save, taking 45 (13d6) fire damage on a
Languages Common, Draconic failed save, or half as much damage on a successful one.
Sleep Breath (Recharge 6). The dragon exhales sleep gas in
STR DEX CON INT WIS CHA a 60-foot cone. Each creature in that area must succeed on a
+6 +5 +10 +2 +6 +8 DC 18 CON save or fall unconscious for 5 minutes. This effect
ends for a creature if the creature takes damage or another
Legendary Resistance (3/Day). If the dragon fails a save, it creature uses an action to wake it.
can choose to succeed instead.
BONUS ACTIONS
Suffocating Heat. As the young brass dragon, except it
affects creatures within 20 feet of the dragon, and the save Change Shape. The dragon magically transforms into a
DC is 18. Beast or Humanoid that has a challenge rating no higher

D MONSTER VAULT 120


than its own, or back into its true form, which is Dragon. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Any equipment it is wearing or carrying transforms with it Hit: 19 (2d10 + 8) piercing damage.
or is borne by the new form (the dragon’s choice). It reverts Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
to its true form if it dies. In a new form, the dragon retains Hit: 15 (2d6 + 8) slashing damage.
its Legendary Resistance trait and its HP, ability to speak,
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target.
proficiencies, and INT, WIS, and CHA scores, as well as this
Hit: 17 (2d8 + 8) bludgeoning damage.
bonus action. Its statistics and capabilities are otherwise
replaced by those of the new form, except any class features Frightful Presence. Each creature of the dragon’s choice
or legendary actions of that form. that is within 120 feet of the dragon and aware of it must
succeed on a DC 18 WIS save or be frightened for 1 minute.
LEGENDARY ACTIONS A creature can repeat the save at the end of each of its turns,
The dragon can take 3 legendary actions, choosing from ending the effect on itself on a success. If a creature’s save is
the options below. Only one legendary action can be used successful or the effect ends for it, the creature is immune to
at a time and only at the end of another creature’s turn. The the dragon’s Frightful Presence for the next 24 hours.
dragon regains spent legendary actions at the start of its turn. Fire Breath (Recharge 5–6). The dragon exhales fire in a
120‑foot line that is 10 feet wide. Each creature in that line
Detect. The dragon automatically detects every creature and
must make a DC 21 DEX save, taking 70 (20d6) fire damage
trap within 30 feet of it, pinpointing the current location of
on a failed save, or half as much damage on a successful one.
each.
Sleep Breath (Recharge 6). The dragon exhales sleep gas in
Tail Attack. The dragon makes a Tail attack.
a 90-foot cone. Each creature in that area must succeed on a
Elemental Roar (Costs 2 Actions). The dragon roars at up DC 21 CON save or fall unconscious for 10 minutes. This effect
to two creatures of its choice within 120 feet of it. Each target ends for a creature if the creature takes damage or another
must succeed on a DC 16 CHA save or be vulnerable to fire creature uses an action to wake it.
damage until the end of its next turn. A target resistant to
fire damage isn’t resistant to it for the duration. A target BONUS ACTIONS
immune to fire damage is still immune to it, even if the target
Change Shape. The dragon magically transforms into a
fails the save.
Beast or Humanoid that has a challenge rating no higher
Wing Attack (Costs 2 Actions). The dragon beats its wings. than its own, or back into its true form, which is Dragon.
Each creature within 10 feet of the dragon must succeed on Any equipment it is wearing or carrying transforms with it
a DC 19 DEX save or take 13 (2d6 + 6) bludgeoning damage or is borne by the new form (the dragon’s choice). It reverts
and be knocked prone. The dragon can then fly up to half its to its true form if it dies. In a new form, the dragon retains
flying speed without provoking opportunity attacks. its Legendary Resistance trait and its HP, ability to speak,
proficiencies, and INT, WIS, and CHA scores, as well as this
Ancient Brass Dragon CR 17 bonus action. Its statistics and capabilities are otherwise
replaced by those of the new form, except any class features
Gargantuan Dragon or legendary actions of that form.
Armor Class 20 (natural armor)
Hit Points 284 LEGENDARY ACTIONS
Speed 40 ft., burrow 40 ft., fly 80 ft. The dragon can take 3 legendary actions, choosing from
Perception 24 Stealth 16 the options below. Only one legendary action can be used
at a time and only at the end of another creature’s turn. The
Immune fire
dragon regains spent legendary actions at the start of its turn.
Senses darkvision 120 ft., keensense 60 ft.
Detect. The dragon automatically detects every creature and
Languages Common, Draconic
trap within 30 feet of it, pinpointing the current location of
each.
STR DEX CON INT WIS CHA
Tail Attack. The dragon makes a Tail attack.
+8 +6 +13 +3 +8 +10
Elemental Roar (Costs 2 Actions). The dragon roars at up
to two creatures of its choice within 120 feet of it. Each target
Legendary Resistance (3/Day). If the dragon fails a save, it
must succeed on a DC 18 CHA save or be vulnerable to fire
can choose to succeed instead.
damage until the end of its next turn. A target resistant to fire
Suffocating Heat. As the young brass dragon, except it damage isn’t resistant to it for the duration. A target immune
affects creatures within 30 feet of the dragon, and the save to fire damage is still immune to it, even if the target fails the
DC is 21. save.

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.

121 MONSTER VAULT D


dragon can see within 120 feet of it. Each creature in
Dragon, Bronze that line must succeed on a DC 15 STR save or take 7
(2d6) bludgeoning damage, be pushed up to 40 feet in a
Crackling arcs of lightning light up the umber and gold scales of
direction following the line, and be knocked prone.
this magnificent dragon, dancing across its horns and down its
crest. The sharp smell of burning metal intensifies as the dragon • Haze. A 40-foot-radius sphere of hazy mist appears
opens its mighty maw and exhales a blast of blinding lightning. centered on a point the dragon can see within 120 feet
of it. The sphere spreads around corners, and its area
Assertive Shepherds. Bronze dragons view is heavily obscured. Any part of the sphere underwater
themselves as the true guardians and mentors of humanoid turns the water murky and is difficult terrain. A creature
civilizations, a claim that ruffles the scales of many silver that starts its turn in the sphere must succeed on a DC
dragons. To this end, they aggressively encourage, cajole, 15 CON save or be poisoned until the start of its next
and manipulate people into bettering themselves and their turn. The sphere lasts for 1 minute, until the dragon uses
societies. Bronze dragons truly want to see people reach this lair action again, or until the dragon dies.
their full potential, but each has its own perspective on what
• Thunderburst. A burst of thunder and lightning strikes
that means.
up to two creatures the dragon can see within 60 feet
Shapechanged Advisors. When among humanoids, of it. Each target must succeed on a DC 15 DEX save
bronze dragons change their shape to match the or take 7 (2d6) lightning damage and 7 (2d6) thunder
inhabitants, both to monitor their progress and nudge (or damage and be deafened until the end of its next turn. A
shove) them in the right direction. While disguised, the creature that fails the save by 5 or more is also stunned
dragons take on roles as local mystics, traveling wisemen, until the end of its next turn.
and courtly advisors, taking care not to show their hand too
much, and revealing their true forms as a last resort. REGIONAL EFFECTS
Eclectic Hoard. Bronze dragons hoard eccentric items The region containing a bronze dragon’s lair is warped by its
from humanoid civilizations. Some collect toys, others magic, which creates one or more of the following effects:
furniture, and still others prefer various exotic clothing
• Encourage Brilliance. Each decade, the dragon
items. A bronze dragon might have a variety of collections
chooses one overarching aspect of humanoid growth
over its lifetime, each organized and displayed with care.
and progress to encourage, such as social, magical,
Maturing. Wyrmling bronze dragons spend their early martial, economic, or similar. Within 20 miles of the
years living along the coasts of oceans and lakes. They dragon’s lair, each humanoid settlement experiences
spend hours each day spying on fisherfolk and sailors, slow, subtle, and steady growth and progress in the
occasionally pilfering from ships to build their first hoard. chosen area, which might appear in the form of a
As the dragon ages, its fascination with humanoids blacksmith developing a more efficient technique for
deepens. It becomes more comfortable with entering creating armor, a boom in births among the working
society in disguise, having studied humanoids enough to class, a breakthrough in research in a
successfully assimilate. As it matures, the dragon begins magical university, or similar.
shaping society, entering humanoid civilizations as a
• Seafarer’s Visage. Within 10
trusted advisor or sage.
miles of the dragon’s lair,
sailors can see ghostly figures
A BRONZE DRAGON’S LAIR in the water. The figures
Bronze dragons live by the sea or along the shores of large
lakes and spend much of their time in quiet contemplation.
The entrances to their lairs are typically
underwater, while the lair itself features
a network of dry tunnels around the
dragon’s primary den.

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

D MONSTER VAULT 122


gesture for the sailors
to follow, encouraging
merchants and other
friendly vessels safely
through dangerous waters and toward
settlements and coaxing brigands and
other unfriendly vessels toward rocky
shoals or away from settlements.
• Twinkling Coral. Coral reefs within 3 miles
of the dragon’s lair glow dimly
at night, signaling their
presence to sailors. This
glow brightens during dark,
coastal storms. A creature piloting a
ship has advantage on checks to navigate the ship
safely through or around the glowing coral reefs.
If the dragon dies, these effects fade in 1d10 days.

Bronze Dragon Wyrmling CR 2


Medium Dragon
Armor Class 17 (natural armor)
Hit Points 51
Speed 30 ft., fly 60 ft., swim 30 ft.
Perception 14 Stealth 12
Immune lightning
Senses darkvision 60 ft., keensense 10 ft.
Languages Draconic
Young Bronze Dragon CR 8
STR DEX CON INT WIS CHA Large Dragon
+3 +2 +4 +1 +2 +4 Armor Class 18 (natural armor)
Hit Points 148
Amphibious. The dragon can breathe air and water. Speed 40 ft., fly 80 ft., swim 40 ft.
Pounce. If the dragon moves at least 15 feet straight toward a Perception 17 Stealth 13
creature and then hits it with a Claw attack on the same turn, Immune lightning
that target must succeed on a DC 13 STR save or be knocked
Senses darkvision 120 ft., keensense 30 ft.
prone. If the target is prone, the dragon can make one Claw
attack against it as a bonus action. Languages Common, Draconic

ACTIONS STR DEX CON INT WIS CHA


Multiattack. The dragon makes one Bite attack and one +5 +3 +7 +2 +4 +6
Claw attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Amphibious. The dragon can breathe air and water.
Hit: 8 (1d10 + 3) piercing damage. Lightning Extraction. After the bronze dragon uses its
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Lightning Breath, its body begins recharging with lightning,
Hit: 6 (1d6 + 3) slashing damage. pulling electricity from nearby creatures. While the dragon’s
Lightning Breath (Recharge 5–6). The dragon exhales Lightning Breath is unavailable, each creature that starts its
lightning in a 30-foot line that is 5 feet wide. Each creature turn within 10 feet of the dragon must make a DC 15 CON
in that line must make a DC 12 DEX save, taking 16 (3d10) save. On a failure, a creature can use either an action or a
lightning damage on a failed save, or half as much damage bonus action on its turn, not both.
on a successful one.
ACTIONS
Repulsion Breath (Recharge 6). The dragon exhales
repulsion energy in a 15-foot cone. Each creature in that area Multiattack. The dragon makes one Bite attack and two Claw
must succeed on a DC 12 STR save or be pushed up to 5 feet attacks. It can replace its Bite attack with a use of Repulsion
away from the dragon. Breath, if available.

123 MONSTER VAULT D


Bite. Melee Weapon Attack:
+8 to hit, reach 10 ft.,
one target. Hit:
16 (2d10 + 5)
piercing damage.
Claw. Melee Weapon
Attack: +8 to hit,
reach 5 ft., one target.
Hit: 12 (2d6 + 5)
slashing damage. Amphibious. The dragon can breathe air and water.
Lightning Breath (Recharge Legendary Resistance (3/Day). If the dragon fails a save, it
5–6). The dragon exhales lightning can choose to succeed instead.
in a 60-foot line that is 5 feet wide. Lightning Extraction. As the young bronze dragon, except
Each creature in that line must make a DC it affects creatures within 20 feet of the dragon, and the save
15 DEX save, taking 49 (9d10) lightning damage on a failed DC is 19.
save, or half as much damage on a successful one.
Repulsion Breath (Recharge 6). The dragon exhales ACTIONS
repulsion energy in a 30-foot cone. Each creature in that Multiattack. The dragon uses its Frightful Presence. It then
area must succeed on a DC 15 STR save or be pushed up to makes one Bite attack and two Claw attacks. It can replace its
15 feet away from the dragon. Bite attack with a use of Repulsion Breath, if available.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
BONUS ACTIONS
Hit: 18 (2d10 + 7) piercing damage.
Change Shape. The dragon magically transforms into a Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Beast or Humanoid that has a challenge rating no higher Hit: 14 (2d6 + 7) slashing damage.
than its own, or back into its true form, which is Dragon. Any
equipment it is wearing or carrying transforms with it or is Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
borne by the new form (the dragon’s choice). It reverts to its Hit: 16 (2d8 + 7) bludgeoning damage.
true form if it dies. In a new form, the dragon retains its HP, Frightful Presence. Each creature of the dragon’s choice
ability to speak, proficiencies, and INT, WIS, and CHA scores, that is within 120 feet of the dragon and aware of it must
as well as this bonus action. Its statistics and capabilities are succeed on a DC 17 WIS save or be frightened for 1 minute.
otherwise replaced by those of the new form, except any A creature can repeat the save at the end of each of its turns,
class features or legendary actions of that form. 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.
Adult Bronze Dragon CR 15
Lightning Breath (Recharge 5–6). The dragon exhales
Huge Dragon lightning in a 90-foot line that is 5 feet wide. Each creature
Armor Class 19 (natural armor) in that line must make a DC 19 DEX save, taking 60 (11d10)
Hit Points 255 lightning damage on a failed save, or half as much damage
on a successful one.
Speed 40 ft., fly 80 ft., swim 40 ft.
Perception 22 Stealth 15 Repulsion Breath (Recharge 6). The dragon exhales
repulsion energy in a 60-foot cone. Each creature in that
Immune lightning
area must succeed on a DC 19 STR save or be pushed up to
Senses darkvision 120 ft., keensense 60 ft. 30 feet away from the dragon.
Languages Common, Draconic
BONUS ACTIONS
STR DEX CON INT WIS CHA Change Shape. The dragon magically transforms into a
+7 +5 +11 +3 +7 +9 Beast or Humanoid that has a challenge rating no higher
than its own, or back into its true form, which is Dragon.

D MONSTER VAULT 124


Any equipment it is wearing or carrying transforms with it Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
or is borne by the new form (the dragon’s choice). It reverts Hit: 20 (2d10 + 9) piercing damage.
to its true form if it dies. In a new form, the dragon retains Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one
its Legendary Resistance trait and its HP, ability to speak, target. Hit: 16 (2d6 + 9) slashing damage.
proficiencies, and INT, WIS, and CHA scores, as well as this
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
bonus action. Its statistics and capabilities are otherwise
Hit: 18 (2d8 + 9) bludgeoning damage.
replaced by those of the new form, except any class features
or legendary actions of that form. Frightful Presence. Each creature of the dragon’s choice
that is within 120 feet of the dragon and aware of it must
LEGENDARY ACTIONS succeed on a DC 19 WIS save or be frightened for 1 minute.
The dragon can take 3 legendary actions, choosing from A creature can repeat the save at the end of each of its turns,
the options below. Only one legendary action can be used ending the effect on itself on a success. If a creature’s save is
at a time and only at the end of another creature’s turn. The successful or the effect ends for it, the creature is immune to
dragon regains spent legendary actions at the start of its turn. the dragon’s Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5–6). The dragon exhales
Detect. The dragon automatically detects every creature and
lightning in a 120-foot line that is 10 feet wide. Each creature
trap within 30 feet of it, pinpointing the current location of
in that line must make a DC 22 DEX save, taking 88 (16d10)
each.
lightning damage on a failed save, or half as much damage
Tail Attack. The dragon makes a Tail attack. on a successful one.
Elemental Roar (Costs 2 Actions). The dragon roars at Repulsion Breath (Recharge 6). The dragon exhales
up to two creatures of its choice within 120 feet of it. Each repulsion energy in a 90-foot cone. Each creature in that
target must succeed on a DC 17 CHA save or be vulnerable area must succeed on a DC 22 STR save or be pushed up to
to lightning damage until the end of its next turn. A target 45 feet away from the dragon.
resistant to lightning damage isn’t resistant to it for the
duration. A target immune to lightning damage is still BONUS ACTIONS
immune to it, even if the target fails the save.
Change Shape. The dragon magically transforms into a
Wing Attack (Costs 2 Actions). The dragon beats its wings. Beast or Humanoid that has a challenge rating no higher
Each creature within 10 feet of the dragon must succeed on than its own, or back into its true form, which is Dragon.
a DC 20 DEX save or take 14 (2d6 + 7) bludgeoning damage Any equipment it is wearing or carrying transforms with it
and be knocked prone. The dragon can then fly up to half its or is borne by the new form (the dragon’s choice). It reverts
flying speed without provoking opportunity attacks. to its true form if it dies. In a new form, the dragon retains
its Legendary Resistance trait and its HP, ability to speak,
Ancient Bronze Dragon CR 19 proficiencies, and INT, WIS, and CHA scores, as well as this
bonus action. Its statistics and capabilities are otherwise
Gargantuan Dragon replaced by those of the new form, except any class features
Armor Class 21 (natural armor) or legendary actions of that form.
Hit Points 314
LEGENDARY ACTIONS
Speed 40 ft., fly 80 ft., swim 40 ft.
Perception 27 Stealth 16 The dragon can take 3 legendary actions, choosing from
the options below. Only one legendary action can be used
Immune lightning
at a time and only at the end of another creature’s turn. The
Senses darkvision 120 ft., keensense 60 ft. dragon regains spent legendary actions at the start of its turn.
Languages Common, Draconic
Detect. The dragon automatically detects every creature and
trap within 30 feet of it, pinpointing the current location of
STR DEX CON INT WIS CHA each.
+9 +6 +14 +4 +9 +11
Tail Attack. The dragon makes a Tail attack.
Elemental Roar (Costs 2 Actions). The dragon roars at
Amphibious. The dragon can breathe air and water.
up to two creatures of its choice within 120 feet of it. Each
Legendary Resistance (3/Day). If the dragon fails a save, it target must succeed on a DC 19 CHA save or be vulnerable
can choose to succeed instead. to lightning damage until the end of its next turn. A target
Lightning Extraction. As the young bronze dragon, except resistant to lightning damage isn’t resistant to it for the
it affects creatures within 30 feet of the dragon, and the save duration. A target immune to lightning damage is still
DC is 22. immune to it, even if the target fails the save.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
ACTIONS Each creature within 15 feet of the dragon must succeed on
Multiattack. The dragon uses its Frightful Presence. It then a DC 23 DEX save or take 16 (2d6 + 9) 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 Repulsion Breath, if available. flying speed without provoking opportunity attacks.

125 MONSTER VAULT D


by its hoard of arms, all properly displayed. When a lair is
Dragon, Copper not available, a copper dragon settles for a cliffside cavern or
similar natural, rocky structure in the foothills.
Growling low in its throat, this muscular dragon has thick plates
of green-tinged, coppery scales on its back and shoulders. Drops LAIR ACTIONS
of caustic spittle drip from its mouth, and its sword-like claws rip
furrows in the ground when it launches itself into battle. On initiative count 20 (losing initiative ties), the dragon
can take a lair action to cause one of the following effects;
Bellicose Dragons. The most warlike of all wyrms,
the dragon can’t use the same effect two rounds in a row:
these dragons relish any opportunity to throw themselves
into combat. Whether it is the clash of arms, a contest of • Acrid Zephyr. A 10-foot-radius, 40-foot-tall cylinder
skill, or the struggle of personalities, copper dragons never of caustic mist appears centered on a point the dragon
shirk from conflict. However, they aren’t above fleeing can see within 120 feet of it. A creature that enters the
from an unwinnable situation, as living to fight another day area for the first time on a turn or starts its turn there
is a common-sense strategy. must succeed on a DC 15 CON save or take 9 (2d8) acid
damage. The mist lasts for 1 minute, until the dragon
Arsenal Hoard. Copper dragons don’t waste their uses this lair action again, or until the dragon dies.
time on useless coins. Their hoards consist almost entirely
• Arsenal Barrage. Dozens of axes, swords, daggers,
of implements of war. While young, these collections
hammers, and other weapons clash together on a
focus more on quantity of armaments, but as they age,
point the dragon can see within 60 feet of it, parrying,
the dragons specialize in a smaller collection of finely
dodging, and otherwise moving as if held by invisible
crafted weapons and armor with increasingly greater
combatants. Each creature within 20 feet of that
enchantments, true artifacts of military might.
point must make a DC 15 DEX save, taking 4 (1d8)
Glory of the Challenge. Copper dragons live for the bludgeoning damage, 2 (1d4) piercing damage, and 3
thrill of combat, but they prefer fair fights, as victory tastes (1d6) slashing damage on a failed save, or half as much
much sweeter when it is properly earned. This leads aged damage on a successful one.
copper dragons to take on humanoid form when entering
• Inspire Valor. A desire for combat wells up within up
single combat with another humanoid. Copper dragons
to three creatures the dragon can see within 120 feet
don’t harbor any ill will toward their opponents, even if they
of it. Each target has advantage on the first attack roll
lose. The greater the challenge, the more a copper dragon
it makes on its turn, and if that attack hits, the attack
will respect a foe, especially when defeated. In some cases, a
deals an extra 4 (1d8) acid damage.
copper dragon might immortalize a respected opponent by
enshrining their helm or weapon after they have died.
REGIONAL EFFECTS
Maturing. Wyrmlings wander the foothills where they
hatch, challenging any creatures they meet. They challenge The region containing a copper dragon’s lair is warped by its
magic, which creates one or more of the following effects:
others in feats of strength, balance, or speed, or in riddles,
witty remarks, or even games of strategy, like chess. By • Defensible. Natural land features, such as hills, stone
the time the dragon is young, it bears a few scars from its spires, and crevasses, within 3 miles of the dragon’s lair
first challenges and becomes choosier in which challenges are more easily defensible, with single-entry caverns,
it accepts. It starts looking for its lair, usually settling juts of rocky outcroppings for cover, and similar
on one by the time it is an adult. As an adult, the copper characteristics.
dragon’s renown means others can seek out the dragon • Duels. Creatures with an Intelligence of 5 or higher
for challenges. By the time copper dragons are ancients, within 5 miles of the lair are prone to challenge each
their hides are scarred and marked by centuries of battle. other to friendly duels, challenges of skill, challenges of
Ancient copper dragons will sometimes challenge each wit, and similar contests to resolve most minor issues.
other for prized armor and weapons in their hoards, and • Toxic Vapors. Within 1 mile of the dragon’s lair, toxic
many powerful artifacts change claws in such duels. vapors bubble up from cracks in the ground, repelling
insects, rodents, and other small vermin. In addition,
A COPPER DRAGON’S LAIR a creature that finishes a long rest in a cavern or after
sleeping on the ground in the area has minor headaches
Copper dragons make their lairs in fortresses, castles, and
throughout the day until it finishes a long rest outside
other defensible structures built by humanoids, going so far
the area.
as to hire humanoids to create one if a suitable fortification
isn’t available. At the heart of these heavily defended forts If the dragon dies, the defensible effect fades after 1 year,
is a great hall where the copper dragon sleeps surrounded but the other effects fade in 1d10 days.

D MONSTER VAULT 126


Copper Dragon Wyrmling CR 1 patina on its scales to spread to weapons that strike it. While
the dragon’s Acid Breath is available, any weapon made of
Medium Dragon metal that hits the dragon corrodes. After dealing damage,
Armor Class 16 (natural armor) the weapon takes a permanent and cumulative −1 penalty to
Hit Points 36 damage rolls. If a nonmagical weapon’s penalty drops to −5,
Speed 30 ft., climb 30 ft., fly 60 ft. the weapon is destroyed. Nonmagical ammunition made of
metal that hits the dragon is destroyed after dealing damage.
Perception 14 Stealth 13
A magical weapon can’t have a penalty greater than −5, and
Immune acid a magical weapon removes this penalty after 24 hours or
Senses darkvision 60 ft., keensense 10 ft. after its attuned wielder finishes a long rest.
Languages Draconic
ACTIONS
STR DEX CON INT WIS CHA Multiattack. The dragon makes one Bite attack and two Claw
+2 +3 +3 +2 +2 +3 attacks. It can replace its Bite attack with a use of Slowing
Breath, if available.
Pounce. If the dragon moves at least 15 feet straight toward a Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
creature and then hits it with a Claw attack on the same turn, Hit: 15 (2d10 + 4) piercing damage.
that target must succeed on a DC 12 STR save or be knocked Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
prone. If the target is prone, the dragon can make one Claw Hit: 11 (2d6 + 4) slashing damage.
attack against it as a bonus action. Acid Breath (Recharge 5–6). The dragon exhales acid in a
60-foot line that is 5 feet wide. Each creature in that line must
ACTIONS
make a DC 14 DEX save, taking 40 (9d8) acid damage on a
Multiattack. The dragon makes one Bite attack and one failed save, or half as much damage on a successful one.
Claw attack. Slowing Breath (Recharge 6). As the copper dragon
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. wyrmling, except it is a 30-foot cone, and the save DC is 14.
Hit: 7 (1d10 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. BONUS ACTIONS
Hit: 5 (1d6 + 2) slashing damage. Change Shape. The dragon magically transforms into a
Acid Breath (Recharge 5–6). The dragon exhales acid in a Beast or Humanoid that has a challenge rating no higher
30-foot line that is 5 feet wide. Each creature in that line must than its own, or back into its true form, which is Dragon. Any
make a DC 11 DEX save, taking 18 (4d8) acid damage on a equipment it is wearing or carrying transforms with it or is
failed save, or half as much damage on a successful one. borne by the new form (the dragon’s choice). It reverts to its
Slowing Breath (Recharge 6). The dragon exhales slowing true form if it dies. In a new form, the dragon retains its HP,
gas in a 15-foot cone. Each creature in that area must make a ability to speak, proficiencies, and INT, WIS, and CHA scores,
DC 11 CON save. On a failure, the creature can’t use reactions, as well as this bonus action. Its statistics and capabilities
its speed is halved, and it can’t make more than one attack are otherwise replaced by those of the new form,
on its turn. In addition, the creature can use either an action except any class features or legendary
or a bonus action on its turn, not both. These effects last for actions of that form.
1 minute. The creature can repeat the save at the end of each
of its turns, ending the effect on itself on a success.

Young Copper Dragon CR 7


Large Dragon
Armor Class 17 (natural armor)
Hit Points 144
Speed 40 ft., climb 40 ft., fly 80 ft.
Perception 17 Stealth 14
Immune acid
Senses darkvision 120 ft., keensense 30 ft.
Languages Common, Draconic

STR DEX CON INT WIS CHA


+4 +4 +6 +3 +4 +5

Corrosive Scales. When the copper dragon hasn’t spit its


Acid Breath, the acid built up within the dragon causes the

127 MONSTER VAULT D


Adult Copper Dragon CR 14 BONUS ACTIONS

Huge Dragon Change Shape. The dragon magically transforms into a


Beast or Humanoid that has a challenge rating no higher
Armor Class 18 (natural armor)
than its own, or back into its true form, which is Dragon.
Hit Points 252
Any equipment it is wearing or carrying transforms with it
Speed 40 ft., climb 40 ft., fly 80 ft. or is borne by the new form (the dragon’s choice). It reverts
Perception 22 Stealth 16 to its true form if it dies. In a new form, the dragon retains
Immune acid its Legendary Resistance trait and its HP, ability to speak,
proficiencies, and INT, WIS, and CHA scores, as well as this
Senses darkvision 120 ft., keensense 60 ft.
bonus action. Its statistics and capabilities are otherwise
Languages Common, Draconic
replaced by those of the new form, except any class features
or legendary actions of that form.
STR DEX CON INT WIS CHA
+6 +6 +10 +4 +7 +8 LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from
Corrosive Scales. As the young copper dragon. the options below. Only one legendary action can be used
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 and
ACTIONS trap within 30 feet of it, pinpointing the current location of
each.
Multiattack. The dragon uses its Frightful Presence. It then
makes one Bite attack and two Claw attacks. It can replace its Tail Attack. The dragon makes a Tail attack.
Bite attack with a use of Slowing Breath, if available. Elemental Roar (Costs 2 Actions). The dragon roars at up
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. to two creatures of its choice within 120 feet of it. Each target
Hit: 17 (2d10 + 6) piercing damage. must succeed on a DC 16 CHA save or be vulnerable to acid
damage until the end of its next turn. A target resistant to
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
acid damage isn’t resistant to it for the duration. A target
Hit: 13 (2d6 + 6) slashing damage.
immune to acid damage is still immune to it, even if the
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. target fails the save.
Hit: 15 (2d8 + 6) bludgeoning damage.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Frightful Presence. Each creature of the dragon’s choice Each creature within 10 feet of the dragon must succeed on
that is within 120 feet of the dragon and aware of it must a DC 19 DEX save or take 13 (2d6 + 6) bludgeoning damage
succeed on a DC 16 WIS save or be frightened for 1 minute. and be knocked prone. The dragon can then fly up to half its
A creature can repeat the save at the end of each of its flying speed without provoking opportunity attacks.
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.
Acid Breath (Recharge 5–6). The
dragon exhales acid in a 90-foot
line that is 5 feet wide. Each creature in
that line must make a DC 18 DEX save,
taking 54 (12d8) acid damage on
a failed save, or half as
much damage on a
successful one.
Slowing Breath
(Recharge 6). As the
copper dragon wyrmling, except it
is a 60-foot cone, and the save DC is 18.

D MONSTER VAULT 128


Ancient Copper Dragon CR 18
Gargantuan Dragon
Armor Class 21 (natural armor)
Hit Points 297
Speed 40 ft., climb 40 ft., fly 80 ft.
Perception 27 Stealth 16
Immune acid
Senses darkvision 120 ft., keensense 60 ft. BONUS ACTIONS
Languages Common, Draconic
Change Shape. The dragon magically transforms into a
Beast or Humanoid that has a challenge rating no higher
STR DEX CON INT WIS CHA than its own, or back into its true form, which is Dragon.
+8 +6 +13 +5 +9 +10 Any equipment it is wearing or carrying transforms with it
or is borne by the new form (the dragon’s choice). It reverts
Corrosive Scales. As the young copper dragon. to its true form if it dies. In a new form, the dragon retains
its Legendary Resistance trait and its HP, ability to speak,
Legendary Resistance (3/Day). If the dragon fails a save, it
proficiencies, and INT, WIS, and CHA scores, as well as this
can choose to succeed instead.
bonus action. Its statistics and capabilities are otherwise
replaced by those of the new form, except any class features
ACTIONS
or legendary actions of that form.
Multiattack. The dragon uses its Frightful Presence. It then
makes one Bite attack and two Claw attacks. It can replace its LEGENDARY ACTIONS
Bite attack with a use of Slowing Breath, if available. The dragon can take 3 legendary actions, choosing from
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. the options below. Only one legendary action can be used
Hit: 19 (2d10 + 8) piercing damage. at a time and only at the end of another creature’s turn. The
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. dragon regains spent legendary actions at the start of its turn.
Hit: 15 (2d6 + 8) slashing damage. Detect. The dragon automatically detects every creature and
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. trap within 30 feet of it, pinpointing the current location of
Hit: 17 (2d8 + 8) bludgeoning damage. each.
Frightful Presence. Each creature of the dragon’s choice Tail Attack. The dragon makes a Tail attack.
that is within 120 feet of the dragon and aware of it must Elemental Roar (Costs 2 Actions). The dragon roars at up
succeed on a DC 18 WIS save or be frightened for 1 minute. to two creatures of its choice within 120 feet of it. Each target
A creature can repeat the save at the end of each of its turns, must succeed on a DC 18 CHA save or be vulnerable to acid
ending the effect on itself on a success. If a creature’s save is damage until the end of its next turn. A target resistant to
successful or the effect ends for it, the creature is immune to acid damage isn’t resistant to it for the duration. A target
the dragon’s Frightful Presence for the next 24 hours. immune to acid damage is still immune to it, even if the
Acid Breath (Recharge 5–6). The dragon exhales acid in a target fails the save.
120-foot line that is 10 feet wide. Each creature in that line Wing Attack (Costs 2 Actions). The dragon beats its wings.
must make a DC 21 DEX save, taking 76 (17d8) acid damage Each creature within 15 feet of the dragon must succeed on
on a failed save, or half as much damage on a successful one. a DC 22 DEX save or take 15 (2d6 + 8) bludgeoning damage
Slowing Breath (Recharge 6). As the copper dragon and be knocked prone. The dragon can then fly up to half its
wyrmling, except it is a 90-foot cone, and the save DC is 21. flying speed without provoking opportunity attacks.

129 MONSTER VAULT D


LAIR ACTIONS
Dragon, Gold On initiative count 20 (losing initiative ties), the dragon
Nodding its majestic head, the sinuous golden dragon exudes a can take a lair action to cause one of the following effects;
nearly overwhelming aura of peace and tranquility. Two long the dragon can’t use the same effect two rounds in a row:
horns curve back from its head, and long whisker-like barbels • Blinding Light. A brilliant flash of scorching light
hang from its serenely smiling face. surrounds up to three creatures the dragon can see
Enlightenment Seekers. According to gold dragon within 120 feet of it. Each target must succeed on a DC
myths, the first of their kind were cleaved from the side of 15 DEX save or take 13 (3d8) fire damage and be blinded
their draconic deity by the claw of a great evil. Since that until the end of its next turn.
time, these dragons have searched for a way to return to • Boundless Wisdom. The wisdom of generations
godhood by achieving enlightenment through practiced briefly fills the mind of one creature the dragon can
mastery of martial arts, magic, and meditation. Gold see within 60 feet of it. If the target is friendly, it has
dragons rarely become involved in the world, preferring to advantage on ability checks, attack rolls, and saves until
act as teachers and guides from their ornate temples. initiative count 20 of the next round, as its body moves
Hoard of Scriptures. To gold dragons, scrolls, and reacts from generations of honed training. If the
books, and manuals regarding the improvement of body target is hostile, it must succeed on a DC 15 CHA save
and spirit are the only items worth collecting—though or be incapacitated until the end of its next turn, as its
some do admit to a mild fondness for gold as an object mind is overwhelmed by the flood of information.
of meditation. They dispense the wisdom of their hoards • Rumble. The ground rumbles on a point the dragon
very selectively, as they believe that too much knowledge can see within 120 feet of it. Each creature on the
learned too fast is dangerous. ground within 20 feet of that point must succeed on a
DC 15 STR save or take 9 (2d8) bludgeoning damage
Old Sweepers, Serene Madams. Gold dragons often
and be knocked prone.
disguise themselves as humble, elderly humanoids. In
some temples, the temple leader is a mere mortal, and the
REGIONAL EFFECTS
real dragon is but the elderly sweeper, dispensing critical
wisdom to those wise enough to listen. In others, the The region containing a gold dragon’s lair is warped by its
master of the temple library is the gold dragon, who speaks magic, which creates one or more of the following effects:
only rarely, and then through a human monk or priest. • Fortuitous Knowledge. Within 10 miles of the
Maturing. Gold dragons spend the first few years of dragon’s lair, creatures seeking knowledge with
their lives observing the ebb and flow of the natural world, genuine, passionate hearts find the knowledge a bit
eventually entering the world in pursuit of enlightenment. easier to obtain: the book with the information they
Adult gold dragons settle into or begin creating a temple or seek lies open on a library table, the person who knows
great library where they collect, write, and build their hoard the information is having lunch nearby, or other similar
of manuscripts, manuals, books, and scrolls. Before long, fortuitous coincidences.
they begin inviting other enlightenment seekers to their • Enlightening Influence. Within 1 mile of the dragon’s
collections. By the time the dragon is ancient, its temple lair, a creature that attempts to speak a lie must succeed
runs smoothly without day-to-day interference from the on a DC 13 CHA save or speak the truth instead. In
dragon, and the dragon spends almost all its time in the addition, a creature that finishes a long rest in the area
guise of a temple elder, ready to dispense wisdom has the subtle urge to better itself physically, mentally,
to those seeking it. Some ancient dragons or magically through training and self-reflection.
spend so much time in non-dragon form that
even the keepers of the temples don’t know a
dragon lives among them.

A GOLD DRAGON’S LAIR


Gold dragons make their homes in spiritual
temples and sometimes libraries they create or
that are created by humanoids. These temples are often
in hard‑to‑reach places that require dedication and
self-discipline to reach. Monks and priests flock to these
temples, seeking enlightenment, and take care of the
day‑to-day upkeep and defense of the temples, the training
of students, and other necessities.

D MONSTER VAULT 130


• Savior Beacon. Within 5 miles of the dragon’s lair, a
mote of gentle, warm light guides kindly travelers safely
through dangerous areas, and a similar light appears
and signals help for wounded or stranded creatures.
If the dragon dies, these effects fade in 1d10 days.

Gold Dragon Wyrmling CR 3


Medium Dragon
Armor Class 17 (natural armor)
Hit Points 68
Speed 30 ft., fly 60 ft., swim 30 ft.
Perception 17 Stealth 14
Immune fire
Senses darkvision 60 ft., keensense 10 ft.
Languages Draconic

STR DEX CON INT WIS CHA


+4 +4 +5 +2 +5 +4

Amphibious. The dragon can breathe air and water.


Pounce. If the dragon moves at least 15 feet straight toward a
creature and then hits it with a Claw attack on the same turn,
that target must succeed on a DC 13 STR save or be knocked
prone. If the target is prone, the dragon can make one Claw
attack against it as a bonus action. STR DEX CON INT WIS CHA
+6 +6 +9 +3 +8 +7
ACTIONS
Multiattack. The dragon makes one Bite attack and one
Amphibious. The dragon can breathe air and water.
Claw attack.
Golden Splendor. When the gold dragon hasn’t unleashed its
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Fire Breath, its scales gleam and sparkle like molten gold or a
Hit: 9 (1d10 + 4) piercing damage.
pile of gold coins. While the dragon’s Fire Breath is available,
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. each creature that starts its turn within 10 feet of the dragon
Hit: 7 (1d6 + 4) slashing damage. must succeed on a DC 17 CHA save or be charmed until the
Fire Breath (Recharge 5–6). The dragon exhales fire in a start of its next turn.
15‑foot cone. Each creature in that area must make a DC 13
DEX save, taking 33 (6d10) fire damage on a failed save, or ACTIONS
half as much damage on a successful one. Multiattack. The dragon makes one Bite attack and two
Weakening Breath (Recharge 6). The dragon exhales Claw attacks. It can replace its Bite attack with a use of
weakening gas in a 15-foot cone. Each creature in that area Weakening Breath, if available.
must succeed on a DC 13 STR save or have disadvantage Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
on STR-based attack rolls, STR checks, and STR saves for 1 Hit: 17 (2d10 + 6) piercing damage.
minute. A creature can repeat the save at the end of each of
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
its turns, ending the effect on itself on a success.
Hit: 13 (2d6 + 6) slashing damage.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 30-
Young Gold Dragon CR 10 foot cone. Each creature in that area must make a DC 17 DEX
Large Dragon save, taking 66 (12d10) fire damage on a failed save, or half
as much damage on a successful one.
Armor Class 18 (natural armor)
Hit Points 193 Weakening Breath (Recharge 6). As the gold dragon
wyrmling, except it is a 30-foot cone, and the save DC is 17.
Speed 40 ft., fly 80 ft., swim 40 ft.
Perception 22 Stealth 16 BONUS ACTIONS
Immune fire
Change Shape. The dragon magically transforms into a
Senses darkvision 120 ft., keensense 30 ft. Beast or Humanoid that has a challenge rating no higher
Languages Common, Draconic than its own, or back into its true form, which is Dragon. Any

131 MONSTER VAULT D


equipment it is wearing or carrying transforms with it or is If a creature’s save is successful or the effect ends for it, the
borne by the new form (the dragon’s choice). It reverts to its creature is immune to the dragon’s Frightful Presence for the
true form if it dies. In a new form, the dragon retains its HP, next 24 hours.
ability to speak, proficiencies, and INT, WIS, and CHA scores, Fire Breath (Recharge 5–6). The dragon exhales fire in a
as well as this bonus action. Its statistics and capabilities are 60‑foot cone. Each creature in that area must make a DC 21
otherwise replaced by those of the new form, except any DEX save, taking 71 (13d10) fire damage on a failed save, or
class features or legendary actions of that form. half as much damage on a successful one.
Weakening Breath (Recharge 6). As the gold dragon
Adult Gold Dragon CR 17 wyrmling, except it is a 60-foot cone, and the save DC is 21.
Huge Dragon BONUS ACTIONS
Armor Class 19 (natural armor)
Change Shape. The dragon magically transforms into a
Hit Points 284
Beast or Humanoid that has a challenge rating no higher
Speed 40 ft., fly 80 ft., swim 40 ft. than its own, or back into its true form, which is Dragon.
Perception 27 Stealth 18 Any equipment it is wearing or carrying transforms with it
Immune fire or is borne by the new form (the dragon’s choice). It reverts
to its true form if it dies. In a new form, the dragon retains
Senses darkvision 120 ft., keensense 60 ft.
its Legendary Resistance trait and its HP, ability to speak,
Languages Common, Draconic proficiencies, and INT, WIS, and CHA scores, as well as this
bonus action. Its statistics and capabilities are otherwise
STR DEX CON INT WIS CHA replaced by those of the new form, except any class features
+8 +8 +13 +4 +11 +10 or legendary actions of that form.

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.

D MONSTER VAULT 132


succeed on a DC 22 DEX save or take 15 (2d6 + 8)
bludgeoning damage and be knocked prone. The dragon
can then fly up to half its flying speed without provoking
opportunity attacks.

Ancient Gold Dragon CR 21


Gargantuan Dragon
Armor Class 22 (natural armor)
Hit Points 382
Speed 40 ft., fly 80 ft., swim 40 ft.
Perception 30 Stealth 19
Immune fire
Senses darkvision 120 ft., keensense 60 ft.
Languages Common, Draconic

STR DEX CON INT WIS CHA


+10 +9 +16 +5 +13 +12

Amphibious. The dragon can breathe air and water.


Golden Splendor. As the young gold dragon, except it affects
creatures within 30 feet of the dragon, and the save DC is 24. its Legendary Resistance trait
and its HP, ability to speak,
Legendary Resistance (3/Day). If the dragon fails a save, it
proficiencies, and INT,
can choose to succeed instead.
WIS, and CHA scores,
as well as this bonus
ACTIONS
action. Its statistics
Multiattack. The dragon uses its Frightful Presence. It then and capabilities are
makes one Bite attack and two Claw attacks. It can replace its otherwise replaced
Bite attack with a use of Weakening Breath, if available. by those of the new
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. form, except any class
Hit: 21 (2d10 + 10) piercing damage. features or legendary
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one actions of that form.
target. Hit: 17 (2d6 + 10) slashing damage.
LEGENDARY ACTIONS
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
The dragon can take 3
Hit: 19 (2d8 + 10) bludgeoning damage.
legendary actions, choosing from the options below. Only
Frightful Presence. Each creature of the dragon’s choice one legendary action can be used at a time and only at the
that is within 120 feet of the dragon and aware of it must end of another creature’s turn. The dragon regains spent
succeed on a DC 20 WIS save or be frightened for 1 minute. legendary actions at the start of its turn.
A creature can repeat the save at the end of each of its turns,
Detect. The dragon automatically detects every creature and
ending the effect on itself on a success. If a creature’s save is
trap within 30 feet of it, pinpointing the current location of
successful or the effect ends for it, the creature is immune to
each.
the dragon’s Frightful Presence for the next 24 hours.
Tail Attack. The dragon makes a Tail attack.
Fire Breath (Recharge 5–6). The dragon exhales fire in a
90-foot cone. Each creature in that area must make a DC 24 Elemental Roar (Costs 2 Actions). The dragon roars at up
DEX save, taking 110 (20d10) fire damage on a failed save, or to two creatures of its choice within 120 feet of it. Each target
half as much damage on a successful one. must succeed on a DC 20 CHA save or be vulnerable to fire
damage until the end of its next turn. A target resistant to
Weakening Breath (Recharge 6). As the gold dragon
fire damage isn’t resistant to it for the duration. A target
wyrmling, except it is a 90-foot cone, and the save DC is 24.
immune to fire damage is still immune to it, even if the
BONUS ACTIONS target fails the save.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Change Shape. The dragon magically transforms into a
Each creature within 15 feet of the dragon must succeed on
Beast or Humanoid that has a challenge rating no higher
a DC 25 DEX save or take 17 (2d6 + 10) bludgeoning damage
than its own, or back into its true form, which is Dragon.
and be knocked prone. The dragon can then fly up to half its
Any equipment it is wearing or carrying transforms with it
flying speed without provoking opportunity attacks.
or is borne by the new form (the dragon’s choice). It reverts
to its true form if it dies. In a new form, the dragon retains

133 MONSTER VAULT D


catalogue rates of healing, or consume unknown plants
Dragon, Green and alchemical reagents to note the effects. By the time the
dragon is an adult, it has settled into a remote forest and
Green and orange feathers trail down the spine of this green-scaled created its lair, where it often continues to experiment. As
dragon, and tendrils of acrid vapor curl up from its crocodilian the dragon ages, these experiments are increasingly done
head. It searches the forest underbrush. on other subjects, both living and dead, and the dragon
Forest Marauders. Green dragons prefer to live in learns how to avoid attracting too much attention with its
ancient woodlands, the better to hide their lairs and to store toxic waste waters and fatal fumes. By the time the dragon
their enormous wealth. In addition, they are well aware of is ancient, its emerald scales are pocked and scorched from
the scents and seasons of their home terrain and can show a centuries of alchemical burns and magical backlashes, and
surprising degree of stealth when wandering the woodlands its lair is filled with the cures, diseases, poisons, and even
or snaking through the high branches of ancient trees. plants and creatures it has created or altered over the years.
Emotionless Scientists. Most green dragons are
distant and detached scientists. Those who interact with A GREEN DRAGON’S LAIR
these dragons quickly learn not to attribute feelings or
Green dragons establish their lairs in remote caverns, ruins,
sentiment to the wyrms. The only time they show excessive
or buildings in or beneath distant forests. Such lairs might
emotions is when their experiments are threatened,
have a hidden entrance below the surface of a nearby lake or
reacting with cold, logical fury.
river, allowing the dragon a quick—and fireproof—escape
Unfettered Experiments. Insatiably curious from alchemy gone wrong or pesky adventurers. They
about the minute workings of the world, green dragons manipulate the natural features around their lairs to grow
obsessively study life, growth, and decay. Over time, their towering walls of brambles, impossibly smooth cliffs, or
experiments begin to demand living subjects, pollute ravines filled with strange waste waters. The lair itself might
waterways, and create roiling clouds of poison gas. They contain vats and mixing chambers, storage rooms, and
care little for the impact of their experiments, raiding fortified prison cells for less-willing participants.
nearby villages for test subjects and releasing them into the
wild once the project is complete. LAIR ACTIONS
Knowledge Shared. To green dragons, knowledge On initiative count 20 (losing initiative ties), the dragon
gained and not shared—or gloated about—might as well can take a lair action to cause one of the following effects;
not have been gained at all. They frequently gather with the dragon can’t use the same effect two rounds in a row:
others of their kind to share successes, downplay failures, • Alchemical Spray. A spray of toxic slime erupts from
and subtly coax knowledge related to their studies from the ground or drips from the ceiling at a point the
their draconic peers. Green dragons rarely share their dragon can see within 120 feet of it. Each creature within
knowledge with non-dragons, believing only draconic 10 feet of that point must succeed on a DC 15 CON
minds can truly understand the dragon’s brilliance. save or take 7 (2d6) poison damage and be poisoned for
Alchemical Hoards. A green dragon’s hoard often 1 minute. While poisoned, a creature that is resistant
contains magical potions, powerful unguents, rare to poison damage isn’t resistant to poison damage. A
components, tomes of lore, and strange alchemical or poisoned creature can repeat the save at the end of each
magical objects, such as philosopher’s stones or crystal balls. of its turns, ending the effect on itself on a success.
Green dragons keep their hoards well organized, with each • Disorienting Gas. A sickly sweet, colorless gas wafts
item labeled and catalogued. Adventurers can approach across the senses of up to three creatures the dragon can
a green dragon to exchange exotic components for rare see within 120 feet of it. Each target must succeed on a
magical potions, though care is needed in the negotiation. DC 15 CON save or be disoriented until the end of its
Maturing. Wyrmling green dragons hatch with bits next turn. When a disoriented creature moves, it moves
of ancestral memories of their progenitors’ knowledge, in a random direction.
and they spend their first few days escaping the lairs of • Thorny Plants. Thorny vines grow in a 20-foot radius
those progenitors. Wyrmlings travel the land, instinctively on the ground centered on a point the dragon can see
seeking and collecting various treasures or components within 120 feet of it. The area is difficult terrain, and
as they go. By the time the dragon is young, it has settled when a creature moves into or within the area, it takes
on an area of study and gathered enough materials to 5 (2d4) piercing damage for every 5 feet it travels. The
begin brewing, concocting, or distilling poisons, potions, vines last for 1 minute, until the dragon uses this lair
and gasses. Many young green dragons infect themselves action again, or until the dragon dies.
to test rates of infection and cures, poison themselves to

D MONSTER VAULT 134


REGIONAL EFFECTS Poison Breath (Recharge 5–6). The dragon exhales
poisonous gas in a 15-foot cone. Each creature in that
The region containing a green dragon’s lair is warped by its area must make a DC 11 CON save, taking 21 (6d6) poison
magic, which creates one or more of the following effects: damage on a failed save, or half as much damage on a
• Overgrowth. Plants within 3 miles of the dragon’s successful one.
lair grow unnaturally tangled and thick and produce a
variety of plant-based alchemical reagents, both local Young Green Dragon CR 8
and exotic. The entire area is difficult terrain for all
except the dragon. Large Dragon
Armor Class 18 (natural armor)
• Spark of Inspiration. When a creature within 10 miles
Hit Points 148
of the dragon’s lair performs an alchemical experiment
with unknown results for the first time, the experiment Speed 40 ft., fly 80 ft., swim 40 ft.
yields one and a half times as much as it normally would, Perception 17 Stealth 14
or the experiment’s results are otherwise 50 percent Immune poison | poisoned
more potent than expected. Senses darkvision 120 ft., keensense 30 ft.
• Tainted Water. The dragon knows when a creature with Languages Common, Draconic
an Intelligence of 5 or higher drinks from a pond, pool,
spring, or other water source within 5 miles of its lair, STR DEX CON INT WIS CHA
and the dragon can choose for that water to be poisonous +4 +4 +6 +5 +4 +5
to the creature. If it does so, the creature must succeed
on a DC 11 CON save or be poisoned for 24 hours. Amphibious. The dragon can breathe air and water.
If the dragon dies, these effects fade in 1d10 days. Hallucinogenic Gas. After the green dragon exhales its
Poison Breath, wisps of poisonous gas laced with the
alchemical taint that permeates the dragon’s body linger
Green Dragon Wyrmling CR 2
around it. While the dragon’s Poison Breath is unavailable,
Medium Dragon each creature that starts its turn within 10 feet of the dragon
Armor Class 17 (natural armor) must succeed on a DC 14 WIS save or be terrified, as the gas
Hit Points 51 causes the creature to experience frightful hallucinations. A
terrified creature is frightened, and its speed is reduced to 0.
Speed 30 ft., fly 60 ft., swim 30 ft.
Perception 14 Stealth 13 ACTIONS
Immune poison | poisoned
Multiattack. The dragon makes one Bite attack and two
Senses darkvision 60 ft., keensense 10 ft. Claw attacks.
Languages Draconic

STR DEX CON INT WIS CHA


+2 +3 +3 +4 +2 +3

Amphibious. The dragon can breathe air and water.


Pounce. If the dragon moves at least 15 feet
straight toward a creature and then hits it
with a Claw attack on the same turn, that
target must succeed on a DC 12 STR
save or be knocked prone. If the target
is prone, the dragon can make one Claw
attack against it as a bonus action.

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.

135 MONSTER VAULT D


Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Poison Breath (Recharge 5–6). The dragon exhales
Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison poisonous gas in a 60-foot cone. Each creature in that area
damage. must make a DC 18 CON save, taking 56 (16d6) poison
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. damage on a failed save, or half as much damage on a
Hit: 11 (2d6 + 4) slashing damage. successful one.
Poison Breath (Recharge 5–6). The dragon exhales LEGENDARY ACTIONS
poisonous gas in a 30-foot cone. Each creature in that area
must make a DC 14 CON save, taking 42 (12d6) poison The dragon can take 3 legendary actions, choosing from
damage on a failed save, or half as much damage on a the options below. Only one legendary action can be used
successful one. at a time and only at the end of another creature’s turn. The
dragon regains spent legendary actions at the start of its turn.
Detect. The dragon automatically detects every creature
Adult Green Dragon CR 15 and trap within 30 feet of it, pinpointing the current
Huge Dragon location of each.
Armor Class 19 (natural armor) Tail Attack. The dragon makes a Tail attack.
Hit Points 255 Elemental Roar (Costs 2 Actions). The dragon roars at
Speed 40 ft., fly 80 ft., swim 40 ft. up to two creatures of its choice within 120 feet of it. Each
target must succeed on a DC 16 CHA save or be vulnerable
Perception 22 Stealth 16
to poison damage until the end of its next turn. A target
Immune poison | poisoned
resistant to poison damage isn’t resistant to it for the
Senses darkvision 120 ft., keensense 60 ft. duration. A target immune to poison damage is still immune
Languages Common, Draconic to it, even if the target fails the save.

STR DEX CON INT WIS CHA


+6 +6 +10 +6 +7 +8

Amphibious. The dragon can breathe air and water.


Hallucinogenic Gas. After the green dragon exhales
its Poison Breath, wisps of poisonous gas laced
with the alchemical taint that permeates the
dragon’s body linger around it. While the
dragon’s Poison Breath is unavailable, each
creature that starts its turn within 20 feet of
the dragon must succeed on a DC 18 WIS save
or be terrified, as the gas causes the creature
to experience frightful hallucinations. A terrified
creature is frightened, and its speed is reduced to 0.
Legendary Resistance (3/Day). If the dragon fails a save,
it can choose to succeed instead.

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.

D MONSTER VAULT 136


Wing Attack (Costs 2
Actions). The dragon beats
its wings. Each creature within
10 feet of the dragon must succeed on
a DC 19 DEX save or take 13 (2d6 + 6)
bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying
speed without provoking opportunity attacks.

Ancient Green Dragon CR 19


Gargantuan Dragon
Armor Class 21 (natural armor)
Hit Points 333
Speed 40 ft., fly 80 ft., swim 40 ft.
Perception 25 Stealth 17
Immune poison | poisoned
Senses darkvision 120 ft.,
keensense 60 ft.
Languages Common,
Draconic

STR DEX CON INT WIS CHA


+8 +7 +13 +7 +9 +10
successful or the effect ends for it, the creature is immune to
the dragon’s Frightful Presence for the next 24 hours.
Amphibious. The dragon can breathe air and water.
Poison Breath (Recharge 5–6). The dragon exhales
Hallucinogenic Gas. After the green dragon exhales its poisonous gas in a 90-foot cone. Each creature in that area
Poison Breath, wisps of poisonous gas laced with the must make a DC 21 CON save, taking 84 (24d6) poison
alchemical taint that permeates the dragon’s body linger damage on a failed save, or half as much damage on a
around it. While the dragon’s Poison Breath is unavailable, successful one.
each creature that starts its turn within 30 feet of the dragon
must succeed on a DC 21 WIS save or be terrified, as the gas LEGENDARY ACTIONS
causes the creature to experience frightful hallucinations. A
The dragon can take 3 legendary actions, choosing from
terrified creature is frightened, and its speed is reduced to 0.
the options below. Only one legendary action can be used
Legendary Resistance (3/Day). If the dragon fails a save, it at a time and only at the end of another creature’s turn. The
can choose to succeed instead. dragon regains spent legendary actions at the start of its turn.

ACTIONS Detect. The dragon automatically detects every creature and


trap within 30 feet of it, pinpointing the current location of
Multiattack. The dragon uses its Frightful Presence. It then each.
makes one Bite attack and two Claw attacks.
Tail Attack. The dragon makes a Tail attack.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Elemental Roar (Costs 2 Actions). The dragon roars at
Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison
up to two creatures of its choice within 120 feet of it. Each
damage.
target must succeed on a DC 18 CHA save or be vulnerable
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one to poison damage until the end of its next turn. A target
target. Hit: 22 (4d6 + 8) slashing damage. resistant to poison damage isn’t resistant to it for the
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. duration. A target immune to poison damage is still immune
Hit: 17 (2d8 + 8) bludgeoning damage. to it, even if the target fails the save.
Frightful Presence. Each creature of the dragon’s choice Wing Attack (Costs 2 Actions). The dragon beats its wings.
that is within 120 feet of the dragon and aware of it must Each creature within 15 feet of the dragon must succeed on
succeed on a DC 18 WIS save or be frightened for 1 minute. a DC 22 DEX save or take 22 (4d6 + 8) bludgeoning damage
A creature can repeat the save at the end of each of its turns, and be knocked prone. The dragon can then fly up to half its
ending the effect on itself on a success. If a creature’s save is flying speed without provoking opportunity attacks.

137 MONSTER VAULT D


what it considers a world of lesser creatures. In the most
Dragon, Red extreme lairs, perched above the churning interior of
A mighty dragon with bright red scales swoops down from the active volcanoes, red dragons retain azers, fire elementals,
mountain, setting the countryside ablaze with its fiery breath. fire giants, salamanders, and devils or demons to serve
their whims. Sprawling dwarven tunnels, forgotten giant
Avaricious and Territorial. All dragons hoard
foundries, or lakes of boiling stone make the perfect
treasure, but the greed of the red dragon reigns supreme.
respite for a red dragon’s nest.
They prefer quantity over quality, prominently displaying
stolen gold and the skulls of their foes. In twisting tunnels
LAIR ACTIONS
in the fiery belly of the earth, they protect their fabulous
wealth with cunning traps and terrible guardians. Red On initiative count 20 (losing initiative ties), the dragon
dragons brook no incursions into their territory, which can can take a lair action to cause one of the following effects;
stretch for miles around their lairs. the dragon can’t use the same effect two rounds in a row:
Dominating Pride. Red dragons truly believe they • Collapse. The ceiling on a point the dragon can see
are the mightiest of all dragons and superior to all other within 120 feet of it collapses, covering a 20-foot
creatures. They are quick to boast of their own greatness square area on the ground directly below that point.
and happy to demonstrate their supremacy by fang or fire. Each creature in that area must succeed on a DC 15
This pride makes them tyrannical, and many red dragons DEX save or be knocked prone and buried under the
delight in forcing tribute or service from lesser creatures. rubble. A buried creature is restrained and unable to
breathe or stand up. A creature, including the buried
Incendiary Rage. The magical core of fire at the heart
creature, can take its action to free the buried creature
of every red dragon both generates their incinerating
by succeeding on a DC 15 STR check while within reach
breath and makes them quick to anger. They take offense at
of the buried creature.
even slight provocation, flying into devastating rages that
last until their fury is vented. • Swirling Ash. Searing ash blasts a point the dragon can
see within 120 feet of it. Each creature within 30 feet of
Maturing. Red wyrmlings hatch on remote mountain
that point must make a DC 15 CON save. On a failure,
cliffs and peaks far from the lairs of other dragons. Even at
a creature takes 10 (3d6) fire damage and is blinded
that age, they are quick to carve out a territory, attempting
until the end of its next turn. On a success, a creature
to subjugate any who dare enter their territory. Many
takes half the damage and isn’t blinded. The ash ignites
wyrmlings don’t survive past this age, their aggression
flammable objects within 30 feet of that point that
often exceeding their ability to win the fights they start. By
aren’t being worn or carried.
the time the dragon is young, it bears several scars, each
a story of hard-won victory and every inch of territory • Conflagrate. One creature the dragon can see within
maintained. During this time, the dragon starts to hoard 120 feet of it becomes tethered to the Elemental Plane
treasures it gathers from frightened or slain travelers, of Fire. The target must succeed on a DC 15 CHA save
preferring gold and all things that glitter. As an adult, the or be burned for 1 minute. While burned, the target
red dragon has claimed a lair and already accumulated
significant wealth, aggressively protecting it and the
surrounding territory. At this age, some red dragons
make pacts with nearby humanoids, offering—and
usually providing—protection in exchange for regular
tributes of gold or meat. Ancient red dragons typically
have several groups or settlements of humanoids in their
service and spend their days gloating over
past glories atop a mountain of gold.

A RED DRAGON’S LAIR


A red dragon favors high
mountains, claiming snowy
peaks, fuming volcanoes, or
sprawling ancient ruins. A red
dragon’s immense strength, agile
flight, and comfort in blistering temperatures make
its lair difficult to traverse for most other creatures. From
its skyward vantage point, a red dragon peers down at

D MONSTER VAULT 138


takes 7 (2d6) fire damage at the
start of each of its turns. The effect
ends early if the target takes cold
damage, is submerged in water, or
the burn is removed with a greater
restoration spell or similar magic.

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.

139 MONSTER VAULT D


Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Frightful Presence. Each creature of the dragon’s choice
Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. that is within 120 feet of the dragon and aware of it must
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. succeed on a DC 19 WIS save or be frightened for 1 minute.
Hit: 13 (2d6 + 6) slashing damage. 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
Fire Breath (Recharge 5–6). The dragon exhales fire in a
successful or the effect ends for it, the creature is immune to
30‑foot cone. Each creature in that area must make a DC 17
the dragon’s Frightful Presence for the next 24 hours.
DEX save, taking 56 (16d6) fire damage on a failed save, or
half as much damage on a successful one. Fire Breath (Recharge 5–6). The dragon exhales fire in a
60‑foot cone. Each creature in that area must make a DC 21
DEX save, taking 63 (18d6) fire damage on a failed save, or
Adult Red Dragon CR 17 half as much damage on a successful one.
Huge Dragon
LEGENDARY ACTIONS
Armor Class 19 (natural armor)
The dragon can take 3 legendary actions, choosing from
Hit Points 301
the options below. Only one legendary action can be used
Speed 40 ft., climb 40 ft., fly 80 ft. at a time and only at the end of another creature’s turn. The
Perception 23 Stealth 16 dragon regains spent legendary actions at the start of its turn.
Immune fire Detect. The dragon automatically detects every creature and
Senses darkvision 120 ft., keensense 60 ft. trap within 30 feet of it, pinpointing the current location of
Languages Common, Draconic each.
Tail Attack. The dragon makes a Tail attack.
STR DEX CON INT WIS CHA Elemental Roar (Costs 2 Actions). The dragon roars at up
+8 +6 +13 +3 +7 +11 to two creatures of its choice within 120 feet of it. Each target
must succeed on a DC 19 CHA save or be vulnerable to fire
Boil Over. When the red dragon hasn’t unleashed its Fire damage until the end of its next turn. A target resistant to
Breath, the heat builds and rolls outward from it. While the fire damage isn’t resistant to it for the duration. A target
dragon’s Fire Breath is available, it emits immense heat, immune to fire damage is still immune to it, even if the
and each creature that starts its turn within 20 feet of the target fails the save.
dragon must succeed on a DC 21 CON save or take 7 (2d6) Wing Attack (Costs 2 Actions). The dragon beats its wings.
fire damage. A creature that fails this save by 5 or more also Each creature within 10 feet of the dragon must succeed on
suffers one level of exhaustion. a DC 22 DEX save or take 15 (2d6 + 8) bludgeoning damage
Legendary Resistance (3/Day). If the dragon fails a save, it and be knocked prone. The dragon can then fly up to half its
can choose to succeed instead. flying speed without provoking
opportunity attacks.
ACTIONS
Multiattack. The dragon uses its Frightful Presence. It then
makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage.

D MONSTER VAULT 140


Ancient Red Dragon CR 21
Gargantuan Dragon Frightful Presence. Each creature of the dragon’s choice
Armor Class 22 (natural armor) that is within 120 feet of the dragon and aware of it must
Hit Points 382 succeed on a DC 21 WIS save or be frightened for 1 minute.
A creature can repeat the save at the end of each of its turns,
Speed 40 ft., climb 40 ft., fly 80 ft.
ending the effect on itself on a success. If a creature’s save is
Perception 26 Stealth 17 successful or the effect ends for it, the creature is immune to
Immune fire the dragon’s Frightful Presence for the next 24 hours.
Senses darkvision 120 ft., keensense 60 ft. Fire Breath (Recharge 5–6). The dragon exhales fire in a
Languages Common, Draconic 90‑foot cone. Each creature in that area must make a DC 24
DEX save, taking 105 (30d6) fire damage on a failed save, or
STR DEX CON INT WIS CHA half as much damage on a successful one.
+10 +7 +16 +4 +9 +13
LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from
Boil Over. When the red dragon hasn’t unleashed its Fire
the options below. Only one legendary action can be used
Breath, the heat builds and rolls outward from it. While the
at a time and only at the end of another creature’s turn. The
dragon’s Fire Breath is available, it emits immense heat,
dragon regains spent legendary actions at the start of its turn.
and each creature that starts its turn within 30 feet of the
dragon must succeed on a DC 24 CON save or take 7 (2d6) Detect. The dragon automatically detects every creature
fire damage. A creature that fails this save by 5 or more also and trap within 30 feet of it, pinpointing the current location
suffers one level of exhaustion. of each.

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.

141 MONSTER VAULT D


of the civilizations they watched grow and fall. A mountain
Dragon, Silver fortress overlooking a secluded pass, an abandoned
wizard’s tower, or even the former fortress of a cloud giant
This dragon shimmers like polished silver as it moves. Large scales clan makes an ideal lair for a silver dragon.
like layered breastplates run the length of its spine, and a pair of
horns curves forward from its skull. A frosty chill hangs in the air LAIR ACTIONS
around it.
On initiative count 20 (losing initiative ties), the dragon
Kindhearted Watchers. Looking down from their
can take a lair action to cause one of the following effects;
mountain perches, silver dragons see it as their duty
the dragon can’t use the same effect two rounds in a row:
to befriend and protect other sentient beings in their
territory. Aloof and watchful, they watch over ages as • Enthralling Reflection. Icy surfaces within the lair
civilizations develop, occasionally adopting disguises to shine mirror bright. Each creature within 20 feet of
provide guiding nudges. Elders warn young silver dragons a point on a frozen surface the dragon can see within
to avoid direct entanglement with humanoid affairs. Some 120 feet of it must succeed on a DC 15 CHA save or
can’t help themselves, and inadvertently become weapons be charmed until initiative count 20 of the following
of war, or give rise to magical, royal bloodlines. round. While charmed, a creature is incapacitated, and
if it is more than 5 feet from the surface, it must move
For the Greater Good. Silver dragons believe in on its turn toward the surface, trying to get within 5
promoting the greatest good for the greatest number of feet. It doesn’t avoid opportunity attacks or hazardous
beings, especially dragons. This stance can sometimes terrain. If a charmed creature takes damage, the
lead the dragon to commit or condone acts many would charmed effect ends for that creature.
consider less than good. However, the dragon’s actions
• Flash Freeze. Up to two targets the dragon can see
operate across centuries and millennia, and it knows the
within 120 feet of it must succeed on a DC 15 CON
steps it takes in the short term will benefit many more in
save or be restrained for 1 minute as its body begins to
the long term. Silver dragons focus on the larger picture
freeze. At the end of each of its turns, it can repeat the
and life as a whole, combating great evils and calamities on
save. On a success, the effect ends for the creature. If
cosmic time scales.
the creature fails this save three times, it is petrified in
Historical Hoard. Silver dragon hoards are museums ice until the condition is removed.
of their favored cultures. Their lairs are filled with artifacts
• Blizzard. The dragon creates a 20-foot-radius sphere of
from these civilizations—coins, fine arts, tapestries,
driving snow centered on a point it can see within 120
manuscripts, epic poems, and historical treatises. The
feet. The sphere spreads around corners, and its area
hoard might also contain the intact sarcophagus of the first
is heavily obscured. Each creature that enters the area
ruler of the first nation the silver dragon watched over, the
for the first time on a turn or starts its turn there must
armor of an adopted civilization’s first great warrior, or the
succeed a DC 15 CON save or take 7 (2d6) cold damage
favored trinket of the first creature the dragon befriended.
and its speed is halved until the end of its turn. The
Maturing. Silver dragons spend the first few years sphere lasts until the dragon uses this lair action again
of their lives with their parents, learning about various or until the dragon dies.
creatures and the draconic role in maintaining the
betterment of life across millennia. By the time the dragon REGIONAL EFFECTS
is young, it has developed a fondness for a particular
The region containing a silver dragon’s lair is warped by
creature, people, or culture and seeks to study its new
its magical presence, which creates one or more of the
obsession from a distance, often in the guise of a beast of
following effects:
burden or traveler. By the time the dragon is an adult, it
has carved out its own small lair where it maintains a few • Welcoming Chill. Humanoids within 10 miles of the
souvenirs from beloved places or people and records their dragon’s lair remain comfortable in temperatures as
achievements or failings. With vast patience, ancient silver low as −50 degrees Fahrenheit without any additional
dragons often spend decades resting in their lairs, coming protection and can tolerate temperatures as low as
out every few years to check on the progress of nearby lands −100 degrees Fahrenheit while wearing heavy clothes.
and encouraging small changes to foster a better world. The dragon can end this effect at will for any Humanoid
it knows is within 10 miles of its lair.
• Ice Surveillance. Within 3 miles of the dragon’s lair,
A SILVER DRAGON’S LAIR the dragon can choose to see and hear through frozen
Silver dragon lairs are always found at high altitudes. ponds and puddles, icicles on buildings, columns of ice,
Caverns amid snowy peaks are common. However, the ice sculptures, and similar areas of frozen water, and
most prized locales for a silver dragon’s lair are remnants the dragon can speak through such ice while doing so.

D MONSTER VAULT 142


• Disorienting Snow. Snow flurries dance through the Armor Class 18 (natural armor)
area within 1 mile of the dragon’s lair. A Humanoid Hit Points 175
hostile to the dragon and in this area must succeed Speed 40 ft., fly 80 ft.
on a DC 13 WIS save for every 10 minutes it travels Perception 19 Stealth 14
through the area, becoming lost on a failed save. A lost Immune cold
Humanoid returns to the spot where it entered the area
Senses darkvision 120 ft., keensense 30 ft.
within 1 mile of the dragon’s lair, regardless of how far
Languages Common, Draconic
or for how long it traveled.
If the dragon dies, these effects fade in 1d10 days.
STR DEX CON INT WIS CHA
+6 +4 +9 +2 +5 +7
Silver Dragon Wyrmling CR 2
Medium Dragon Freezing Fog. After the silver dragon uses its Cold Breath,
Armor Class 17 (natural armor) freezing fog surrounds it. While the dragon’s Cold Breath is
Hit Points 51 unavailable, each creature that starts its turn within 10 feet
of the dragon must succeed on a DC 17 CON save or be
Speed 30 ft., fly 60 ft.
restrained until the start of its next turn.
Perception 14 Stealth 12
Immune cold ACTIONS
Senses darkvision 60 ft., keensense 10 ft. Multiattack. The dragon makes one Bite attack and two Claw
Languages Draconic attacks. It can replace its Bite attack with a use of Paralyzing
Breath, if available.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
+4 +2 +5 +1 +2 +4 Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Pounce. If the dragon moves at least 15 feet straight toward a Hit: 13 (2d6 + 6) slashing damage.
creature and then hits it with a Claw attack on the same turn, Cold Breath (Recharge 5–6). The dragon exhales an icy blast
that target must succeed on a DC 14 STR save or be knocked in a 30-foot cone. Each creature in that area must make a DC
prone. If the target is prone, the dragon can make one Claw 17 CON save, taking 54 (12d8) cold damage on a failed save,
attack against it as a bonus action. or half as much damage on a successful one.
Paralyzing Breath (Recharge 6). As the silver dragon
ACTIONS
wyrmling, except it is a 30-foot cone, and the save DC is 17.
Multiattack. The dragon makes one Bite attack and one
Claw attack. BONUS ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Change Shape. The dragon magically transforms into a
Hit: 9 (1d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) slashing damage.
Cold Breath (Recharge 5–6). The dragon exhales
an icy blast in a 15-foot cone. Each creature in
that area must make a DC 13 CON save, taking 18
(4d8) cold damage on a failed save, or half as much
damage on a successful one.
Paralyzing Breath (Recharge 6). The dragon exhales
paralyzing gas in a 15-foot cone. Each creature in that
area must succeed on a DC 13 CON save or be
paralyzed 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.

Young Silver Dragon CR 9


Large Dragon

143 MONSTER VAULT D


Beast or Humanoid that has a challenge rating no higher BONUS ACTIONS
than its own, or back into its true form, which is Dragon. Any Change Shape. The dragon magically transforms into a
equipment it is wearing or carrying transforms with it or is Beast or Humanoid that has a challenge rating no higher
borne by the new form (the dragon’s choice). It reverts to its than its own, or back into its true form, which is Dragon.
true form if it dies. In a new form, the dragon retains its HP, Any equipment it is wearing or carrying transforms with it
ability to speak, proficiencies, and INT, WIS, and CHA scores, or is borne by the new form (the dragon’s choice). It reverts
as well as this bonus action. Its statistics and capabilities are to its true form if it dies. In a new form, the dragon retains
otherwise replaced by those of the new form, except any its Legendary Resistance trait and its HP, ability to speak,
class features or legendary actions of that form. proficiencies, and INT, WIS, and CHA scores, as well as this
bonus action. Its statistics and capabilities are otherwise
replaced by those of the new form, except any class features
Adult Silver Dragon CR 16
or legendary actions of that form.
Huge Dragon
Armor Class 19 (natural armor) LEGENDARY ACTIONS
Hit Points 267 The dragon can take 3 legendary actions, choosing from
Speed 40 ft., fly 80 ft. the options below. Only one legendary action can be used
at a time and only at the end of another creature’s turn. The
Perception 22 Stealth 15
dragon regains spent legendary actions at the start of its turn.
Immune cold
Detect. The dragon automatically detects every creature
Senses darkvision 120 ft., keensense 60 ft.
and trap within 30 feet of it, pinpointing the current location
Languages Common, Draconic of each.
Tail Attack. The dragon makes a Tail attack.
STR DEX CON INT WIS CHA
Elemental Roar (Costs 2 Actions). The dragon roars at up
+8 +5 +12 +3 +7 +9
to two creatures of its choice within 120 feet of it. Each target
must succeed on a DC 17 CHA save or be vulnerable to cold
Freezing Fog. As the young silver dragon, except it affects damage until the end of its next
creatures within 20 feet of the dragon, and the save DC is 20. turn. A target resistant to cold
Legendary Resistance (3/Day). If the dragon fails a save, it damage isn’t resistant to
can choose to succeed instead. it for the duration. A

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.

D MONSTER VAULT 144


target immune to cold damage is still immune
to it, even if the target fails the save.
Wing Attack (Costs 2 Actions). The dragon
beats its wings. Each creature within 10 feet of the
dragon must succeed on a DC 21 Dexterity save or take
15 (2d6 + 8) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed without
provoking opportunity attacks.

or half as much damage on a successful one.


Ancient Silver Dragon CR 20
Paralyzing Breath (Recharge 6). As the silver dragon
Gargantuan Dragon wyrmling, except it is a 90-foot cone, and the save DC is 23.
Armor Class 21 (natural armor)
BONUS ACTIONS
Hit Points 355
Speed 40 ft., fly 80 ft. Change Shape. The dragon magically transforms into a
Beast or Humanoid that has a challenge rating no higher
Perception 25 Stealth 16
than its own, or back into its true form, which is Dragon.
Immune cold
Any equipment it is wearing or carrying transforms with it
Senses darkvision 120 ft., keensense 60 ft. or is borne by the new form (the dragon’s choice). It reverts
Languages Common, Draconic to its true form if it dies. In a new form, the dragon retains
its Legendary Resistance trait and its HP, ability to speak,
STR DEX CON INT WIS CHA proficiencies, and INT, WIS, and CHA scores, as well as this
+10 +6 +15 +4 +9 +11 bonus action. Its statistics and capabilities are otherwise
replaced by those of the new form, except any class features
or legendary actions of that form.
Freezing Fog. As the young silver dragon, except it affects
creatures within 30 feet of the dragon, and the save DC is 23. LEGENDARY ACTIONS
Legendary Resistance (3/Day). If the dragon fails a save, it The dragon can take 3 legendary actions, choosing from
can choose to succeed instead. the options below. Only one legendary action can be used
at a time and only at the end of another creature’s turn. The
ACTIONS dragon regains spent legendary actions at the start of its turn.
Multiattack. The dragon uses its Frightful Presence. It then Detect. The dragon automatically detects every creature
makes one Bite attack and two Claw attacks. It can replace its and trap within 30 feet of it, pinpointing the current location
Bite attack with a use of Paralyzing Breath, if available. of each.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Tail Attack. The dragon makes a Tail attack.
Hit: 21 (2d10 + 10) piercing damage.
Elemental Roar (Costs 2 Actions). The dragon roars at up
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. to two creatures of its choice within 120 feet of it. Each target
Hit: 17 (2d6 + 10) slashing damage. must succeed on a DC 19 CHA save or be vulnerable to cold
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. damage until the end of its next turn. A target resistant to
Hit: 19 (2d8 + 10) bludgeoning damage. cold damage isn’t resistant to it for the duration. A target
Frightful Presence. Each creature of the dragon’s choice immune to cold damage is still immune to it, even if the
that is within 120 feet of the dragon and aware of it must target fails the save.
succeed on a DC 19 WIS save or be frightened for 1 minute. Wing Attack (Costs 2 Actions). The dragon beats its wings.
A creature can repeat the save at the end of each of its turns, Each creature within 15 feet of the dragon must succeed on
ending the effect on itself on a success. If a creature’s save is a DC 24 DEX save or take 17 (2d6 + 10) bludgeoning damage
successful or the effect ends for it, the creature is immune to and be knocked prone. The dragon can then fly up to half its
the dragon’s Frightful Presence for the next 24 hours. flying speed without provoking opportunity attacks.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast
in a 90-foot cone. Each creature in that area must make a DC
23 CON save, taking 99 (22d8) cold damage on a failed save,

145 MONSTER VAULT D


the same point in space and time. The laws of reality
Dragon, Void repel the creatures back to their original positions
as reality resets. The targets aren’t actually moved,
A dragon seemingly formed of the night sky has bright white stars
but reality’s reset forces each target to make a DC 15
for eyes. Lesser stars twinkle in the firmament of the dragon’s body.
STR save. On a failure, the creature takes 16 (3d10)
Children of the Stars. Void dragons drift through the force damage and is knocked prone. On a success, the
empty spaces beyond the boundaries of the mortal world creature takes half the damage and isn’t knocked prone.
and wander between the stars. They are aloof, mingling only
• Zero Gravity. Gravity stops working in a 50-foot radius,
with the otherworldly beings that live above and beyond the
100-foot-high cylinder centered on a point the dragon
world, including the incarnate forms of the stars themselves.
can see within 120 feet of it. Each creature in that
Witnesses to the Void. Void dragons are intensely cylinder drifts 10 feet away from the ground and must
knowledgeable creatures, but they have seen too much, succeed on a DC 15 STR save or be restrained. A flying
lingering at the edge of the Void itself. They carry a piece of creature automatically succeeds on the save, but its
that nothing with them, and it flows out of them to break speed is halved unless it can hover or flies magically. This
the minds of lesser beings when the dragons fly into a rage. effect lasts until initiative count 20 on the next round.
Voracious Scholars. Despite their removed existence
and strange quirks, void dragons still hoard treasure. Gems REGIONAL EFFECTS
that glitter like the stars of their home are particularly The region containing a void dragon’s lair is warped by
prized. Their crowning piece, however, is knowledge. Void the dragon’s magic, which creates one or more of the
dragons jealously hoard scraps of forbidden and forgotten following effects:
lore of any kind and spend most of their time at home
• Dark of the Void. Nonmagical illumination,
poring over these treasures.
including sunlight, can’t create bright light within 6
miles of the lair.
A VOID DRAGON’S LAIR • Torn Veil. Within 3 miles of the lair, disembodied voices
Void dragons make their lairs deep in the freezing, airless whisper in the night. Celestials, Fey, and Fiends with a
space between the stars. When a void dragon claims a home challenge rating of 2 or lower can choose to slip into the
elsewhere, it prefers towering mountain peaks, valleys, or Material Plane from their native planes or vice versa.
ruins at high elevation with a clear view of the sky. When • Uncovered Knowledge. Secrets have a way of
encountered in its lair, an adult void dragon has a challenge coming to light within 6 miles of the lair. Clues are
rating of 17, and an ancient void dragon has a challenge inadvertently discovered, slips of the tongue hint at a
rating of 23. hidden truth, and creatures become morbidly curious
for forbidden knowledge.
LAIR ACTIONS If the dragon dies, these effects fade in 1d10 days.
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:
• Orb of the Void. The Void briefly overlaps the dragon’s
lair in a 20-foot-radius sphere of blackness punctuated
by deep blue streaks and pinpoints of light. The sphere
is centered on a point the dragon can see within 120
feet of the dragon. The sphere spreads around corners,
is heavily obscured, and contains no air (creatures must
hold their breath). Each creature in the sphere when it
appears must make a DC 15 CON save, taking 7 (2d6)
cold damage and 7 (2d6) necrotic damage on a failed
save, or half as much damage on a successful one. Any
creature that ends its turn in the sphere takes 7 (2d6)
cold damage and 7 (2d6) necrotic damage. The sphere
lasts 1 minute, until the dragon uses this lair action
again, or until the dragon dies.
• Spatial Anomaly. The lair’s connection to the Void
briefly rips the fabric of space, forcing two creatures the
dragon can see within 120 feet of it to suddenly exist at

D MONSTER VAULT 146


Void Dragon Wyrmling CR 2
Medium Dragon
Armor Class 17 (natural armor)
Hit Points 40
Speed 30 ft., fly 60 ft. (hover)
Perception 13 Stealth 12
Resistant cold
Immune necrotic | charmed, frightened, prone
Senses darkvision 60 ft., keensense 10 ft.
Languages Common, Draconic, Void Speech

STR DEX CON INT WIS CHA


+3 +2 +5 +1 +1 +5

Embodiment of the Void. Creatures resistant to necrotic


damage aren’t resistant to necrotic damage dealt by the
void dragon. A creature immune to necrotic damage is still
immune to the dragon’s necrotic damage.
Pounce. If the dragon moves at least 15 feet straight toward a
creature and then hits it with a Claw attack on the same turn,
that target must succeed on a DC 13 STR save or be knocked
prone. If the target is prone, the dragon can make one Claw
attack against it as a bonus action.
Void Dweller. The void dragon doesn’t require air, food, REACTIONS
drink, sleep, or ambient pressure, and it is immune to the Void Twist. The dragon adds 2 to its AC against one attack
effects of Void terrain. While traveling in space, the dragon that would hit it as it twists reality to open a small rift in
magically glides on solar winds, covering immense distances space to protect itself. To do so, the dragon must be able to
in short times. see the attacker.

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.

147 MONSTER VAULT D


Breath Weapons (Recharge 5–6). The dragon uses one of Breath Weapons (Recharge 5–6). The dragon uses one of
the following breath weapons. the following breath weapons.
• Gravitic Breath. As the void dragon wyrmling, except it • Gravitic Breath. As the void dragon wyrmling, except it is
is a 30-foot cube, the save DC is 17, and the cube lasts a 60-foot cube, the save DC is 20, and the cube lasts until
until the dragon’s breath weapon recharges. the dragon’s breath weapon recharges.
• Withering Breath. The dragon exhales the life-rending • Withering Breath. The dragon exhales the life-rending
energy of the Void in a 30-foot cone. Each creature energy of the Void in a 60-foot cone. Each creature
in that area must make a DC 17 DEX save, taking 49 in that area must make a DC 20 DEX save, taking 63
(14d6) necrotic damage on a failed save, or half as much (18d6) necrotic damage on a failed save, or half as much
damage on a successful one. damage on a successful one. If this damage reduces
a creature to 0 HP, it is disintegrated. A disintegrated
REACTIONS creature and everything it is wearing or carrying, except
Void Twist. The void dragon adds 4 to its AC against one magic items, are reduced to a pile of fine, gray dust. The
attack that would hit it as it twists reality to open a small rift creature can be restored to life only by means of a true
in space to protect itself. To do so, the dragon must be able resurrection or a wish spell.
to sense the attacker.
REACTIONS
Void Twist. The dragon adds 5 to its AC against one attack
Adult Void Dragon CR 16 that would hit it, as it twists reality to open a small rift in
Huge Dragon space to protect itself. To do so, the dragon must be able
Armor Class 19 (natural armor) to see the attacker. If the attack misses by 5 or more, the
dragon can choose to open a second, connected rift next to
Hit Points 226
another creature it can see within 30 feet of it to direct the
Speed 40 ft., fly 80 ft. (hover) attack at that creature instead, using the original attack roll
Perception 21 Stealth 15 result against the new target’s AC.
Resistant cold
Immune necrotic | charmed, frightened, prone LEGENDARY ACTIONS
Senses darkvision 120 ft., keensense 60 ft. The dragon can take 3 legendary actions, choosing from
Languages Common, Draconic, Void Speech the options below. Only one legendary action can be used
at a time and only at the end of another creature’s turn. The
dragon regains spent legendary actions at the start of its turn.
STR DEX CON INT WIS CHA
Detect. The dragon automatically detects every creature and
+7 +5 +12 +3 +6 +10
trap within 30 feet of it, pinpointing the current location of
each.
Embodiment of the Void. As the void dragon wyrmling.
Tail Attack. The dragon makes a Tail attack.
Expert Void Traveler. As the void dragon wyrmling.
Elemental Roar (Costs 2 Actions). The dragon roars at
Legendary Resistance (3/Day). If the dragon fails a save, it up to two creatures of its choice within 120 feet of it. Each
can choose to succeed instead. target must succeed on a DC 18 CHA save or be vulnerable
to necrotic damage until the end of its next turn. A target
ACTIONS resistant to necrotic damage isn’t resistant to it for the
Multiattack. The dragon uses its Dreadful Presence. It then duration. A target immune to necrotic damage is still
makes one Bite attack and two Claw attacks. immune to it, even if the target fails the save.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Void Slip (Costs 2 Actions). The dragon twists the fabric
Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) necrotic of space around it, disappearing and reappearing in an
damage. unoccupied space it can see within 120 feet of it. Each
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. creature within 10 feet of the dragon when it disappears
Hit: 14 (2d6 + 7) slashing damage. must succeed on a DC 20 CON save or take 14 (4d6) necrotic
damage and be knocked prone.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit: 16 (2d8 + 7) bludgeoning damage.
Dreadful Presence. Each creature of the dragon’s choice that
Ancient Void Dragon CR 22
is within 120 feet of the dragon and aware of it must succeed Gargantuan Dragon
on a DC 18 WIS save or suffer a random, short-term dread Armor Class 22 (natural armor)
effect for 1 minute. A creature can repeat the save at the end
Hit Points 324
of each of its turns, ending the effect on itself on a success.
Speed 40 ft., fly 80 ft. (hover)
If a creature’s save is successful or the effect ends for it, the
creature is immune to the dragon’s Dreadful Presence for Perception 26 Stealth 17
the next 24 hours. Resistant cold
Immune necrotic | charmed, frightened, prone

D MONSTER VAULT 148


Senses darkvision 120 ft., keensense 60 ft.
Languages Common, Draconic, Void Speech

STR DEX CON INT WIS CHA


+9 +7 +16 +4 +9 +13

Embodiment of the Void. As the void dragon wyrmling.


Collapsing Star. When the void dragon dies, it explodes in
a swath of celestial destruction. Each creature within 1,000
feet of the dragon must make a DC 21 CON save, taking 44
(8d10) bludgeoning damage and 44 (8d10) cold damage on
a failed save, or half as much damage on a successful one.
Objects in the area that aren’t being worn or carried take
half the bludgeoning damage. A creature that fails the save
by 5 or more is ejected to a random location on a random
plane of existence or 5d100 miles away from its current
location in a random direction (GM’s choice).
Expert Void Traveler. As the void dragon wyrmling.
Legendary Resistance (3/Day). If the dragon fails a save, it
can choose to succeed instead.

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

149 MONSTER VAULT D


Dragon, White A WHITE DRAGON’S LAIR
A white dragon’s lair is carefully chosen for defensibility
The wings and pearlescent scales of this dragon are tinged with and remoteness. A series of icy caverns within a glacier,
blue, and its eyes sparkle an icy blue as it opens its jaw and a cave on a high, sheer cliff face, or the ruins of a frost
exhales a blast of wintry air. giant fortress atop a tall mountain are all prime choices
for a lair. White dragons also like lairs where they can use
Primeval Hunters. Animalistic and instinct-driven,
their terrain tricks against intruders. Lairs with water
white dragons are as much a force of nature as the blizzards
are especially desirable, as the dragon can hide in a lake,
of their arctic homes. They hunt for sport, killing more
pool, or stream and take intruders by surprise. They may
than they can eat and storing frozen kills as snacks for
dig tunnels from one room to another, useful either to
later. When faced with greater challenges, white dragons
withdraw or to cut off escape.
fight dirty, using slippery ice, sheer glacial cliffs, and
furious snowstorms or spring thunderstorms to their
LAIR ACTIONS
advantage against intruders.
On initiative count 20 (losing initiative ties), the dragon
Vainglorious. White dragons think highly of
can take a lair action to cause one of the following effects;
themselves and readily boast about their achievements to
the dragon can’t use the same effect two rounds in a row:
other dragons, especially other white dragons. Because of
this, white dragons often seek out powerful opponents, as • Blizzard. Whipping winds and snow appear in the
the more powerful a slain opponent, the more a dragon can shape of a 20-foot-radius, 40-foot-high cylinder
boast to its brethren. Clever adventurers that speak with centered on a point the dragon can see within 120 feet
a white dragon can play to the dragon’s vanity, praising its of it. The blizzard’s area is heavily obscured. A creature
skill and prowess or challenging it to perform seemingly that enters the blizzard for the first time on a turn or
impossible tasks. starts its turn there must succeed on a DC 15 CON
save or take 7 (2d6) cold damage. A creature flying in
Trophy Hoards. Trophies are important to white
or through the blizzard must land on its turn or be
dragons and are integral parts of their hoards. The bodies
knocked prone.
of frozen foes, rent and battered armor, bent weapons, and
similar items showcasing the dragon’s accomplishments • Frozen Treat. One creature the dragon can see within
fill its lair. White dragons have little use or concern for 60 feet of it begins to freeze solid. The target must
sparkling treasure, but they recognize when a creature goes make a DC 15 CON save. On a success, the target is
to great lengths to protect something. They proudly display restrained until the end of its next turn. On a failure,
items taken from creatures that gave their lives to protect the target is petrified in ice for 1 minute. A petrified
the items, not always understanding the significance of creature can repeat the save at the end of each of
the item but taking pride in slaying its protector. This leads its turns, ending the effect on itself on a success. A
white dragon lairs to be filled with an eclectic collection of petrified creature that takes fire damage has advantage
weapons, religious relics, armor, and magic items. on the save to end the effect.

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.

D MONSTER VAULT 150


lasts for 1 minute, until the dragon uses this lair
action again, or until the dragon dies.
• Thundershift. The weather in the dragon’s lair
suddenly shifts, causing a thunderous explosion on
a point the dragon can see within 90 feet of it. Each
creature within 20 feet of that point must make a DC
15 CON save. On a failure, a creature takes 7 (2d6) cold
damage and 7 (2d6) thunder damage and is knocked
prone. On a success, a creature takes half the damage
and isn’t knocked prone.

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.

151 MONSTER VAULT D


Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. creature’s save is successful or the effect ends for it, the
Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage. creature is immune to the dragon’s Frightful Presence for the
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. next 24 hours.
Hit: 11 (2d6 + 4) slashing damage. Cold Breath (Recharge 5–6). The dragon exhales an icy
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make
blast in a 30-foot cone. Each creature in that area must make a DC 19 CON save, taking 45 (10d8) cold damage on a failed
a DC 15 CON save, taking 31 (7d8) cold damage on a failed save, or half as much damage on a successful one.
save, or half as much damage on a successful one.
LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from
Adult White Dragon CR 13 the options below. Only one legendary action can be used
Huge Dragon at a time and only at the end of another creature’s turn. The
Armor Class 18 (natural armor) dragon regains spent legendary actions at the start of its turn.
Hit Points 238 Detect. The dragon automatically detects every creature
Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. and trap within 30 feet of it, pinpointing the current location
of each.
Perception 22 Stealth 15
Tail Attack. The dragon makes a Tail attack.
Immune cold
Elemental Roar (Costs 2 Actions). The dragon roars at up
Senses darkvision 120 ft., keensense 60 ft.
to two creatures of its choice within 120 feet of it. Each target
Languages Common, Draconic
must succeed on a DC 15 CHA save or be vulnerable to cold
damage until the end of its next turn. A target resistant to
STR DEX CON INT WIS CHA cold damage isn’t resistant to it for the duration. A target
+6 +5 +11 −1 +7 +7 immune to cold damage is still immune to it, even if the
target fails the save.
Ice Walk. The dragon can move across and climb icy surfaces Wing Attack (Costs 2 Actions). The dragon beats its wings.
without needing to make an ability check. In addition, Each creature within 10 feet of the dragon must succeed on
difficult terrain composed of ice or snow doesn’t cost it extra a DC 19 DEX save or take 13 (2d6 + 6) bludgeoning damage
movement. and be knocked prone. The dragon can then fly up to half its
Legendary Resistance (3/Day). If the dragon fails a save, it flying speed without provoking opportunity attacks.
can choose to succeed instead.
Numbing Chill. When the white dragon
hasn’t unleashed its Cold Breath, the
cold builds up within it and ripples
outward from it. While the dragon’s
Cold Breath is available, it emits a
numbing chill, and each creature that
starts its turn within 20 feet of the
dragon must succeed on a DC 19 CON
save or its speed is reduced by 15 feet.

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

D MONSTER VAULT 152


Ancient White Dragon CR 17 Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target.
Gargantuan Dragon Hit: 17 (2d8 + 8) bludgeoning damage.
Armor Class 20 (natural armor) Frightful Presence. Each creature of the dragon’s choice
Hit Points 301 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.
Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. A creature can repeat the save at the end of each of its turns,
Perception 25 Stealth 16 ending the effect on itself on a success. If a creature’s save is
Immune cold successful or the effect ends for it, the creature is immune to
Senses darkvision 120 ft., keensense 60 ft. the dragon’s Frightful Presence for the next 24 hours.
Languages Common, Draconic Cold Breath (Recharge 5–6). The dragon exhales an icy blast
in a 90-foot cone. Each creature in that area must make a DC
STR DEX CON INT WIS CHA 22 CON save, taking 63 (14d8) cold damage on a failed save,
or half as much damage on a successful one.
+8 +6 +14 +0 +9 +9
LEGENDARY ACTIONS
Ice Walk. The dragon can move across and climb icy surfaces The dragon can take 3 legendary actions, choosing from
without needing to make an ability check. In addition, the options below. Only one legendary action can be used
difficult terrain composed of ice or snow doesn’t cost it extra at a time and only at the end of another creature’s turn. The
movement. dragon regains spent legendary actions at the start of its turn.
Legendary Resistance (3/Day). If the dragon fails a save, it
Detect. The dragon automatically detects every creature
can choose to succeed instead.
and trap within 30 feet of it, pinpointing the current location
Numbing Chill. When the white dragon hasn’t unleashed its of each.
Cold Breath, the cold builds up within it and ripples outward
Tail Attack. The dragon makes a Tail attack.
from it. While the dragon’s Cold Breath is available, it emits a
numbing chill, and each creature that starts its turn within 30 Elemental Roar (Costs 2 Actions). The dragon roars at up
feet of the dragon must succeed on a DC 22 CON save or its to two creatures of its choice within 120 feet of it. Each target
speed is halved. must succeed on a DC 17 CHA save or be vulnerable to cold
damage until the end of its next turn. A target resistant to
ACTIONS cold damage isn’t resistant to it for the duration. A target
immune to cold damage is still immune to it, even if the
Multiattack. The dragon uses its Frightful Presence. It then target fails the save.
makes one Bite attack and two Claw attacks.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Each creature within 15 feet of the dragon must succeed on
Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage. a DC 22 DEX save or take 15 (2d6 + 8) bludgeoning damage
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one and be knocked prone. The dragon can then fly up to half its
target. Hit: 15 (2d6 + 8) slashing damage. flying speed without provoking opportunity attacks.

153 MONSTER VAULT D


A YELLOW DRAGON’S LAIR
Dragon, Yellow A yellow dragon favors stone caverns near grasslands or in
canyons—secure places they can retire to and rest when
A shadow ripples the tall grass as a dragon leaps from
not hunting. These lairs often contain areas of sunbaked
concealment, its yellow, catlike body blending into the dry grass.
stone, which the dragons use to warm themselves, and a lair
It opens its fanged mouth, which glows like the sun.
typically has at least one area with access to direct sunlight.
Grassland Dragons. Yellow dragons are solitary The interior of a yellow dragon’s lair is often riddled with
hunters in grasslands, hills, and canyons. Their bodies are twisting tunnels that it can easily traverse with its lithe
low-slung, lithe, and catlike—perfect for stalking prey body. Most lairs contain several ambush points and even
under the cover of tall grass or scrubland foliage. When cunningly crafted hazards and traps designed to provide
young, their scales are a buttery yellow, but as they age, maximum enjoyment while hunting prey within its lair.
they turn a deeper yellow with flecks of tan. The oldest
have scales the yellow-gold hue of the late-afternoon sun. LAIR ACTIONS
This likeness to the sun isn’t superficial—a yellow dragon’s On initiative count 20 (losing initiative ties), a yellow
breath weapon is a searing beam of sunlight. dragon can take a lair action to cause one of the following
Consummate Hunters. Yellow dragons aren’t as effects; the dragon can’t use the same effect two rounds in a
animalistic and instinct-driven as their white dragon row:
cousins, but they enjoy days filled with hunting and • Grasslands Cacophony. The sounds of thunder, howling
lounging in the sun, caring little for many of the worldly wind, insects, and a chorus of rustling grasses suddenly
concerns that plague other dragons. They hunt for sport roar from a point the dragon can see within 60 feet of it.
and like to make it a game, playing with their prey to Each creature within 15 feet of that point that can hear
make the hunt more enjoyable. They crave the chase most the cacophony must succeed on a DC 15 DEX save or be
of all, and a yellow dragon that isn’t particularly hungry deafened and stunned until the end of its next turn.
often releases caught prey and resumes the chase. Though
• Pitfall. A 20-foot-radius pit that is 20 feet deep opens
winged, yellow dragons find the greatest pleasure in
in the ground centered on a point the dragon can see
hunting on foot, catching prey unawares in the tall grasses.
within 120 feet of it. Each creature in that area must
Ever-Changing Hoards. Yellow dragons are easily succeed on a DC 15 DEX save or fall into the pit, taking
distracted, mercurial creatures, and the trinket that falling damage as normal and landing prone. The pit
held their attention last week might be this week’s junk. remains for 1 minute, until the dragon uses this lair
They find more delight in novelty rather than preening action again, or until the dragon dies. When the pit ends,
over the same treasures day after day. Because of this, its floor rises up to the level of the ground, harmlessly
many yellow dragons maintain friendly relations with pushing any creatures in the pit back to the surface.
local communities of grasslands goblins. The dragons’
• Radiant Flare. A flash of bright light bursts from a point
propensity to forget or discard yesterday’s treasures
in the air the dragon can see within 120 feet of it. Each
complements the kleptomania that strikes many goblins,
creature within 30 feet of it that can see the light must
ensuring the dragon’s hoard never stays the same and
succeed on a DC 15 CON save or be blinded until the
forever holds its interest.
end of its next turn.
Maturing. Yellow dragon wyrmlings spend their first
few years learning from their parents, who teach the
wyrmling how to hunt, where to hunt in lean seasons,
and how to avoid grasslands dangers like wildfires
and other predators. When a yellow dragon is young, it
establishes its own hunting territory on the outskirts of its
progenitors’ territories, which includes at least one large
rock or outcropping for sunning itself. Adult yellow
dragons spend their days alternating between lounging
in the warm sun and chasing various creatures in their
territory, either to eat or for sport. By the time a yellow
dragon becomes ancient, it often has an established
relationship with local grasslands peoples,
particularly goblins, providing protection
in exchange for regular tribute of shiny
trinkets or new prey.

D MONSTER VAULT 154


REGIONAL EFFECTS
The region containing a yellow dragon’s lair is changed
by its presence, which creates one or more of the
following effects:
• Calm Fires. Wildfires are less common within 10 miles
of the dragon’s lair, and when a wildfire burns within 10
miles of the lair, it lasts half as long.
• Fleeing Prey. Animals, especially prey animals, within
3 miles of the dragon’s lair are more skittish than
normal and frequently run at the slightest movement
or perceived danger.
• Intense Sunlight. Within 1 mile of the dragon’s
lair, the sun beats down more intensely than
usual. During the day, each creature in the area,
other than yellow dragons, must succeed on a
DC 10 CON save every hour or suffer one level of
exhaustion. A creature automatically succeeds on
this save if it takes shelter from the sun or otherwise
avoids direct sunlight.
If the dragon dies, these effects fade in 1d10 days.
the line must make a DC 12 DEX save, taking 27 (6d8) radiant
Yellow Dragon Wyrmling CR 2 damage on a failed save, or half as much damage on a
successful one.
Medium Dragon
Armor Class 17 (natural armor)
Hit Points 51 Young Yellow Dragon CR 8
Speed 30 ft., climb 30 ft., fly 60 ft. Large Dragon
Perception 15 Stealth 14 Armor Class 18 (natural armor)
Resistant blinded Hit Points 148
Immune radiant Speed 40 ft., climb 40 ft., fly 80 ft.
Senses darkvision 60 ft., keensense 10 ft. Perception 18 Stealth 15
Languages Draconic Resistant blinded
Immune radiant
STR DEX CON INT WIS CHA Senses darkvision 120 ft., keensense 30 ft.
+3 +4 +4 +1 +3 +5 Languages Common, Draconic

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.

155 MONSTER VAULT D


Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage. Hit: 14 (2d6 + 7) slashing damage.
Radiant Breath (Recharge 5–6). The dragon exhales Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
radiant energy in a 60-foot line that is 5 feet wide. Each Hit: 16 (2d8 + 7) bludgeoning damage.
creature in the line must make a DC 15 DEX save, taking
Frightful Presence. Each creature of the dragon’s choice
45 (10d8) radiant damage on a failed save, or half as much
that is within 120 feet of the dragon and aware of it must
damage on a successful one.
succeed on a DC 18 WIS save or be frightened for 1 minute.
A creature can repeat the save at the end of each of its turns,
Adult Yellow Dragon CR 16 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
Huge Dragon
the dragon’s Frightful Presence for the next 24 hours.
Armor Class 19 (natural armor)
Radiant Breath (Recharge 5–6). The dragon exhales radiant
Hit Points 267
energy in a 90-foot line that is 5 feet wide. Each creature
Speed 40 ft., climb 40 ft., fly 80 ft. in the line must make a DC 19 DEX save, taking 54 (12d8)
Perception 23 Stealth 17 radiant damage on a failed save, or half as much damage on
Resistant blinded a successful one.
Immune radiant
LEGENDARY ACTIONS
Senses darkvision 120 ft., keensense 60 ft.
The dragon can take 3 legendary actions, choosing from
Languages Common, Draconic
the options below. Only one legendary action can be used
at a time and only at the end of another creature’s turn. The
STR DEX CON INT WIS CHA dragon regains spent legendary actions at the start of its turn.
+7 +7 +11 +3 +8 +10
Detect. The dragon automatically detects every creature
and trap within 30 feet of it, pinpointing the current location
Blinding Sunlight. When the dragon hasn’t released its of each.
Radiant Breath, streaks of sunlight pour from its mouth. Tail Attack. The dragon makes a Tail attack.
Bright light within 20 feet of the dragon is sunlight, and
each creature that starts its turn within 20 feet of the Elemental Roar (Costs 2 Actions). The dragon roars at
dragon must succeed on a DC 19 CON save or be blinded up to two creatures of its choice within 120 feet of it. Each
until the start of its next turn. target must succeed on a DC 18 CHA save or be vulnerable
to radiant damage until the end of its next turn. A target
Grasslands Camouflage. The yellow dragon’s Stealth is 22 resistant to radiant damage isn’t resistant to it for the
while in tall grass or foliage. duration. A target immune to radiant damage is still immune
Legendary Resistance (3/Day). If the yellow dragon fails a to it, even if the target fails the save.
save, it can choose to succeed instead.

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 MONSTER VAULT 156


Wing Attack (Costs 2 Actions). The
dragon beats its wings. Each creature
within 10 feet of the dragon must
succeed on a DC 20 DEX save or take 14
(2d6 + 7) bludgeoning damage and be
knocked prone. The dragon can then
fly up to half its flying speed without
provoking opportunity attacks.

Ancient Yellow Dragon CR 20


Gargantuan Dragon
Armor Class 21 (natural armor)
Hit Points 355
Speed 40 ft., climb 40 ft., fly 80 ft.
Perception 26 Stealth 18
Resistant blinded
Immune radiant
Senses darkvision 120 ft., keensense 60 ft.
Languages Common, Draconic

STR DEX CON INT WIS CHA


+9 +8 +14 +4 +10 +12

Blinding Sunlight. When the dragon hasn’t released its


Radiant Breath, streaks of sunlight pour from its mouth.
Bright light within 30 feet of the dragon is sunlight, and each
creature that starts its turn within 30 feet of the dragon must
succeed on a DC 22 CON save or be blinded until the start
of its next turn.
Grasslands Camouflage. The yellow dragon’s Stealth is 23
while in tall grass or foliage.
Legendary Resistance (3/Day). If the yellow dragon fails a
save, it can choose to succeed instead.

ACTIONS The dragon can take 3 legendary actions, choosing from


the options below. Only one legendary action can be used
Multiattack. The dragon uses its Frightful Presence. It then
at a time and only at the end of another creature’s turn. The
makes one Bite attack and two Claw attacks.
dragon regains spent legendary actions at the start of its
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. turn.
Hit: 20 (2d10 + 9) piercing damage plus 13 (3d8) radiant
damage. Detect. The dragon automatically detects every creature
and trap within 30 feet of it, pinpointing the current location
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one
of each.
target. Hit: 16 (2d6 + 9) slashing damage.
Tail Attack. The dragon makes a Tail attack.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
Hit: 18 (2d8 + 9) bludgeoning damage. Elemental Roar (Costs 2 Actions). The dragon roars at
up to two creatures of its choice within 120 feet of it. Each
Frightful Presence. Each creature of the dragon’s choice
target must succeed on a DC 20 CHA save or be vulnerable
that is within 120 feet of the dragon and aware of it must
to radiant damage until the end of its next turn. A target
succeed on a DC 20 WIS save or be frightened for 1 minute.
resistant to radiant damage isn’t resistant to it for the
A creature can repeat the save at the end of each of its turns,
duration. A target immune to radiant damage is still immune
ending the effect on itself on a success. If a creature’s save is
to it, even if the target fails the save.
successful or the effect ends for it, the creature is immune to
the dragon’s Frightful Presence for the next 24 hours. Wing Attack (Costs 2 Actions). The dragon beats its wings.
Radiant Breath (Recharge 5–6). The dragon exhales radiant Each creature within 10 feet of the dragon must succeed on
energy in a 120-foot line that is 10 feet wide. Each creature a DC 23 DEX save or take 16 (2d6 + 9) bludgeoning damage
in the line must make a DC 22 DEX save, taking 81 (18d8) and be knocked prone. The dragon can then fly up to half its
radiant damage on a failed save, or half as much damage on flying speed without provoking opportunity attacks.
a successful one.

D
LEGENDARY ACTIONS

157 MONSTER VAULT


Dragonette, Pseudodragon
This cat-sized dragon maintains a cautious crouch,
candlelight flickering across its rust-red scales. It raises its
stinger-tipped tail defensively before it.
Miniature Dragon. These small cousins of true
dragons dwell in forests, lairing in hollow trees,
stumps, small caves, or other snug, enclosed areas.
While they resemble miniature red dragons, their
fine scales are a reddish-brown in color, and their
tails end in a venomous stinger. Pseudodragons are
also much less aggressive and more skittish than their
larger cousins. When desperate,
they can deliver a nasty bite with
their needle-sharp teeth, but they
rely on their stingers for hunting
prey and defending themselves,
as their venom can incapacitate
even large opponents.
Telepathic. Pseudodragons
possess a limited form of
telepathy that communicates
simple emotions or states to
others, such as agreement,
anxiety, discomfort, acceptance,
hunger, or similar. These
communications can also take the form
of a series of images.
Favored Familiars. Wizards consider pseudodragons
quite desirable familiars. Their bonding is more complicated
than garnering a standard familiar, because pseudodragons
view this as a partnership rather than servitude. They often
Limited Telepathy. The pseudodragon can magically
must be persuaded with offerings or bribes.
communicate simple ideas, emotions, and images
telepathically with any creature within 100 feet of it that can
Pseudodragon CR 1/4 understand a language.

Tiny Dragon ACTIONS


Armor Class 13 (natural armor)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit Points 12 Hit: 4 (1d4 + 2) piercing damage.
Speed 15 ft., fly 60 ft.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Perception 13 Stealth 12 creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4)
Resistant poison | poisoned poison damage, and the target must succeed on a DC 11
Senses darkvision 60 ft., keensense 10 ft. CON save or be poisoned for 1 hour. If the creature fails the
Languages understands Common and Draconic but can’t save by 5 or more, it falls unconscious while poisoned in this
speak way, or until it takes damage or another creature uses an
action to shake it awake.
STR DEX CON INT WIS CHA Puff of Smoke (1/Day). The pseudodragon exhales a cloud
of smoke in a 10-foot-radius sphere centered on itself.
−2 +2 +1 +0 +3 +0
The sphere spreads around corners, and its area is heavily
obscured. It lasts for 1 minute or until a wind of moderate or
Heightened Senses. The pseudodragon’s Perception is 18 greater speed (at least 10 miles per hour) disperses it.
when perceiving by sight, hearing, or smell.
Magic Resistance. The pseudodragon has advantage on
saves against spells and other magical effects.

D MONSTER VAULT 158


ACTIONS
Drake, Scorch Multiattack. The scorch drake makes one Bite and two Claw
attacks.
The dragon’s body is covered in shimmering scales of red, orange, Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
and yellow. Its eyes glow like hot coals and fire burns in its throat Hit: 12 (2d8 + 3) piercing and 3 (1d6) fire damage.
as it roars. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Roasted Prey. The scorch drake roams charred Hit: 8 (2d4 + 3) slashing and 3 (1d6) fire damage.
wastelands and volcanic plains, hunting anything it can Fire Breath (Recharge 5–6). The scorch drake spits liquid
catch. Unable to digest fresh kills, scorch drakes roast fire in a 30-foot cone. Each creature in that area must make
victims with their fiery breath before dining. They often a DC 15 DEX save. On a failure, a creature takes 24 (7d6)
scavenge prey baked or cooked by other means, such as fire damage and ignites. On a success, a creature takes half
the damage and doesn’t ignite. Until a creature takes an
geothermal activity, the fire breath of other dragons, or
action to douse the fire, an ignited creature takes 3 (1d6)
even a desiccated body left for days in the sun. In this way,
fire damage at the start of each of its turns. This fire ignites
they conserve energy, reserving their potent fire breath for flammable objects in the line that aren’t being worn or
only the choicest meals. carried.
Roaming Hunter. Scorch drakes often leave their
BONUS ACTIONS
stony wasteland homes to find more plentiful prey, moving
into neighboring grasslands or forests. However, their Fan the Flames. The scorch drake flaps its wings in the
hunting style often turns those fertile lands into charred direction of one ignited creature it can see within 15
wastes. Because they are unbothered by heat and fire, they feet of it. The flames coating the target flare up
and generate excess smoke. The target must
often start wildfires to flush out prey, gobbling up scorched
succeed on a DC 15 CON save or be
remains or ambushing prey fleeing advancing flames.
blinded until the end of its next turn.
Liquid Fire. Scorch drakes radiate heat and are difficult
to see clearly at a distance due to the shimmer the heat
creates. They exhale a spray of liquid that ignites upon
contact with air, which resembles the fire breath
of other dragons. However, this liquid is more akin to
alchemist’s fire, and it coats and clings to the drake’s prey,
causing victims to continue burning.

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

STR DEX CON INT WIS CHA


+3 +1 +4 −2 +5 −1

Heat Shimmer. Creatures more than 30 feet from the scorch


drake have disadvantage on WIS (Perception) checks to see
the drake.
Scalding Blood. A creature that hits the scorch drake with a
melee attack while within 5 feet of the drake takes 3 (1d6)
fire damage and must succeed on a DC 15 DEX save or
ignite. Until a creature takes an action to douse the fire,
an ignited creature takes 3 (1d6) fire damage at the start
of each of its turns.

159 MONSTER VAULT D


Drider
The drow smiles, its eyes gleaming silver in the darkness. Six
more points of silver appear on its forehead as it lowers itself from
the cavern ceiling, revealing its arachnid body.
Abyssal Origins. The first driders were drow
elves who wronged the demon lord of spiders and were
transformed as punishment for their transgressions.
They have since become their own people that inhabit
the dark caverns of the world. Driders sometimes
ally with drow, duergar, and other denizens of the
underworld, living alongside the smaller folk in
their settlements, but driders most often keep to
themselves in tight-knit family groups.
Underworld Centaurs. Like their
surface-world mirrors, driders roam
the underworld and are suited for its
environment. They can climb walls and
traverse ceilings without effort, and
where many centaurs have human
features, driders nearly always have
elven features.
Arachnid Bodies. Driders’
lower bodies more than simply
resemble spiders; they also have
many arachnid features. Their abdomens
contain spinnerets for creating webbing,
their legs contain sensory organs for detecting
movement on webs, and their foremost legs contain
poison, like spider mandibles. Sunlight Sensitivity. While in sunlight, the drider has
disadvantage on attack rolls, and its Perception is 10 when
perceiving by sight.
Drider CR 6
Web Sense. While in contact with a web, the drider knows the
Large Monstrosity exact location of any other creature in contact with the same
Armor Class 18 (natural armor) web.
Hit Points 112 Web Walker. The drider ignores movement restrictions
Speed 30 ft., climb 30 ft. caused by webbing.
Perception 15 Stealth 19
ACTIONS
Resistant Fey Ancestry, Monstrosity Resilience
Immune poison | poisoned Multiattack. The drider makes one Longsword attack and
two Skewer attacks, or it makes three Web Shot attacks.
Senses darkvision 120 ft.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Languages Elvish, Undercommon
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands.
STR DEX CON INT WIS CHA
Skewer. Melee Weapon Attack: +6 to hit, reach 5 ft., one
+3 +6 +4 +1 +2 +1
creature. Hit: 6 (1d6 + 3) piercing damage plus 13 (3d8)
poison damage.
Fey Ancestry. The drider is resistant to the charmed Web Shot. Ranged Weapon Attack: +6 to hit, range 30/60 ft.,
condition, and magic can’t put the drider to sleep. one target. Hit: 14 (2d10 + 3) bludgeoning damage, and the
Monstrosity Resilience. The drider is resistant to exhaustion target must succeed on a DC 15 STR save or be restrained by
and to the frightened condition. webbing. A creature, including the restrained target, can take
Spider Climb. The drider can climb difficult surfaces, its action to break the webbing and free the restrained target
including upside down on ceilings, without needing to make by succeeding on a DC 15 STR check.
an ability check.

D MONSTER VAULT 160


the first tree, appearing in an unoccupied space within 5 feet
Dryad of the second tree. Both trees must be Large or larger.

A green woman with barklike skin and bedecked in vibrant ACTIONS


green leaves and vines emerges from an ancient oak tree. Multiattack. The dryad makes two Vine Whip or Blast of
Forest Defenders. Dryads are fey that are magically Pollen attacks. If both Vine Whip attacks hit one creature, the
bound to trees in the oldest forests of the world, becoming target must succeed on a DC 14 STR save or be restrained by
extensions of those trees and defenders of the forest. The vines until the end of its next turn.
death of a dryad’s tree usually results in the death of the Vine Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one
dryad, unless the tree’s death was part of the tree’s natural target. Hit: 6 (1d8 + 2) slashing damage.
life cycle. A dryad that has survived the death of its tree has Blast of Pollen. Ranged Spell Attack: +6 to hit, range 60 ft.,
one year to find a new, suitable tree with which to bond, or one target. Hit: 7 (1d6 + 4) poison damage.
it perishes.
BONUS ACTIONS
Wildlife Allies. When in danger, dryads call on the
Charming Scent. The dryad emits an alluring, floral scent
forest’s animals to protect them or cover their retreat. toward one Beast or Humanoid it can see within 30 feet
Dryads can also magically convince would-be foresters of it. The target must succeed on a DC 14 WIS save or be
and hunters to leave the forest in peace or to seek wood charmed for 1 minute. While charmed, the target views the
and prey elsewhere. This often leads to conflicting stories dryad as an ally and views the dryad’s requests favorably,
of dryads as beautiful and charming or ferocious and though it isn’t under the dryad’s control. The charmed
accompanied by armies of savage wildlife. creature can repeat the save at the end
of each of its turns, ending the effect
Helping Lost Travelers. Dryads aren’t always on itself on a success. The dryad
inimical to creatures hailing from outside their forests. can have up to two creatures
They often help creatures lost in the woods, especially charmed in this way at a time.
children or humanoids that show respect to nature. Forest’s Aid (21 HP or
Dryads understand that kindness shown to lost travelers Fewer, 1/Day). The dryad
today might lead to broader respect and care for the forest magically calls a horde of
in the future. squirrels, rabbits, mice, and
other small animals native to
the forest. The horde uses the
Dryad CR 1
statistics of 1 swarm of rats.
Medium Fey The called creatures
Armor Class 15 (natural armor) arrive on initiative
Hit Points 38 count 20 of the
next round, acting
Speed 30 ft.
as allies of the dryad
Perception 14 Stealth 15
and obeying its spoken
Resistant Fey Resilience commands. They remain
Senses darkvision 60 ft. for 1 hour, until the dryad
Languages Elvish, Sylvan dies, or until the dryad
dismisses them as a
bonus action.
STR DEX CON INT WIS CHA
+0 +2 +0 +2 +4 +4

Fey Resilience. The dryad is resistant to the charmed and


unconscious conditions.
Magic Resistance. The dryad has advantage on saves
against spells and other magical effects.
One with the Forest. While in a forest, the dryad can’t be
surprised, and it leaves behind no tracks or other traces of
its passage.
Speak with Beasts and Plants. The dryad can communicate
with Beasts and Plants as if they shared a language.
Tree Stride. Once on its turn, the dryad can use 10 feet of its
movement to step magically into one living tree within its
reach and emerge from a second living tree within 60 feet of

161 MONSTER VAULT D


Dwarf, Duergar
The milky white eyes of the stony-skinned dwarf scan the nearby
caverns. It then slams its large pick into the cavern wall, knocking
loose a bit of metal ore, which it tosses into a nearby cart.
Militaristic Dwarves. As dwarves who
believed in martial law over a sense of
community, the duergar broke away to
form their own settlements, traveling
deeper into the underworld and away
from other dwarves. Their society is
comprised of castes, and movement up or down depends
on an individual’s skills and contribution to the military,
including military service. Duergar didn’t fully forsake the
family units of their overworld cousins, but replaced them
with bonds within their military family. Many platoons of
troops form lifelong bonds and raise children together.
Utilitarian Wares. Duergar craft supports their army,
from defensible architecture, to weapons that rarely dull,
to gleaming armor. Preferring function over form, duergar
goods rarely feature embellishments or designs.
Bastion Against Horrors. When they broke away
from their overworld cousins, duergar didn’t fully embrace
a militaristic society until they encountered the denizens
of the underworld: abyssal fiends, ghoulish undead,
aberrant monstrosities, and many other reality-bending Sunlight Sensitivity. While in sunlight, the duergar has
horrors. Duergar regularly battle these horrors, seeing disadvantage on attack rolls, and its Perception is 5 when
the near-endless struggle as a test of their hardiness and perceiving by sight.
commitment to their life below ground, and they have
ACTIONS
learned techniques, both to evade the horrors and increase
their size to go toe-to-toe with the beasts. War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2)
piercing damage while enlarged.
Duergar CR 1
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5
Medium Humanoid ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
Armor Class 16 (scale mail, shield) damage, or 9 (2d6 + 2) piercing damage while enlarged.
Hit Points 36 Invisibility. The duergar magically turns invisible until it
Speed 25 ft. attacks or uses Enlarge, or until its concentration ends (as if
Perception 10 Stealth 12 concentrating on a spell). Any equipment the duergar wears
or carries is invisible with it.
Resistant poison | poisoned | Duergar Resilience
Senses darkvision 120 ft., passive Perception 10 BONUS ACTIONS
Languages Dwarvish, Undercommon Enlarge. The duergar magically increases in size, along with
any equipment it is wearing or carrying. While enlarged,
STR DEX CON INT WIS CHA the duergar is Large, doubles its damage dice on weapon
+2 +0 +2 +0 +0 −1 attacks (included in the attacks), and makes STR checks and
saves with advantage. While enlarged, it also can no longer
use the Invisibility action. If the duergar lacks the room to
Duergar Resilience. The duergar is resistant to the charmed
become Large, this bonus action fails.
and paralyzed conditions, and it has advantage on saves
against spells and illusions.
REACTIONS
Reduce. If the duergar starts its turn enlarged, it can choose
Shield Wall. The duergar adds 2 to its AC against one
to end the effect and return to its normal size (no action
weapon attack that would hit it. To do so, the duergar must
required).
be wielding a shield and within 5 feet of another duergar
that is also wielding a shield.

D MONSTER VAULT 162


Lightning Bolt. Ranged Weapon Attack: +8 to hit, range
Elemental, Air 30/120 ft., one target. Hit: 18 (3d8 + 5) lightning damage.
Whirlwind (Recharge 4–6). Each creature in the elemental’s
A cyclone howls as it picks up and scatters debris before settling in space must make a DC 13 STR save. On a failure, a target
a vaguely humanoid shape. takes 18 (3d8 + 5) bludgeoning damage and is flung up 20
Sentient Storms. Air elementals are gathered feet away from the elemental in a random direction and
knocked prone. If a thrown target strikes an object, such as
collections of air, wind, and planar material from the
a wall or floor, the target takes 3 (1d6) bludgeoning damage
Plane of Air powered by an energetic intelligence. They
for every 10 feet it was thrown. If the target is thrown at
are most at home on the Plane of Air, but they often another creature, that creature must succeed on a DC 13 DEX
find themselves slipping into the Material Plane when a save or take the same damage and be knocked prone.
spellcaster summons them or when great thunderstorms If the save is successful, the target takes half the bludgeoning
on the Material Plane briefly split the barrier between the damage and isn’t flung away or knocked prone.
two planes.
REACTIONS
Always Moving. Air elementals are full of energy
and rarely stay stationary. An air elemental having a Thunderous Retreat. When a creature the air elemental can
conversation might dart around its conversational partner, see deals damage to it, the elemental can expel a crack of
thunder and move up to 15 feet to an unoccupied space
punctuating each sentence with a halt and tiny thunderclap.
it can see. Each creature within 5 feet of the space the
When engaging in combat, air elementals similarly dart
elemental left must succeed on a DC 13 CON save or take 7
around their opponents, pausing long enough to attack with (2d6) thunder damage.
a lash of wind or surround and toss opponents.

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

STR DEX CON INT WIS CHA


+2 +5 +2 −2 +0 −2

Air Form. The elemental can enter a hostile creature’s space


and stop there. It can move through a space as narrow as 1
inch wide without squeezing.
Cloud Camouflage. The elemental’s Stealth is 20 while in
clouds, fog, or windy weather.
Elemental Nature. The elemental doesn’t require air, food,
drink, or sleep.
Elemental Resilience. The elemental is resistant to
bludgeoning, piercing, and slashing damage from
nonmagical attacks. In addition, it is immune to poison
damage, to exhaustion, and to the grappled,
paralyzed, petrified, poisoned, prone, restrained,
and unconscious conditions.

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.

163 MONSTER VAULT E


Elemental, Earth
The ground rumbles and shifts, forming two large fists, then
a pair of legs, then a small head with gemstone eyes and a
cavernous mouth.
Sentient Soil. Earth elementals are collections of
soil, rock, gemstones, and planar material from the
Plane of Earth powered by a quiet intelligence.
They are equally at home on the Plane of Earth
and the Material Plane, dwelling in the
depths of the soil and rock of both planes.
Plodding Pace. Earth elementals
move and change as quickly as the earth
around them, often lying comfortably
for decades in the same location. When
circumstances force them to act, however,
they act with powerful swings of their rocky
fists, and the very earth around them rumbles
and moves at their call. Many would-be
bandits have discovered too late that some small
mountain villages are unknowingly protected by
earth elementals when they attempt to harm villagers,
who incidentally tended plants on the elemental’s back for
decades or who once sang to the elemental years ago.

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.

E MONSTER VAULT 164


Illumination. The elemental sheds bright light in a 30-foot
Elemental, Fire radius and dim light for an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves
This mobile flame casts light in varying hues of yellow and orange, in water, or for every gallon of water splashed on it, it takes
setting flammable objects alight as it touches them. 1 cold damage.
Sentient Fire. Fire elementals are living fire from the
ACTIONS
Plane of Fire powered by an irascible intelligence. They are
most at home on the Plane of Fire, but they often make their Multiattack. The elemental makes two Fiery Touch or Spit
way to the Material Plane when a spellcaster summons them, Fire attacks.
when large wildfires rage across grasslands, or when volcanic Fiery Touch. Melee Weapon Attack: +6 to hit, reach 5 ft.,
eruptions burst small holes between the two planes. one target. Hit: 12 (2d8 + 3) fire damage. If the target is a
creature or a flammable object, it ignites. Until a creature
Blazing Trails. Born from a plane filled with fire and takes an action to douse the fire, the target takes 5 (1d10)
heat, fire elementals—sometimes accidentally, sometimes fire damage at the start of each of its turns.
deliberately—set fires everywhere they go, finding comfort Spit Fire. Ranged Weapon Attack: +6 to hit, range 30/120 ft.,
in the fire. When unable to set fires or told they can’t, one target. Hit: 16 (3d8 + 3) fire damage.
they often become angered and blaze even hotter. Clever
negotiators often encourage fire elementals to find comfort BONUS ACTIONS
in warm areas of the world where their fire would be less Fiery Dash (Recharge 4–6). The elemental moves up
destructive, such as active volcanoes or desert sands. to 20 feet in a straight line and can move through the
space of any Large or smaller creature without provoking
opportunity attacks. Each space along that line catches fire
Fire Elemental CR 5
until the start of the elemental’s next turn. A creature that
Large Elemental enters a burning space for the first time on a turn or starts
Armor Class 13 its turn there must succeed on a DC 14 DEX save or take 5
Hit Points 110 (1d10) fire damage.
Speed 50 ft.
Perception 10 Stealth 13
Resistant Elemental Resilience
Immune fire | Elemental Resilience
Senses darkvision 60 ft.
Languages Ignan

STR DEX CON INT WIS CHA


+0 +3 +3 −2 +0 −2

Elemental Nature. The fire elemental doesn’t require air, food,


drink, or sleep.
Elemental Resilience. The fire elemental is resistant to
bludgeoning, piercing, and slashing damage from nonmagical
attacks. In addition, it is immune to poison damage, to
exhaustion, and to the grappled, paralyzed, petrified,
poisoned, prone, restrained, and unconscious conditions.
Fire Camouflage. The fire elemental’s Stealth is 18 while in a
Medium or larger fire.
Fire Form. The elemental can move through a space as narrow
as 1 inch wide without squeezing. A creature that touches the
elemental or hits it with a melee attack while within 5 feet
of it takes 5 (1d10) fire damage. In addition, the elemental
can enter a hostile creature’s space and stop there. The first
time it enters a creature’s space on a turn, that creature must
succeed on a DC 14 DEX save or take 5 (1d10) fire damage and
catch fire; until a creature takes an action to douse the fire,
the burning creature takes 5 (1d10) fire damage at the start of
each of its turns.

165 MONSTER VAULT E


Elemental, Water
A wave of water roils and rises, forming into a humanoid shape
with a face that constantly disappears and reforms.
Sentient Water. Water elementals are living
water from the Plane of Water powered by a mercurial
intelligence. They are equally at home on the Plane of
Water and the Material Plane, and they can be found in the
deepest ocean trenches, the hearts of springs, or the depths
of large lakes on both planes.
Purest Water. Made almost entirely of water from
the Plane of Water, water elementals’ bodies are water
in its purest form and are always free of salt, algae, tiny
organisms, and other impurities. They despise creatures
and actions that corrupt, poison, or otherwise befoul
water. They can cleanse some impurities in the blood
of creatures, and coastal communities often
petition them for aid in times of plague.

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.

E MONSTER VAULT 166


Elf, Drow ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
The golden-eyed elf steps from the shadows near the cavern wall, target. Hit: 5 (1d6 + 2) piercing damage.
its shortsword held at the ready. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Children of an Elven Schism. Elves, intrinsically
tied to nature, grew to appreciate only the aspects they BONUS ACTIONS
considered beautiful, such as flowers, butterflies, and
Poison Weapon. The drow coats one weapon it is wearing or
songbirds. A vocal contingent, alarmed by the effects carrying in one of the following poisons. Each time the drow
of this aestheticism, spoke up for the less appreciated hits a creature with that weapon, the target must succeed
creatures whose utility in nature was just as important, on a DC 11 CON save or be poisoned for 1 minute and suffer
taking particular interest in insects and spiders. Unable to the chosen poison’s effect while poisoned in this way. The
come to an agreement with the others of their kind, these poisoned creature can repeat the save at the end of each of
elves, taking the name drow, left the sunlit forests for the its turns, ending the effect on itself on a success. The poison
cool, welcoming darkness of the underworld. remains on the weapon until the start of the drow’s next turn.
• Beetle’s Bite. The target’s speed is halved while poisoned.
Arachnid Motifs. The drow revere and care for
insects of all kinds but hold arachnids and the number • Dark Caress. The target is blinded while poisoned.
eight especially sacred. Though many drow include spider • Nightmare’s Kiss. The target is frightened of the drow
motifs in their armor, weapons, and architecture, just as while poisoned.
many use motifs of scorpions, beetles, mites, centipedes, • Slumber’s Call. The target falls unconscious while
ants, and other arachnids and insects. Some drow societies poisoned or until it takes damage or another creature
and settlements even mimic the structures of their chosen uses an action to wake it.
icons, from ant-like caste systems to web bridges between
suspended buildings to short, round buildings with
shell‑like walls.
Unique Poisons. Because of their regular association
with arachnids and insects, drow have developed a special
appreciation for venoms and poisons. They gather venom
from their beloved insects, create unique poisons from
combinations of these venoms, and coat their weapons in
the results when defending their homes.

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

STR DEX CON INT WIS CHA


+0 +2 +0 +0 +0 +1

Fey Ancestry. The drow is resistant to the charmed condition,


and magic can’t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, and its Perception is 7 when
perceiving by sight.

167 MONSTER VAULT E


Ettercap
Webbing trails from the body of this arachnid humanoid.
Its elongated limbs are tipped with chitinous claws,
and its mandibles drip with foul liquid. Four
additional spider legs sprout from its torso, helping it
cling to the wall.
Cursed Druids. Millennia ago, a sect of
druids that revered spiders sought to create
a closer bond between themselves and the
spiders they loved. They performed a weeks-long,
forbidden ritual that called on magic from the deity
of insects. The ritual was intended to give the druids
magical bonds with spiders and even allow them
to adopt some spider‑like features. Incensed at
the audacity of the druids, the deity gave the
druids what they wanted—and more. The
druids were transformed into spider‑like
monstrosities, stripped of their druidic
magic and much of their intelligence, and
left in the depths of a jungle far from
home or anything familiar.
Spider Friends. Now known as
ettercaps, the descendants of those ancient, cursed druids
spend their days protecting and nurturing spiders in the
jungles and forests of the world. Each ettercap acts as Web Sense. While in contact with a web, the ettercap knows
a clan leader of a collection or territory of spiders of all the exact location of any other creature in contact with the
types, shapes, and sizes and ruthlessly defends its charges. same web.
Ettercaps exposed to humanoids often pick up enough of Web Walker. The ettercap ignores movement restrictions
the local language to communicate basic ideas and needs. caused by webbing.
Some ettercaps even broker minor trade agreements of
spidersilk in exchange for food, sustaining their colonies ACTIONS
and maintaining peace between the spiders and locals. Multiattack. The ettercap makes one Bite attack and one
Claws attack, or it makes two Spit Poison attacks.
Ettercap CR 2 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison
Medium Monstrosity damage. The target must succeed on a DC 13 CON save or
Armor Class 13 be poisoned for 1 minute. The target can repeat the save at
Hit Points 54 the end of each of its turns, ending the effect on itself on a
Speed 30 ft., climb 30 ft. success.
Perception 13 Stealth 13 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Resistant Monstrosity Resilience Hit: 10 (2d6 + 3) slashing damage.
Immune poison | poisoned Spit Poison. Ranged Weapon Attack: +5 to hit, range 20/60
Senses darkvision 60 ft. ft., one target. Hit: 11 (2d8 + 3) poison damage.
Languages —
BONUS ACTIONS
Web (Recharge 4–6). The ettercap launches a gob of
STR DEX CON INT WIS CHA
webbing at one creature it can see within 30 feet of it. The
+2 +3 +1 −3 +3 −1
target must succeed on a DC 13 DEX save or be restrained.
A creature, including the restrained target, can take its
Monstrosity Resilience. The ettercap is resistant to action to free the target from the webbing by succeeding
exhaustion and to the frightened condition. on a DC 13 STR check. The webbing can also be attacked
Spider Climb. The ettercap can climb difficult surfaces, and destroyed (AC 10; HP 5; vulnerability to fire damage;
including upside down on ceilings, without needing to make immunity to bludgeoning, poison, and psychic damage).
an ability check.

E MONSTER VAULT 168


Wakeful. When one of the ettin’s heads is asleep, its other
Ettin head is awake.

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

STR DEX CON INT WIS CHA


+5 −1 +3 −2 +0 −1

Giant Attributes. The ettin is resistant to the stunned


condition, and it is vulnerable to the prone condition.
Multiple Heads. The ettin has two heads and is resistant to
the blinded, charmed, deafened, frightened, stunned, and
unconscious conditions.
Obstinate. The ettin has advantage on WIS and CHA saves.

169 MONSTER VAULT E


Woodland Walk. Difficult terrain composed of nonmagical
Feral Hunter plants doesn’t cost the feral hunter extra movement. In
addition, the feral hunter can pass through nonmagical
A flash of bright color emerges from the forest’s emerald hues. The plants without being slowed by them and without taking
figure’s hair reflects the shimmering colors of the fey realms, and damage from them if they have thorns, spines, or a similar
its face has a bestial aspect, with large ears and yellow, slitted hazard.
eyes. It nocks an arrow, poised to strike.
ACTIONS
Primal Fey. Feral hunters are fey with a deep connection
Multiattack. The feral hunter makes two Hunting Knife or
to the vibrant, primal power that courses through the
Longbow attacks.
Plane of the Fey. Their humanoid appearance is paired with
Hunting Knife. Melee Weapon Attack: +5 to hit, reach 5 ft.,
bestial qualities, such as tails, large ears, horns, patches of
one target. Hit: 10 (2d6 + 3) piercing damage.
fur, or slit or square pupils, and no two feral hunters look
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600
the same. All feral hunters have colorful fur and hair, which
ft., one target. Hit: 12 (2d8 + 3) piercing damage.
often shimmers when it is on the Material Plane.
Consummate Hunters. The hunters’ primal BONUS ACTIONS
connection to the fey realms makes them invaluable Mark Quarry. The feral hunter marks one creature it can see
scouts and trackers to the archfey of the plane. An archfey within 30 feet of it as its quarry until the start of the feral
might task a hunter with safely guiding visitors or with hunter’s next turn. When the feral hunter hits the marked
hunting down and killing intruders. On rare occasions, an creature with a weapon attack, the weapon deals an extra
archfey might send a feral hunter to track a mortal or fey 1d6 damage of the weapon’s type to the target.
who escaped the fey realms. The hunter is relentless in its
REACTIONS
pursuit and always returns with its prize or dies trying.
Reposition. When the feral
Call of the Wild. Feral hunters regularly punctuate hunter takes damage, it
their speech with growls, snarls, and hisses. They rarely can move up to 10 feet
tolerate lengthy talking or politicking and may lash out without provoking
violently when frustrated or annoyed. They feel more at opportunity attacks.
home in the wilds of the Plane of the Fey, and even feral
hunters serving archfey seldom stay in the courts of the
archfey for long. Most visit only to deliver old bounties and
collect new ones.

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

STR DEX CON INT WIS CHA


+0 +3 +0 +0 +2 +1

Fey Resilience. The feral hunter is resistant to


the charmed and unconscious conditions.
Heightened Senses. The feral hunter’s
Perception is 19 when perceiving by sight,
hearing, or smell.
Precise. A weapon that deals piercing damage deals
one extra die of its damage when the feral hunter hits
with it (included in the attack).

F MONSTER VAULT 170


Fey Guardian
The fairy’s blue hair, glittering wings, and sweet scent contrast
sharply with its stern expression.
Linked to Mortals. When a mortal is born,
sometimes a linked fey guardian spontaneously forms.
Some fey guardians are intentionally called by rituals cast
upon a pregnant mortal. Others are summoned when
a remarkable child needs to be protected, but the most
powerful are created by a dying wish.
Godparent. Fey guardians are imbued with magic
that each uses to guard, guide, and protect a humanoid. A
guardian is preoccupied with the well-being and fortune
of its protégé, but a selfless personality is not guaranteed.
Guardians can resent their position or make their charges’
lives miserable in the name of “assistance.” Fey guardians
choose how to help their charges, and fey methods don’t
always match typical mortal methods or expectations.
Unique Beings. Fey guardians can alter their
appearance on whim, depending on their personality and
on the needs of their charges. However, each guardian
has a preferred appearance; this might be a large beast, an
unassuming gnome, or even a glowing figure of pure light.

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.

171 MONSTER VAULT F


Flinderbeast
From its perch in a dead tree, the feathered lizard tests the
air with its long, forked tongue. It offers a toothy grin before
disappearing with a sudden pop.
Colorful Lizards. Flinderbeasts are feathered,
lizard‑like fey the size of small dogs with colorful neck
frills. While they are omnivorous, they primarily eat
wood—the denser the better. Flinderbeasts create lairs by
hollowing out trees or stacking haphazard piles of logs,
where they hide and watch for entertainment.
They frequently ally with elves and wild forest fey,
but dryads find them barely tolerable
pests, because they eat the bark off
dryad trees.
Playful Ambushers. Able
to remain still for hours,
flinderbeasts are incredibly
stealthy, but when they choose
to attack, they take advantage of
their natural ability to teleport to disorient
their foes. A flinderbeast delights in ambushing
travelers, fey, and even squirrels and birds,
nipping victims then teleporting just out of
reach. This chaotic game continues until the
fey becomes bored, the victim abandons the
game, or the victim proves itself a danger.
Wooden Delicacies. Flinderbeasts love to
sample rare woods, and gifts of exotic lumber
can quickly win them over. Worked wood is like
a well‑cooked meal to them, and they steal furniture,
weapons, shields, and other worked, wooden objects to
store in their hollow tree lairs.
ACTIONS
Flinderbeast CR 1 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) piercing damage plus 3 (1d6) acid damage.
Small Fey
Acid Spit. Ranged Weapon Attack: +6 to hit, range 20/60 ft.,
Armor Class 14
one target. Hit: 11 (2d6 + 4) acid damage.
Hit Points 38
Breath of Flinders (Recharge 5–6). The flinderbeast exhales
Speed 30 ft., climb 20 ft.
splinters in a 15-foot cone. Each creature in that area must
Perception 13 Stealth 16 make a DC 14 DEX save, taking 18 (4d8) piercing damage on
Resistant acid | Fey Resilience a failed save, or half as much damage on a successful one.
Senses darkvision 60 ft.
Languages Sylvan BONUS ACTIONS
Short Step. The flinderbeast teleports to an unoccupied space
STR DEX CON INT WIS CHA it can see within 15 feet of it.
+1 +4 +0 −2 +1 +3
REACTIONS

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.

F MONSTER VAULT 172


Plant and that can hear the shriek must succeed on a DC 10
Fungi WIS save or be frightened until the shriek ends. The shrieker
must use a bonus action on its subsequent turns to continue
A cluster of tall, pallid mushrooms with openings resembling a shrieking. It can stop shrieking at any time. The shriek ends if
screaming humanoid mouth sits at the edge of the cavern, tended the shrieker is incapacitated.
by a larger purple mushroom with tentacle-like fungal stalks. A frightened creature can repeat the save at the end of
each of its turns, ending the effect on itself on a success. A
Underground Forests. The ever-present moisture and creature that successfully saves is immune to the frightened
lack of sunlight of the underworld are the perfect conditions effect of this shrieker’s Shriek for the next 24 hours.
for its fungal forests. Much as trees and other plants on the
surface gain sentience and mobility, a variety of mushrooms REACTIONS
and toadstools think and move of their own accord. Startled Shriek. When bright light or a creature other than a
Shrieking Defenders. Shriekers are pale mushrooms Plant moves to within 30 feet of the shrieker, the shrieker can
that serve as the lookouts and guard dogs of mycolids and use Shriek, if it isn’t already shrieking.
other fungal communities. They are nearly immobile and
rely on their shrieks to surprise intruders and alert other Violet Fungus CR 1/4
members of the community. Shriekers can perform this
Medium Plant
function even when not defending fungal communities,
Armor Class 10
and many creatures enter the underworld to harvest
Hit Points 14
shriekers for use in their own lairs.
Speed 15 ft.
Necrotic Feasters. All fungi subsist on decay, but Perception 6 Stealth 5
violet fungi especially enjoy feasting on undead creatures. Resistant necrotic | Plant Resilience
Because of this predilection, violet fungi produce a flesh-
Immune blinded, deafened, frightened
rotting blue goop filled with traces of necromantic energies
Senses keensense 30 ft. (blind beyond this radius)
the violets have absorbed from their food.
Languages —

Shrieker CR 0 STR DEX CON INT WIS CHA


Medium Plant −4 +0 +0 −5 −4 −5
Armor Class 5
Hit Points 7 False Appearance. While the violet fungus remains
Speed 10 ft. motionless, it is indistinguishable from an ordinary fungus.
Perception 6 Stealth 5 Plant Resilience. The violet fungus is resistant to exhaustion
Resistant thunder | Plant Resilience and to the paralyzed, petrified, and unconscious conditions.
Immune blinded, deafened, frightened
ACTIONS
Senses keensense 30 ft. (blind beyond this radius)
Rotting Touch. Melee
Languages —
Weapon Attack: +2 to
hit, reach 10 ft., one
STR DEX CON INT WIS CHA creature. Hit: 5 (2d4)
−5 −5 +0 −5 −4 −5 necrotic damage.

False Appearance. While the shrieker remains motionless, it is BONUS ACTIONS


indistinguishable from an ordinary fungus. Necrotic Spores (8 HP
Plant Resilience. The shrieker is resistant to exhaustion and or Fewer). The violet
to the paralyzed, petrified, and unconscious conditions. fungus sends out a burst
of necrotic-laced spores,
ACTIONS rapidly rotting nearby flesh.
Each creature within 10
Thunderous Burst. The shrieker emits a concentrated burst
feet of the violet fungus
of sound at one creature it can sense within 30 feet of it. The
that isn’t a Construct
target must make a DC 10 DEX save, taking 2 (1d4) thunder
must make a DC 10
damage on a failed save, or half as much damage on a
CON save, taking 5
successful one.
(2d4) necrotic damage
BONUS ACTIONS on a failed save, or half
as much damage on a
Shriek. The shrieker emits a high-pitched shriek audible within successful one.
300 feet of it. Each creature within 30 feet of it that isn’t a

173 MONSTER VAULT F


Gargoyle
Clinging to its perch with stony claws, this winged
statue with a fearsome mien unblinkingly watches
all who pass beneath it.
Minor Elementals. The first gargoyles
were molded by spellcasters on the Material
Plane using local stone and stone from the
Plane of Earth. They were barely more than
animated stone, carved to look menacing
and tasked with protecting locations and
structures of great importance to humanoid
societies. Eventually, they outlived
their creators, and over time, they
developed their own personalities and
communities, carving new gargoyles
from portions of their own bodies mixed
with stone from the Material Plane.
Stony Defenders. Though their
original creators and those early
gargoyles are long gone, gargoyles still
have a drive to defend their homes, often
violently. Some families of gargoyles have
affinities for specific types of humanoid
architecture and claim the highest
reaches of such locations as their
homes. Gargoyles need little in the way
of sustenance outside of an occasional meal of stone, and Diving Pounce. If the gargoyle is flying and moves at least
they spend most days resting motionless in the warmth of 20 feet straight toward a creature and then hits it with a
the sun. This leads most humanoids to view them as a mild Claws attack on the same turn, that target must succeed
inconvenience at worst, with some humanoids viewing on a DC 13 STR save or be knocked prone. If the target is
their presence as a blessing—provided the gargoyles have prone, the gargoyle can make one Bite attack against it as a
a liaison among the humanoids to ensure the gargoyles bonus action.
don’t see locals as intruders on the structure. Some False Appearance. While the gargoyle remains motionless, it
humanoid settlements even go so far as to adjust the is indistinguishable from an inanimate statue.
architecture of their structures, hoping to attract specific
ACTIONS
gargoyle families as defenders.
Multiattack. The gargoyle makes one Bite attack and one
Claws attack.
Gargoyle CR 2
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Medium Elemental Hit: 10 (2d6 + 3) piercing damage.
Armor Class 15 (natural armor) Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Hit Points 52 target. Hit: 8 (2d4 + 3) slashing damage.
Speed 30 ft., fly 60 ft.
REACTIONS
Perception 10 Stealth 10
Resistant bludgeoning, piercing, and slashing from Fearsome Mien. When a creature the gargoyle can see hits
nonmagical attacks it with an attack, the gargoyle can shift its face to appear
more monstrous. The attacker must succeed on a DC 13 WIS
Immune poison | exhaustion, petrified, poisoned
save or be frightened of the gargoyle until the end of its
Senses darkvision 60 ft.
next turn.
Languages Terran

STR DEX CON INT WIS CHA


+3 +0 +5 −2 +0 −2

G MONSTER VAULT 174


Ooze Resilience. The cube is resistant to the grappled and
Gelatinous Cube restrained conditions, and it is immune to exhaustion and
to the blinded, charmed, deafened, frightened, and prone
A floating skeleton surrounded by a wreath of coins floats conditions.
forward, suspended within a quivering, transparent cube of goo. Transparent. While motionless, the cube’s Stealth is 15, even
Dungeon Cleaners. Created to clean the alchemical when the cube is in plain sight.
spills, living waste, and failed experiments found in the
ACTIONS
depths of wizardly dungeons, gelatinous cubes are oozes
capable of digesting softer living or once-living material, Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) acid damage.
such as cloth, flesh, leather, and even wood, given enough
time. On occasion, a gelatinous cube escapes its dungeon Engulf. The cube moves up to its speed. While doing so,
home and roams freely in the local sewer system, an it can enter a Large or smaller creature’s space. When the
cube enters a creature’s space, the creature must make a
ancient cavern, or even an abandoned mine.
DC 13 DEX save. On a success, the creature can choose to
Treasure Trail. Gelatinous cubes can’t digest harder be pushed 5 feet back or to the side of the cube. A creature
materials, such as bone and metal, and these materials that chooses not to be pushed suffers the consequences of
are eventually passed out of the cube as it moves. A trail of a failed save. On a failed save, the cube enters the creature’s
undigested coins, immaculately clean metal armor, and space, the creature takes 10 (3d6) acid damage, and is
gleaming swords in an otherwise empty dungeon is a sure engulfed. The engulfed creature can’t breathe, is restrained,
and takes 21 (6d6) acid damage at the start of each of the
sign of a gelatinous cube.
cube’s turns. When the cube moves, the engulfed creature
Invisible Danger. Gelatinous cubes are transparent, moves with it.
except when digesting a meal or when some of that meal’s An engulfed creature can try to escape by taking an action
indigestible belongings remain within it, and are big to make a DC 13 STR check. On a success, the creature
enough to fill a standard hallway, closet, or small room. escapes and enters a space of its choice within 5 feet of the
Many hapless adventurers exploring abandoned wizard cube.
towers have carelessly stepped into empty hallways or
REACTIONS
dark corners of rooms only to find themselves suddenly
suspended inside one of these oozes. Skewer Prey. When the gelatinous cube is subjected to
piercing damage, it can move a random creature engulfed by
it to intercept the attack. The creature takes
Gelatinous Cube CR 2 the piercing damage as if it were the target.
Large Ooze
Armor Class 6
Hit Points 75
Speed 15 ft.
Perception 8 Stealth 7
Vulnerable cold
Resistant Ooze Resilience
Immune acid, piercing | Ooze Resilience
Senses keensense 60 ft. (can’t sense beyond this radius)
Languages —

STR DEX CON INT WIS CHA


+3 −3 +5 −5 −2 −5

Ooze Cube. The cube takes up its entire space. Other


creatures can enter the space, but are subjected to the
cube’s Engulf and have disadvantage on the save. Creatures
inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to
pull a creature or object out of the cube. Doing so requires
a successful DC 12 STR check, and the creature making the
attempt takes 10 (3d6) acid damage.
The cube can hold only one Large creature or up to
four Medium or smaller creatures inside it at a time.
Ooze Nature. The cube doesn’t require sleep.

175 MONSTER VAULT G


Create Air Elemental (1/Day). The djinni magically creates
Genie, Djinni one air-based Elemental of CR 5 or lower in an unoccupied
space the djinni can see within 30 feet of it. The elemental
This graceful humanoid stands as tall as two humans, and it acts as an ally of the djinni, obeying its spoken commands.
dances through the air on a column of clouds. The elemental remains for 1 hour, until the djinni dies, or
until the djinni dismisses it as a bonus action.
Gracious Hosts. Djinn are genies originating from
realms of elemental air. They are fun-loving and believe Travel the Planes (1/Day). The djinni transports itself to a
different plane of existence. This works like the plane shift
that welcoming strangers is far more productive than
spell, except it can affect only itself and can’t use this action
opening with hostilities. They extend hospitality and the
to banish an unwilling creature.
benefit of the doubt even to guests who arrive to their
homes with weapons drawn, knowing words can be just as BONUS ACTIONS
potent. If their open arms are met with violence regardless,
Create Whirlwind. The djinni creates whirlwinds of air
djinn typically retreat from the situation, preferring to around up to two creatures it can see within 60 feet of
resolve issues peacefully and with a bottle or two of wine it. Each target must succeed on a DC 17 STR check or
whenever possible. be restrained by a whirlwind. A creature, including the
Deadly Air Manipulators. Should djinn find target, can take its action to free the restrained target by
succeeding on a DC 17 STR check.
themselves regretfully in combat, they deftly maneuver
While at least one creature is restrained by one of these
around the battlefield. Their homes have lofty ceilings that
whirlwinds, the djinni can use this bonus action to move the
give them freedom to move, and each room in their home whirlwind up to 30 feet, and the restrained target moves
has at least one window or door to move easily between with it.
the building and its exterior. While at range, they unleash Genie Shape. The djinni magically transforms into a Medium
whirlwinds to confine and reposition foes. When they enter cloud of sparkling, blue air or back into its bipedal form.
melee, they fight gleefully and banter with their opponents, Its statistics are the same in each form. Any equipment it is
expressing genuine admiration at any returned witty quips. wearing or carrying transforms
with it. It reverts to its bipedal
form if it dies. The djinni
Djinni CR 11
can’t use this bonus
Large Elemental (Outsider) action to transform into
Armor Class 17 (natural armor) its bipedal form while
Hit Points 216 inside a Medium or
smaller container.
Speed 30 ft., fly 90 ft.
Perception 17 Stealth 16
Immune lightning, thunder
Senses darkvision 120 ft.
Languages Auran, Common

STR DEX CON INT WIS CHA


+5 +6 +6 +2 +7 +9

Nebulous (Cloud Form Only). The djinni’s Stealth is 21, it can


hover while flying, can’t manipulate objects or attack, and
it can pass through any space air can pass through without
squeezing. In addition, it can enter and hide in any Tiny or
larger container, such as a pouch, lamp, backpack, or barrel.

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.

G MONSTER VAULT 176


Genie, Efreeti
Flames flicker across the horns and down the arm of this grinning,
red humanoid as it reaches forward and unleashes a blast of fire.
Dueling Genies. Efreet are genies from realms of
elemental fire. They take great pleasure in honing their
martial skills and are quick to challenge guests to duels to
first blood. They enjoy challenging the same opponents
regularly to see how each other’s skills have developed.
They don’t kill their opponents unless necessary, as killing
an opponent means never getting to test their skills against
an improved opponent later. Regardless of the outcome of
such duels, efreet are quick to celebrate a good fight with
food, wine, and song.
Heat-Resistant Jewelry. Efreet radiate heat, but they
aren’t constantly on fire. However, most fire they create runs
down and along their arms, and they typically keep their
torsos and arms lightly covered, preferring heat-resistant
jewelry for adornments. They favor brass for its shine and
platinum for its durability, and efreet tend to respond
favorably when these metals are involved in any bargains.

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.

177 MONSTER VAULT G


Genie, Hinn
A stout and rugged humanoid figure emerges from the earth as
if from water, dressed in fine clothes. Its amber eyes gleam from
within its earthen face.
Steadfast and Social. Hinn are genies hailing from
realms of elemental earth. Unlike their brethren, they are
the most steadfast and least capricious of the genies. Hinn
beliefs are not impossible to change, but it takes much
time and effort. Though hinn can take gaseous form like
other genies, they prefer to stay solid. That connection to
the physical world allows them to relate more closely to
mortal creatures, and of all genies, they are the most likely
to befriend mortals. Still, most hinn consider themselves
superior to mortals and react with hostility to any creature
that tries to take advantage of their friendliness.
Immense Wealth. As earth creatures, hinn have access
to wealth in the form of precious metals and gemstones.
Because of the ease with which they can obtain such
materials, only the rarest of these truly arouses their
interest. Instead, many hinn fixate on unique objects
and collect those as valuables, with each hinn preferring
different types of objects. One hinn may collect dolls from
across the planes, while another might seek out theatrical
plays, observing each play then collecting its script.

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.

G MONSTER VAULT 178


Water Burst. Ranged Spell Attack: +9 to hit, range 60 ft., one
Genie, Sila target. Hit: 19 (4d6 + 5) bludgeoning damage.
Create Water Elemental (1/Day). The sila magically
A lithe and sinuous humanoid emerges from a column of water, creates one water-based Elemental of CR 5 or lower in an
its eyes a deep blue with a depth akin to the ocean. It holds two unoccupied space the sila can see within 30 feet of it. The
wave-shaped daggers at the ready. elemental acts as an ally of the sila, obeying its spoken
Fluid and Mercurial. Sila are genies from realms of commands. The elemental remains for 1 hour, until the sila
elemental water. They have no fixed gender or appearance, dies, or until the sila dismisses it as a bonus action.
but they often take on the forms of humanoids when Travel the Planes (1/Day). The sila transports itself to a
dealing with those creatures. They often view themselves different plane of existence. This works like the plane shift
spell, except it can affect only itself and can’t use this action
as superior to creatures who have solid, fixed forms.
to banish an unwilling creature.
Capricious and mischievous, some sila are haughty and
cruel toward solid creatures, while others are playful BONUS ACTIONS
pranksters, and a few take pity on the creatures, which they
Clouded Eyes. The sila condenses the air or water around the
see as trapped in fixed forms.
head or eyes of up to two creatures it can see within 30 feet
Dagger Wielders. Sila typically carry two jambiyas, of it. Each target must succeed on a DC 17 DEX save or be
daggers with wave-shaped blades that they can wield blinded until the end of its next turn.
underwater as well as in air. The jambiyas are considered Genie Shape. The sila magically
traditional weapons of these genies and are typically the transforms into a Medium cloud
only solid objects a sila values. of thick mist that leaves droplets
of water on everything it touches
or back into its bipedal form. Its
Sila CR 11 statistics are the same in each form.
Large Elemental (Outsider) Any equipment it is wearing or
Armor Class 17 (natural armor) carrying transforms with it. It
reverts to its bipedal form if
Hit Points 216
it dies. The sila can’t use this
Speed 30 ft., fly 60 ft., swim 90 ft. bonus action to transform
Perception 16 Stealth 16 into its bipedal form while
Immune acid, cold inside a Medium or
Senses darkvision 120 ft. smaller container.
Languages Aquan, Common

STR DEX CON INT WIS CHA


+5 +6 +6 +7 +2 +9

Amphibious. The sila can breathe air and water.


Fluid Body (Bipedal Form Only). The sila can move through
the space of any creature, regardless of size, and a creature
of any size can move through a sila’s space. In addition,
the sila can move through a space as narrow as 1 inch wide
without squeezing.
Nebulous (Cloud Form Only). The sila’s Stealth is 21, it can
hover while flying, can’t manipulate objects or attack, and it
can pass through any space air or water can pass through
without squeezing. In addition, it can enter and hide in any
Tiny or larger container, such as a pouch, lamp, backpack,
or barrel.

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.

179 MONSTER VAULT G


Ghost
A translucent humanoid dressed in a style popular ages ago flies
through obstacles as it reaches out its arms.
Restless Spirits. Ghosts are the remains of a creature
that died without fulfilling an overwhelming desire, such as
unfinished tasks, wrongs they committed and wanted to set
right, revenge against their enemies, or even identification
of their murderers. Ghosts are driven to fulfill these desires
and must do so before they can move on to the true afterlife.
Wide-Ranging Attitudes. Most ghosts become
angry with being stuck in the mortal world, their
unfinished business hanging on them with palpable
weight. They lash out at all who come near, harming their
chances of receiving help moving on. However, some
ghosts have accepted their fate, or even embrace it, seeing
it as an opportunity to observe and aid those who might
make their same mistakes.

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.

G MONSTER VAULT 180


Hungry Dead Nature. The ghoul doesn’t require air or
Ghoul sleep. In addition, it must consume at least 2 pounds of raw
meat every 24 hours, or it loses its immunity to exhaustion
This gaunt, gray humanoid wears rags and smells strongly of and risks starvation until it does so. While it has any levels of
rotting flesh. It flicks a long tongue out of its mouth, sensing for exhaustion from starvation, the ghoul can’t remove levels of
its next warm meal. exhaustion until it consumes at least 4 pounds of raw meat.

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

STR DEX CON INT WIS CHA


+0 +3 +0 −2 +2 −2

181 MONSTER VAULT G


Ghast CR 2 ACTIONS

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

STR DEX CON INT WIS CHA


+3 +3 +0 +0 +2 −1

Hungry Dead Nature. The ghast doesn’t require air or sleep.


In addition, it must consume at least 2 pounds of raw meat
every 24 hours, or it loses its immunity to exhaustion and
risks starvation until it does so. While it has any levels of
exhaustion from starvation, the ghast can’t remove
levels of exhaustion until it consumes at
least 4 pounds of raw meat.
Spider Climb. The ghast can climb difficult
surfaces, including upside down on
ceilings, without needing to make an
ability check.
Stench. A creature that starts its turn within 5
feet of the ghast must succeed on a DC 13 CON
save or be poisoned until the start of its next turn. On a
success, the creature is immune to the ghast’s Stench for
24 hours.
Turning Defiance. The ghast and any ghouls within 30
feet of it have advantage on saves against effects that turn
undead.
Undead Resilience. The ghast is immune to poison damage,
to exhaustion, and to the poisoned condition.

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

G MONSTER VAULT 182


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage. Hit: 6 (1d8 + 2) piercing damage plus 14 (4d6) force damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) slashing damage. If the target is a creature Hit: 7 (2d4 + 2) slashing damage. If the target is a creature
that isn’t a Construct or Undead, it must succeed on a DC that isn’t a Construct or Undead, it must succeed on a DC
13 CON save or be paralyzed for 1 minute. The target can 14 CON save or be paralyzed for 1 minute. The target can
repeat the save at the end of each of its turns, ending the repeat the save at the end of each of its turns, ending the
effect on itself on a success. effect on itself on a success.
Arcane Blast. Ranged Spell Attack: +6 to hit, range 120 ft.,
Necrophage Ghast CR 4 one target. Hit: 11 (2d6 + 4) force damage.
Spellcasting. The ghast casts one of the following spells,
Medium Undead
requiring no material components and using INT as the
Armor Class 16 (Arcane Infusion)
spellcasting ability (spell save DC 14).
Hit Points 75
At will: guidance, mage hand, prestidigitation
Speed 30 ft., climb 30 ft.
3/day each: command, charm, hold, ray of enfeeblement
Perception 10 Stealth 13
1/day each: fear, invisibility (self only)
Resistant necrotic
Immune charmed | Undead Resilience
Senses darkvision 60 ft.
Languages Common

STR DEX CON INT WIS CHA


+0 +2 +2 +6 +0 −1

Arcane Infusion. While the ghast is conscious and wearing


no armor and wielding no shield, it adds its INT modifier to
its AC (included above).
Hungry Dead Nature. The ghast doesn’t require air or sleep.
In addition, it must consume at least 2 pounds of raw meat
every 24 hours, or it loses its immunity to exhaustion and
risks starvation until it does so. While it has any levels of
exhaustion from starvation, the ghast can’t remove levels of
exhaustion until it consumes at least 4 pounds of raw meat.
Necrophage Stench. A creature that starts its turn within 30
feet of the ghast must succeed on a DC 14 CON save or have
disadvantage on all saves against spells cast by the ghast for
1 minute. If a creature’s save is successful or the effect ends
for it, the creature is immune to the ghast’s Necrophage
Stench for the next 24 hours.
Spider Climb. The ghast can climb difficult surfaces,
including upside down on ceilings, without
needing to make an ability check.
Turning Defiance. The ghast and any ghouls
within 30 feet of it have advantage on saves against
effects that turn undead.
Undead Resilience. The ghast is immune to
poison damage, to exhaustion, and to the
poisoned condition.

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.

183 MONSTER VAULT G


Giant, Cloud
This towering giant has skin the blue-gray of a stormy sky and
hair floating around its head like clouds bathed in a sunrise. It
gazes at the world beneath it with fierce eyes.
High Above All. Cloud giants are above other
creatures, figuratively and literally, lairing in mighty
castles on mountain peaks or on floating cloud islands
drifting over the land. They consider themselves superior
to most creatures, including other giants, except perhaps
storm giants. Some lean into this sense of superiority and
use their innate might to subjugate others, ruling all land
visible from the tops of their mountain homes. Others
keep themselves wholly apart from those bound to trod
the land, seeing earthly concerns as beneath their notice
and turning their gaze to the heavens and the concerns of
flying creatures.
Cloud Shapers. Cloud giants have an innate
connection to clouds and can walk across clouds as earthly
creatures walk across the land. They can gather and form
clouds into a variety of shapes, often creating whole cities
from cloud stuff. Earthly visitors to cloud giant cities must
be careful, though. Not all such places are protected by
magic that would allow an earthly visitor to walk the clouds
as easily as the giants.

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.

G MONSTER VAULT 184


ACTIONS
Giant, Dirgesinger Multiattack. The dirgesinger giant makes two Sickle Sword
attacks.
A giant, clad in ragged black garments, sings a song so deep it Sickle Sword. Melee Weapon Attack: +10 to hit, reach 10 ft.,
rumbles bones and scatters pebbles. It carries an immense, sickle- one target. Hit: 13 (2d6 + 6) slashing damage plus 18 (4d8)
shaped sword in one hand, and winding symbols decorate its necrotic damage or radiant damage (the giant's choice).
skin.
BONUS ACTIONS
Singing Giants. Less numerous than other giants,
dirgesingers are the descendants of giants who worshipped Bellow. The dirgesinger bellows one of the following songs at
an ancient god of death. They are known for the deep, up to two creatures it can see within 60 feet of it.
rhythmic dirges they sing, and their songs echo for miles in • Debilitating Song. The dirgesinger sings a deep,
the deep caverns and mountains they call home. rumbling song that disrupts the bodies of creatures.
Each target must succeed on a DC 16 CON save or be
Death-Dealing Saviors. With their connection to poisoned until the end of its next turn.
the god of their ancestors, dirgesingers can bring eternal • Dissonant Hymn. The dirgesinger sings a discordant
rest to undead by singing a special dirge over the creature’s song that rattles creatures to the core. Each target must
remains. Most dirgesinger clans view this as a sacred duty, succeed on a DC 16 INT save or be frightened until the
but others believe slaying both the living and the dead sates end of its next turn. While frightened, the creature must
their ancient god, preventing it from waking and bringing move away from the giant by the safest available route.
an end to all life. • Mournful Dirge. The dirgesinger sings a dirge full of
Tattooed at Birth. The holy scripture of the sorrow, regrets, and missed opportunities. Each target
must succeed on a DC 16 WIS save or have disadvantage
dirgesingers is only sung. Its full recital takes days, and the
on saves until the end of
song is passed down from clan elders. When a dirgesinger its next turn.
is born, a passage from the work is tattooed on its skin.
Dirgesingers add their victories to the song inscribed on
their bodies, giving each clan its own secrets, sagas, and
sacred oaths.

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

STR DEX CON INT WIS CHA


+6 +1 +4 +0 +3 +2

Divine Weapons. The dirgesinger’s weapon attacks are


magical. When the dirgesinger hits with a weapon attack,
the weapon deals an extra 4d8 necrotic damage or radiant
damage (included in the attack), the dirgesinger’s choice.
Giant Attributes. The dirgesinger is resistant to the stunned
condition, and it is vulnerable to the prone condition.
Restful Dirge. A creature slain by the dirgesinger can’t
become Undead. In addition, a dirgesinger can spend
10 minutes singing a magical dirge over the remains of
an Undead it has destroyed. If it does, that Undead can’t
be restored or gain a new body, such as through the
Rejuvenation or Unfinished Business traits. If the Undead has
a phylactery, mummified heart, or similar object that allows
such rejuvenation, the dirgesinger must perform this dirge
over that object rather than the creature’s remains.

185 MONSTER VAULT G


Lava Boulder. Ranged Weapon Attack: +7 to hit, range
Giant, Fire 60/240 ft., one target. Hit: 19 (3d10 + 3) bludgeoning
damage plus 13 (3d8) fire damage.
The bearded giant with a body like cooling lava hefts a flaming Volcanic Burst (Recharge 5–6). The fire giant expels
sword over its shoulder and steps forward with a clink of its built‑up heat from within itself, sending a blast of lava
heavy, metal armor. outward. Each creature within 15 feet of the fire giant must
Volcanic Giants. Fire giants dwell in areas with make a DC 16 DEX save. On a failure, a creature takes 36
(8d8) fire damage and is knocked prone. On a success, a
volcanic activity, carving out fortresses in the sides of
creature takes half the damage and isn’t knocked prone. A
calderas or building them atop geothermal plains in the
creature that fails this save has disadvantage on the next
highlands. Left without heat for long periods of time, a fire save it makes against the giant’s Pyroclastic Surge before
giant’s skin begins to itch and crack with even the slightest the start of the giant’s next turn.
movement. Because of this, they regularly bathe in lava
and, when no lava is available, in hot springs. They abhor BONUS ACTIONS
the cold and keep fires burning almost constantly when Pyroclastic Surge. A burst of volcanic gas and rock
dwelling in colder climes. This occasionally puts them at fragments flows in a 60-foot-line that is 5 feet wide from
odds with frost giants, who see the fire giants’ melting of the fire giant’s outstretched hand. Each creature in the line
the ice and snow around their homes as a disruption of the must succeed on a DC 16 DEX save or be poisoned until the
natural order of the arctic. end of its next turn and pushed up to 15 feet away from the
giant. A creature that fails the save by 5 or more is petrified
Talented Smiths. Fire giants enjoy metallurgy and in volcanic ash for 1 hour or until a creature spends 1 minute
use the heat of their homes to heat, purify, and forge soaking the petrified creature in cool water.
metals into various tools, armor, and weapons. Many fire
giant smiths mold metal by hand while it is submerged
in lava, taking pride in the personal touch it affords them
over traditional smithing tools. The giants trade these
goods with peoples nearby, most often dwarves, and take
great offense if the quality of the metal is ever called into
question. Several ancient wars between some dwarf and
fire giant clans were started because one smith openly
challenged the skill of another.

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

STR DEX CON INT WIS CHA


+7 +3 +10 +0 +2 +8

Giant Attributes. The fire giant is resistant to the stunned


condition, and it is vulnerable to the prone condition.

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.

G MONSTER VAULT 186


Giant, Frost
The hides of polar bears hang across the body of this blue, icy
giant with a snowy beard. The giant raises an axe made of ice,
which glistens as sunlight flows through it.
Northern Nomads. Frost giants live in small,
nomadic family groups in arctic climes, traveling along
glaciers and living off hunted game. Some groups
raid humanoid villages in their annual travels, taking
livestock and tools during years of lighter game, while
other groups barter with humanoid villages, trading
for metal tools with furs and animal parts of creatures
inaccessible to the more cold‑sensitive humanoids.
Ice Sculptors. Frost giants find great pleasure in ice,
snow, and the frozen world, enjoying how light glistens
through the icicles hanging from a tree or the quiet beauty
of freshly fallen snow. They sculpt ice and snow into
useful tools, such as the axes they favor, but they
also sculpt for pleasure, creating ice sculptures of
animals they consume, deities they worship, or
heroes of that year’s trek through the arctic.
The temporary nature of the sculptures and
the constant movement of the family excites
the giants into creating new sculptures
everywhere they go, expressing each year’s
triumphs and troubles through ice.

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.

187 MONSTER VAULT G


Giant, Hill
This slouching, brutish giant’s hairy form is
clad in crude hides. It wields a massive tree
limb as a club, its broken branches poking out
like spikes, and carries a satchel dripping
with gore and buzzing with flies.
Giants of the Land. More earthly
than their cloud giant cousins and
less sophisticated craftsmen than their
fire giant cousins, hill giants dwell in
palisaded settlements in the forests and
valleys in the foothills of mountains. Their
homes are typically made of loosely cut logs
or uprooted trees with some homes still
sporting branches or even bits of roots on
the exterior. They primarily live off the land, but
they often take what they need from creatures
smaller and weaker than themselves, seeing this
as the natural order of the world.
Mighty Leaders. Might makes right
among these giants, and the leaders of their
settlements are the toughest—and often
largest—giants in the village. Hill giants are
unerringly loyal and obedient to leaders they
feel are stronger than them, and they can be
fierce allies to other creatures that have the
right leader at the helm.
Gluttons. Hill giants are a bit gluttonous,
gorging on meals whenever the season is bountiful.
They always carry gnawed-on carcasses, barrels of pilfered
foods, and uprooted berry bushes in pouches, pockets,
and satchels as ready snacks. Easily distracted, they rarely
consume all such saved food, leaving the smell of rot ever- Show of Might. The hill giant can use STR instead of CHA
present around these containers. when making CHA (Intimidation) checks.

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.

G MONSTER VAULT 188


BONUS ACTIONS
Giant, Stone Wrestle. The stone giant performs one of the following
wrestling maneuvers against one creature it is grappling. The
This lean, muscular, and hairless giant appears chiseled from
target must succeed on a DC 17 STR save or suffer the listed
granite. A large bag is slung over its shoulder, and it palms a
effect until the stone giant uses this bonus action again or
small boulder in one hand. until the grapple ends.
Giants of the Deep Earth. Stone giants live simple, • Armbar. The target has disadvantage on attack rolls and
ascetic lives, lairing with extended families in caves among on checks made to escape the grapple.
the rocky highlands. They herd animals for food, leather, • Chinlock. The target can’t speak and can’t cast spells
and fur, though they spend the majority of their time with verbal components.
underground. Each extended family prefers a particular • Takedown. The target is knocked prone and restrained.
type of stone or crystal and use it in their decorations, both • Throw. The target is thrown up to 30 feet in a random
on themselves and in their homes. These stones are believed direction and knocked prone, ending the grapple. If a
to have specific properties that exemplify or enhance some thrown target strikes a solid surface, the target takes
trait the family values, such as courage, optimism, wisdom, 3 (1d6) bludgeoning damage for every 10 feet it was
determination, compassion, or similar. thrown. If the target is thrown at another creature, that
creature must succeed on a DC 17 DEX save or take the
Lovers of Games. While generally stoic, stone giants same damage and be knocked prone.
love friendly competition and physical sports, such as
rock‑throwing and wrestling. The echo of cracks and booms REACTIONS
in the mountains often signals one of these competitions, Missile Deflection. If a creature the giant can see makes
which the giants are careful to perform only in areas and a ranged weapon attack against the giant, the giant can
seasons where avalanches aren’t a concern. Many stone add 3 to its AC. If the attack misses, the giant can catch the
giant courtships and inter-family rivalries happen at these missile, provided the attack included
games, strengthening the bonds between the families. a projectile, and throw it back at the
attacker, using the giant’s normal
ranged weapon attack bonus and
Stone Giant CR 7 the weapon’s normal damage.
Huge Giant
Armor Class 17 (natural armor)
Hit Points 156
Speed 40 ft.
Perception 14 Stealth 15
Vulnerable thunder | Giant Attributes
Resistant lightning | petrified | Giant Attributes
Senses darkvision 60 ft.
Languages Giant

STR DEX CON INT WIS CHA


+6 +5 +8 +0 +4 −1

Giant Attributes. The stone giant is resistant to the stunned


condition, and it is vulnerable to the prone condition.
Stone Camouflage. The giant’s Stealth is 20 while in rocky
terrain.

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.

189 MONSTER VAULT G


Giant, Storm
A blue-skinned giantess reaches into the cloudy sky and pulls
out a ball of lightning. Her long, white hair whips about her,
crackling with electricity, as she squeezes the ball into a jagged,
spear-like bolt of lightning moments before hurling it.
Lightning Lords. Storm giants are masters of
controlling and manipulating the energy of storms, pulling
lightning from storm clouds to use as weapons. Though
they can actively manipulate storms, nearby storms also
respond to the giants’ moods, becoming a calm, sunny day
when the giant is happy or a raging maelstrom when the
giant is furious. When storm giants gather, their collective
emotions drive the flow of the weather for miles around
them, welcoming traveling merchants when the giants seek
trade or toppling armies when the giants go to war.
Reclusive Ascetics. Storm giants are aware of the
effect their mood has on the local weather, and they often
seek lives of solitude and calm reflection away from most
other creatures. They live either alone or in small family
groups in structures built on high coastal cliffs or remote
tropical islands. They are noble folk, who are easy to
befriend and quick to anger, especially if insulted or tricked.

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.

G MONSTER VAULT 190


Aberrant Resilience. The mouther is resistant to the
Gibbering Mouther charmed, frightened, paralyzed, and stunned conditions, and
it has advantage on saves against spells or effects that would
Fleshy extensions pull the eye-studded, amorphous mound alter its form.
across the ground as mind-rending burbling utters from its Gibbering. The mouther babbles incoherently while it can see
myriad mouths. any creature and isn’t incapacitated. A creature that starts
Absorb Prey. Aggressively ravenous, gibbering mouthers its turn within 20 feet of the mouther and that can hear the
exist to hunt and consume victims, absorbing their prey gibbering must succeed on a DC 13 WIS save or it can’t take
reactions until the start of its next turn and must roll a d8
into their bodies and adding its eyes and mouths to theirs.
to determine what it does during its turn. On a 1 to 4, the
A mouther’s chaotic whispering confuses and bewilders its
creature does nothing. On a 5 or 6, the creature takes no
next meal, allowing the slow aberration time to feed. action or bonus action and moves its full speed in a randomly
Agent of the Far Beyond. Gibbering mouthers hail determined direction. On a 7 or 8, the creature makes a
originally from chaotic planes, where they acted as passive melee attack against a randomly determined creature within
scouts, spies, and guardians, allowing their masters to its reach or does nothing if it can’t make such an attack.
observe the world through their many eyes. Mouthers
ACTIONS
no longer have such connections and roam the planes
untethered, consuming whatever they can catch. Multiattack. The gibbering mouther makes two Bite attacks.
If both attacks hit one Medium or smaller creature, the target
Formless Body and Land. The bodies of gibbering must succeed on a DC 13 STR save or be knocked prone.
mouthers are collections of alien eyes and teeth-filled Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
mouths suspended in shapeless blobs of oozing flesh. Hit: 11 (2d8 + 2) piercing damage.
Though slow, mouthers’ otherworldly nature warps the
Rend Mind. One creature the mouther can see within 30
land around them, making their prey easier to catch. feet of it must succeed on a DC 13 WIS save or take 18 (4d8)
Maddening Murmurs. The mouths of gibbering psychic damage and suffer a random, short-term dread effect
mouthers whisper a discordance of agonized voices, bestial for 1 minute
sounds, and dark truths. Some claim these voices speak lost
BONUS ACTIONS
secrets, but most who listen for long risk losing their minds.
Blinding Spittle. The mouther spits an otherworldly goo at
up to two creatures it can see within 30 feet of it. Each target
Gibbering Mouther CR 2 must succeed on a DC 13 DEX save or be blinded until the
Medium Aberration end of its next turn.
Armor Class 9
Hit Points 72
Speed 10 ft., swim 10 ft.
Perception 10 Stealth 9
Resistant Aberrant Resilience
Immune prone
Senses darkvision 60 ft.
Languages —

STR DEX CON INT WIS CHA


+2 −1 +3 −4 +0 −2

Aberrant Ground. The ground within 10


feet of the mouther is dough-like difficult
terrain. A creature that starts its turn in the
area must succeed on a DC 13 STR save
or its speed is halved until the start of its
next turn.

191 MONSTER VAULT G


Gnoll
This fierce, hyena-headed humanoid with mottled gray fur and a
brown mane, barks a laugh, showing its sharp teeth as it raises a
spear in clawed hands.
Grasslands Dwellers. Gnoll packs roam the
grasslands and deserts of the world, following herds of
their favored prey and scavenging when all else fails. They
live close to the land
and the hyenas they
resemble, and they generally
keep themselves apart from most
other humanoids. Some gnoll packs
trade with the merchants that travel through
their lands, some raid these merchants,
and others hire themselves out as escorts and
guards for such caravans.
Matriarchal Society. Gnoll packs are typically made
up of several matriarchal family units, and are, in turn,
ruled over by the most powerful female warrior. This
matriarch leads the pack’s warriors, and she is advised
by each family’s leader along with an elder female
oracle, who performs religious ceremonies and
magical workings.
Rebellious Scions. Gnolls have a wide
variety of stories of their origins, but the one thing
in common among all of them is that gnolls were
once created as servitors to some otherworldly
entity. These stories always include a gnoll
matriarch leading her people against their
masters, freeing the gnolls and sending
them to a new life on the Material
Plane. All gnolls retain a spark of
independence and rebellion and are ACTIONS
always ready to rise up against a tyrant. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 6 (1d8 + 2) piercing damage.
Gnoll CR 1/2 Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
Medium Humanoid
damage, or 6 (1d8 + 2) piercing damage if used with two
Armor Class 15 (hide armor, shield)
hands to make a melee attack.
Hit Points 22
Speed 30 ft. BONUS ACTIONS
Perception 10 Stealth 13 Taunting Bark. The gnoll lets out a high-pitched laugh and
Senses darkvision 60 ft. taunts one creature it can see within 30 feet of it. The target
Languages Gnoll must make a DC 12 CHA save. On a failure, a creature takes
2 (1d4) psychic damage and must spend its next turn moving
up to its speed toward the gnoll and make one attack
STR DEX CON INT WIS CHA
against the gnoll.
+2 +1 +0 −2 +0 −2
REACTIONS
Heightened Smell. The gnoll’s Perception is 15 when Rampage. When the gnoll reduces a creature to 0 HP, it can
perceiving by smell. move up to half its speed and make one Bite attack. If it
does, attack rolls against it have advantage until the start of
its next turn.

G MONSTER VAULT 192


Gnome, Deep ACTIONS
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Pick in hand, this bald gnome with stony skin scrutinizes a large target. Hit: 6 (1d8 + 2) piercing damage.
crystal for a moment. It then reaches into its apron and pulls out Crystalline Dart. Ranged Weapon Attack: +4 to hit, range
a crystal-topped tool and taps it on the larger crystal, which glows 30/120 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
briefly in response.
BONUS ACTIONS
Subterranean Isolationists. Deep gnomes are
Infused Weapon. The deep gnome crushes a magic-infused
small, subterranean humanoids distantly related to
crystal on the end of its war pick. Until the start of the
surface gnomes. They dwell in hidden communities, gnome’s next turn the war pick is magical and deals an extra
where they grow fungi for food. Deep gnomes tend to be 2 (1d4) force damage when the gnome hits with it.
standoffish and isolationist when it comes to interactions Discordant Shatter. The deep gnome throws a magic-
with outsiders, but once their trust is earned they can be infused crystal at a point it can see within 30 feet of
steadfast allies. it, shattering the crystal, which emits a rapid series of
Gem-Focused. Deep gnomes have an affinity for discordant waves of magic. Each creature within 10 feet
gemstones and crystals, both mundane and magical. of that point must succeed on a DC 12 CON save or be
incapacitated until the end of its next turn. A creature
Subtle, innate magic within each gnome resonates with
sensitive to or proficient in the use of magic, such as a
specific crystals, and their societies operate based on these
spellcaster, has disadvantage on this save.
talents, with each gnome contributing to the whole in a
way unique to its resonance. Some resonances allow the REACTIONS
gnomes to better sense particular crystals and gemstones Crystalline Flash. When a creature the deep gnome can
hidden within the rock of their subterranean home, others see within 5 feet of it attacks it, it can throw a magic-infused
allow the gnomes to generate light and other minor magics crystal on the ground, shattering the crystal in a brilliant flash
while holding the crystal, and a few allow the gnomes to of light. If the attacker uses sight to perceive the gnome,
grow and strengthen the crystals, creating tools, weapons, the attacker must succeed on a DC 12 DEX save or have
and even structures. disadvantage on the attack roll.

Elemental Relations. Some deep gnomes resonate


strongly with the primordial magic that holds earth
elementals together. Because of this, many deep gnome
settlements include several earth elemental citizens,
who feel a kinship with such gnomes and help grow and
defend the settlement. Conversely, the gnomes’ affinity
for gemstones and crystals often puts them at odds with
xorn, who eat such stones. More than one deep gnome
crystalline statue, bridge, or building has collapsed from a
group of hungry xorn gorging on the delicacy.

Deep Gnome CR 1/2


Small Humanoid
Armor Class 15 (chain shirt)
Hit Points 23
Speed 20 ft.
Perception 12 Stealth 12
Senses darkvision 120 ft.
Languages Gnomish, Terran, Undercommon

STR DEX CON INT WIS CHA


+2 +2 +2 +1 +0 −1

Gnome Cunning. The deep gnome has advantage on INT,


WIS, and CHA saves against magic.
Stone Camouflage. The deep gnome’s Stealth is 17 while in
rocky terrain.

193 MONSTER VAULT G


Bullying Bugbears. As the largest goblins, bugbears
Goblins are named for their unique, furred and bearish appearance.
They are more aggressive, destructive, and ferocious
Stepping out of the shadows, this small, yellow-green humanoid than their cousins. They bully their smaller cousins into
has long, pointed ears, an upturned nose, and red eyes. It grins obedience when possible. They don’t expect pushback,
slyly as two larger figures step out of the shadows behind it. but they back down from the rare, coordinated response.
The brown-furred one raises a massive, heavily spiked club, The same happens when bugbears fight other creatures. If
while the other takes a practiced warrior’s stance and weighs its assured of an easy win, they use their size and strength to
surroundings with shrewd, yellow eyes. force opponents to back down.
Varied and Fecund. Goblins come in three distinct However, they flee when their opponents demonstrate
varieties: the sneaky goblin, the bullying bugbear, and superiority on the battlefield; only a powerful leader can
the militaristic hobgoblin. Though the standard goblin push the bugbears to overcome their hesitation against a
is the most common, all have large families, and goblins superior foe.
typify the phrase “strength in numbers.” All goblins are
Thieving Goblins. Goblins delight in the discovery
opportunistic optimists, ignoring what others think of
of hidden things, and stealing hidden or protected items
them, stubbornly prospering in badlands or inhospitable
is an enjoyable challenge. To goblins, anyone who can’t
terrain, and finding the best in most situations. Goblins
successfully guard their wealth doesn’t deserve it. Every
can find delight in digging a trinket out of the mud or
goblin appreciates a good robbery, even if they are the
stealing a shiny ring from a pompous human, while
victim. Many goblins parley their stealth, cunning, and
bugbears enjoy the screech of metal, snap of wood, and
practiced theft into careers. In cities, they excel in spycraft,
crunch of bones beneath their heavy clubs. Hobgoblins
information gathering, and thievery. In the wilderness,
value order, such as in a job well done, a sharpened blade,
goblins are skillful scouts, trappers, and bandits.
or the taste of freshly-plundered ale.
Rule Bound Hobgoblins. As a society, most
hobgoblin enclaves are highly organized military
bands, called cohorts, whose members are
ranked by their skills and accomplishments.
The militant hobgoblins live their lives

G MONSTER VAULT 194


according to the Decrees, a complicated set of rules, laws,
and customs. All hobgoblins are sworn to serve their
cohorts from birth, raised to honor both the Decrees and
their superiors. The cohort combines military virtues
with family loyalty, and to swear by the cohort is the most
binding promise a hobgoblin can give.

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

STR DEX CON INT WIS CHA


+5 +2 +1 −1 +0 −1

Brutal. A melee weapon deals one extra die of its damage


when the bugbear hits with it (included in the attack).

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.

Shield Smash. Melee Weapon Attack: +6 to hit, reach 5 ft.,


Bugbear Champion CR 4 one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the
target is a creature, it must succeed on a DC 14 STR save or
Medium Humanoid
be knocked prone.
Armor Class 17 (chain shirt, shield)
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5
Hit Points 85
ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing
Speed 30 ft. damage in melee or 7 (1d6 + 4) piercing damage at range.
Perception 11 Stealth 16
Resistant charmed, frightened REACTIONS
Senses darkvision 60 ft. Stubborn Attacker (Recharge 5–6). When the champion
Languages Common, Goblin misses with an attack, it can change that miss to a hit.

STR DEX CON INT WIS CHA


Goblin CR 1/4
+6 +2 +2 +1 +1 +0
Small Humanoid
Armor Class 15 (leather armor, shield)
Brutal. A melee weapon deals one extra die of its damage
when the bugbear hits with it (included in the attack). Hit Points 12
Speed 30 ft.
ACTIONS Perception 9 Stealth 14
Multiattack. The bugbear champion makes two Spiked Club Senses darkvision 60 ft.
attacks and one Shield Smash attack, or it makes three Javelin Languages Common, Goblin
attacks.
Spiked Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one STR DEX CON INT WIS CHA
target. Hit: 13 (2d8 + 4) piercing damage. −1 +4 +0 +0 −1 −1

195 MONSTER VAULT G


ACTIONS
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Gang Up (1/Day). The goblin moves up to half its speed
toward a creature it can see. Each friendly goblin within STR DEX CON INT WIS CHA
30 feet of the goblin can use its reaction to join the gang +0 +4 +0 +1 +1 +0
up and move up to half its speed toward the same target.
This movement doesn’t provoke opportunity attacks. If the
initiating goblin is within 5 feet of the target, the target must ACTIONS
make a DC 12 DEX save, taking 5 (2d4) bludgeoning damage Multiattack. The goblin captain makes two Scimitar or
on a failed save, or half as much damage on a successful Shortbow attacks. If both attacks hit one target, the goblin
one. For each goblin after the first that participated in the captain can make one extra Scimitar or Shortbow attack.
gang up and that is within 10 feet of the target, the damage Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
increases by 1 as arrows, knives, sharp pocket scraps, and target. Hit: 5 (1d6 + 2) slashing damage.
similar “weapons” fly at the target from all angles. Afterwards,
each goblin after the first that participated in the gang up Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
can’t use Gang Up until it finishes a short or long rest. one target. Hit: 5 (1d6 + 2) piercing damage.

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.

G MONSTER VAULT 196


Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600
ft., one target. Hit: 5 (1d8 + 1) piercing damage.

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

STR DEX CON INT WIS CHA


+2 +2 +2 +1 +0 +2

Unshakable Command. Each friendly creature within 30


feet of the hobgoblin commander can’t be charmed or
frightened while the commander isn’t incapacitated.

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.

197 MONSTER VAULT G


BONUS ACTIONS
Harrying Specter. The hobgoblin conjurer creates a spectral
hobgoblin next to a creature it can see within 30 feet of
it. The target must succeed on a DC 13 WIS save or have
disadvantage on attack rolls on its next turn.

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

STR DEX CON INT WIS CHA


−1 +2 +1 +5 +1 +0

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

G MONSTER VAULT 198


Golem, Clay
A clay sculpture of a well-muscled dwarf steps off a plinth in the
temple’s hallway, dwarven runes dancing in rings around its arms
and neck. As it raises its arm, the clay of its hand shifts into an axe.
Divine Golems. Any spellcaster with the power and
knowledge is capable of creating a clay golem, but most
clay golems are created by clerics and priests to protect
high-ranking clergy, reliquaries, or particularly significant
holy sites. The golems are usually sculpted to represent
heroes within the faith’s stories, bearing the hero’s regal
countenance, broad shoulders, infamous armor, or similar
features. They are also sometimes painted with colors
significant to their creator’s faith or colors said to be worn
by the heroes they depict.
Sculpted Bodies. Clay golems are almost always
humanoid in shape, but the clay that makes up their bodies
is somewhat moldable to the golem’s (or its creator’s)
will, allowing the golem to shape its hands into different
weapons. Similarly, clay golems’ personalities are moldable,
and many develop personality quirks, likes, and dislikes
reflective of the preferences of the clergy around them.
Creator Connection. Like all golems, the clay golem
contains something dear to its creator. Spellcasters not
associated with temples often give drops of their blood Golem Resilience. The golem is immune to poison and
during the creation process, while clergy often place a holy psychic damage and to bludgeoning, piercing, and slashing
damage from nonmagical attacks. In addition, it is immune
symbol, minor relic, or similar object or symbol significant
to exhaustion and to the charmed, frightened, paralyzed,
to the faith at the heart of the golem.
petrified, and poisoned conditions.
Immutable Form. The golem is immune to any spell or effect
Clay Golem CR 9 that would alter its form.
Large Construct Magic Resistance. The golem has advantage on saves
Armor Class 14 (natural armor) against spells and other magical effects.
Hit Points 163 Magic Weapons. The golem’s weapon attacks are magical.
Speed 20 ft.
ACTIONS
Perception 9 Stealth 9
Immune acid | Golem Resilience Multiattack. The golem makes three Slam attacks.

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.

199 MONSTER VAULT G


Golem, Flesh
The man steps forward with a lurching gait. The loose clothing
covering his arms and face falls away, revealing a stitched-
together body made up of disparate flesh.
Disparate Flesh. Flesh golems are made of flesh from
a variety of once-living humanoid creatures. This material
typically limits the creation of flesh golems to spellcasters
with knowledge of necromancy and requires a spellcaster
to infuse the flesh with lightning to animate it.
Intelligent Golems. Flesh golems are typically much
smarter than other golems. Despite this, flesh golems are
usually incapable of speech outside of basic words and
phrases. The dead flesh that comprises them makes most
muscular movement, like speech and walking, stilted. With golem must be able to
a consciousness also comes the capability of fear, and flesh hear its creator, who
golems almost universally fear fire, understanding the must take an action
danger it poses to flesh. to make a DC 15
CHA (Persuasion)
Creator Connection. Flesh golems are almost always check. If the check
created by tormented or grieving spellcasters seeking to succeeds, the
recreate or bring back a lost loved one. Because of this, golem ceases
almost all flesh golems contain within them some memento being berserk. If
of the lost loved one, such as a child’s toy, a smoking pipe, the golem takes
a knitted scarf, or similar. The emotionally charged energy damage while still
at 55 HP or fewer,
of these mementos leaves flesh golems fairly unstable, and
the golem might go
many enter uncontrolled rages when in danger.
berserk again.
Construct Nature. The golem doesn’t require air, food, drink,
Flesh Golem CR 5 or sleep.
Medium Construct Flesh Golem Resilience. The golem is immune to poison
Armor Class 9 damage and to bludgeoning, piercing, and slashing
Hit Points 129 damage from nonmagical attacks. In addition, it is immune
to exhaustion and to the charmed, frightened, paralyzed,
Speed 30 ft.
petrified, and poisoned conditions.
Perception 13 Stealth 9
Immutable Form. The golem is immune to any spell or effect
Immune lightning | Flesh Golem Resilience
that would alter its form.
Senses darkvision 60 ft.
Lightning Absorption. Whenever the golem is subjected to
Languages understands the languages of its creator lightning damage, it takes no damage and instead regains
but can’t speak HP equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saves
STR DEX CON INT WIS CHA against spells and other magical effects.
+4 −1 +4 −2 +0 −3 Magic Weapons. The golem’s weapon attacks are magical.

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.

G MONSTER VAULT 200


Warrior Stance. At the start of each of its turns, the iron
Golem, Iron golem chooses one of the following fighting stances to adopt,
which lasts until the start of the golem’s next turn.
A large, metallic figure strides forward, its footfalls booming on
• Aggressive. When the golem uses Multiattack, it can
the stone floor. replace one additional Spear Arm attack with a Shield
Forged Golems. Each iron golem is forged by a team Bash attack. If it does so, its AC is reduced by 2 until the
of blacksmiths led by a spellcaster. The process is grueling start of its next turn.
and taxing on all involved, and many iron golems never see • Retributive. The next time the golem is hit by a melee
completion, as smiths die of exhaustion or spellcasters tax weapon attack from a creature within 5 feet of it before
their magic to the point of losing it. the start of its next turn, the golem can slam its shoulder
into the attacker as a reaction. The attacker must succeed
Dungeon Guardians. Iron golems produce poisonous on a DC 18 STR save or be pushed up to 10 feet away
gas within their bodies as a side effect of the creation from the golem and knocked prone.
process. Because of this quirk, they are particularly deadly • Defensive. The golem’s AC increases by 4, but it can’t
in enclosed spaces and are often tasked with protecting make Shield Bash attacks until the start of its next turn.
dungeon corridors, underground prisons, and treasuries
filled with valuables unaffected by poisonous gas. ACTIONS

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.

Construct Nature. The golem doesn’t require air, food, drink,


or sleep.
Golem Resilience. The golem is immune to poison and
psychic damage and to bludgeoning, piercing, and slashing
damage from nonmagical attacks. In addition, it is immune
to exhaustion and to the charmed, frightened, paralyzed,
petrified, and poisoned conditions.
Fire Absorption. Whenever the golem is subjected to fire
damage, it takes no damage and instead regains HP equal to
the fire damage dealt.
Immutable Form. The golem is immune to any spell or effect
that would alter its form.
Magic Resistance. The golem has advantage on saves
against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.

201 MONSTER VAULT G


Golem, Stone
A perched bird suddenly takes flight as the overgrown pile
of rocks where it perched rises to reveal a large, human-like
collection of stone.
Repurposed Golems. Any stone can be used
to create a stone golem, but most such golems are
made from reclaimed stone that has outlived its
original purpose. Built from ancient rock, the
golem perceives the passage of each breath,
each raindrop, and each beam of sunlight and
can briefly share this perception with others.
Druidic Creations. Any spellcaster with
the power and knowledge is capable of creating a
stone golem, but most stone golems are created by druids
seeking to protect the natural world. These golems are
covered in vines, mosses, guano, and lichen.
Creator Connection. Like all golems, the stone
golem contains something dear to its creator. Stone
golems created in urban environments by arcane
spellcasters often include a building’s cornerstone
painted with arcane symbols of protection in the
creator’s blood. Stone golems created in forests by
druids often contain heirloom seeds, petrified branches, or
other symbols significant to the druid’s order.
ACTIONS
Multiattack. The golem makes three Slam attacks.
Stone Golem CR 10
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Large Construct Hit: 21 (3d10 + 5) bludgeoning damage.
Armor Class 17 (natural armor) Slow (Recharge 6). The golem shares the plodding
Hit Points 176 perception of timeless stone with those nearby, slowing
Speed 30 ft. all life to a crawl. Each creature within 10 feet of the golem
Perception 10 Stealth 9 must make a DC 17 WIS save. On a failure, a creature can’t
Immune Golem Resilience use reactions, its speed is halved, and it can’t make more
than one attack on its turn. In addition, the creature can
Senses darkvision 120 ft. take either an action or a bonus action on its turn, not both.
Languages understands the languages of its creator These effects last for 1 minute. A creature can repeat the save
but can’t speak at the end of each of its turns, ending the effect on itself on
a success.
STR DEX CON INT WIS CHA
+5 −1 +9 −4 +0 −5 BONUS ACTIONS
Rearrange Stone. The stone golem rearranges some of the
Construct Nature. The golem doesn’t require air, stone comprising its body, choosing one of the following
food, drink, or sleep. arrangements. The arrangement lasts until the golem ends
the effect as a bonus action, uses this bonus action again, or
Golem Resilience. The golem is immune to poison and
until it is incapacitated.
psychic damage and to bludgeoning, piercing, and slashing
damage from nonmagical attacks. In addition, it is immune • Jagged Stones. The golem turns several of the stones
to exhaustion and to the charmed, frightened, paralyzed, on its body to point outward. Its AC is reduced by 2, and
petrified, and poisoned conditions. each time a creature within 5 feet of the golem hits it
with a melee attack, the attacker takes 5 (2d4) piercing
Immutable Form. The golem is immune to any spell or effect
damage.
that would alter its form.
• Protective Slabs. The golem slides several flat stones
Magic Resistance. The golem has advantage on saves
around its body to protect its vulnerable areas. Its speed
against spells and other magical effects.
is reduced by 10 feet, and each time it takes damage, the
Magic Weapons. The golem’s weapon attacks are magical. damage is reduced by 5 (2d4).

G MONSTER VAULT 202


Trampling Charge. If the gorgon moves at least 20 feet
Gorgon straight toward a creature and then hits it with a Gore attack
on the same turn, that target must succeed on a DC 16 STR
The stench of the creature’s breath comes first, a sulfuric and save or be knocked prone. If the target is prone, the gorgon
choking miasma. The creature exhaling this green vapor is a can make one Hooves attack against it as a bonus action.
bull‑like beast completely covered in overlapping iron plates.
It paws at the ground with mighty hooves and lowers wickedly ACTIONS
sharp horns for the attack. Multiattack. The gorgon makes one Gore attack and one
Hooves attack.
Uncertain Origins. Studies differ as to the origins of
the gorgons. Some claim they were created by mages to act Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
as guardians, others name deities of the forge or metal as Hit: 18 (2d12 + 5) piercing damage.
the originator. Today, gorgons roam grasslands, scrubland, Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one
and hills, and they propagate like any other living creature. target. Hit: 16 (2d10 + 5) bludgeoning damage.
Petrifying Breath (Recharge 5–6). The gorgon exhales
Obsessively Territorial. A gorgon herd consists of
poisonous, petrifying gas in a 30-foot cone. Creatures in the
an older bull gorgon, several females, and younger males. area must make a DC 13 CON save. On a failure, a creature
Gorgon herds prefer wide, open spaces and frequent takes 21 (6d6) poison damage and is restrained as it begins to
mineral outcroppings. They guard their range fiercely, turn to stone. On a success, a creature takes half the damage
seldom tolerating any creature larger than a hare. and isn’t restrained. A restrained creature must repeat the
Poisonous Gullet. The gorgon prefers to feed on grass save at the end of its next turn. On a success, the effect ends
on the creature. On a failure, the creature is petrified until
and herbs, but it also feasts on shards of obsidian, pyrite,
freed by the greater restoration spell or other magic.
and cinnabar chipped from natural deposits by its horns. In
addition to helping the gorgon digest the vegetation it eats, REACTIONS
the minerals also break down in the gorgon’s stomach,
Poisonous Retort. When the gorgon is hit by an attack from
producing the gorgon’s legendary gas. a creature it can see within 10 feet of it, the gorgon can snort
angrily, releasing a puff of poisonous gas at the creature. The
Gorgon CR 5 attacker must succeed on a DC 16 CON save or be poisoned
until the end of its next turn.
Large Monstrosity
Armor Class 18 (natural armor)
Hit Points 96
Speed 40 ft.
Perception 15 Stealth 10
Resistant Monstrosity Resilience
Immune poison | petrified, poisoned
Senses darkvision 60 ft.
Languages —

STR DEX CON INT WIS CHA


+5 +0 +4 −4 +2 −2

Monstrosity Resilience. The gorgon is resistant


to exhaustion and to the frightened condition.

203 MONSTER VAULT G


to damage rolls. If its penalty drops to −5, the weapon is
Gray Ooze destroyed. Nonmagical ammunition made of metal that hits
the ooze is destroyed after dealing damage. The ooze can
Fresh mortar glistens on the stone wall. Suddenly, the mortar eat through 2-inch-thick, nonmagical metal in 1 round.
rises up, snake-like, and lashes out. False Appearance. While the ooze remains motionless, it is
Living Mortar. The first gray oozes appeared when indistinguishable from ordinary fresh or curing mortar.
curing mortar was accidentally exposed to excess magic Ooze Nature. The ooze doesn’t require sleep.
near a building site. The oozes have since propagated Ooze Resilience. The ooze is resistant to the grappled and
into their own type of ooze, though some still form when restrained conditions, and it is immune to exhaustion and
curing mortar is exposed to strong magic. Comprised of to the blinded, charmed, deafened, frightened, and prone
the caustic materials that make up mortar, gray oozes can conditions.
dissolve most material other than stone, but they subsist Spider Climb. The ooze can climb difficult surfaces,
primarily on animals they can catch. including upside down on ceilings, without needing to
make an ability check.
Stone Affinity. Perhaps due to their origins as
mortar, gray oozes have an affinity for stone, particularly ACTIONS
worked stone. They are often found in dungeons, stone
Pseudopod. Melee Weapon Attack: +3 to hit, reach 10 ft., one
cities, or old brick buildings, and some longer-lived gray target. Hit: 3 (1d4 + 1) bludgeoning damage plus 7 (2d6)
oozes develop minor bonds with the stone they frequent, acid damage, and if the target is wearing nonmagical metal
becoming territorial and protective of it. armor, the armor is partly corroded and takes a permanent
Camouflaged Ambushers. When the putty-like ooze and cumulative −1 penalty to the AC it offers. Armor
lies dormant, a thin crust forms across the surface of its reduced to an AC of 10 is destroyed.
body, making it look like freshly laid mortar. Using this,
REACTIONS
gray oozes often stretch themselves across worked stone
and hide as ordinary mortar to ambush prey. Solidify. When the ooze is hit by an attack, it can partially
solidify its body, reducing the damage it takes by 2 (1d4). If
it has taken fire damage since the start of its last turn, the
Gray Ooze CR 1/2 damage it takes is reduced by 3 (1d6) instead. The ooze
can’t use this reaction if it has taken cold damage since the
Medium Ooze
start of its last turn.
Armor Class 8
Hit Points 29
Speed 15 ft., climb 15 ft.
Perception 8 Stealth 12
Vulnerable cold
Resistant acid, fire | Ooze Resilience
Immune Ooze Resilience
Senses keensense 60 ft. (can’t sense beyond this radius)
Languages —

STR DEX CON INT WIS CHA


+1 −2 +3 −5 −2 −4

Amorphous. The ooze can move through a space as narrow


as 1 inch wide without squeezing.
Corrode Metal. Any nonmagical weapon made of metal
that hits the ooze corrodes. After dealing damage, the
weapon takes a permanent and cumulative −1 penalty

G MONSTER VAULT 204


Grick
The large, beaked worm uncurls from the stone wall and lashes out
with tentacles ending in long barbs.
Underground Predators. Gricks are subterranean
predators that wander the caverns and dungeons of the
world. Their orange skin shifts to gray to blend into their
stony surroundings as they hunt prey.
Grick Gaps. Though solitary hunters, gricks cohabitate
with other gricks in communal lairs called gaps. Any prey
not consumed by a hunting grick is often dragged back to
the gap for the benefit of all.
Grick Leaders. When prey is plentiful, a particularly
large and powerful grick might hatch in a gap. These
advanced gricks have additional tentacles around their beaks
to better hold prey. They are natural leaders, coordinating
small groups of gricks on hunts to take down larger prey.

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.

205 MONSTER VAULT G


Griffon
This regal aerial predator has the feathered head,
wings, and talons of an eagle and the sleek,
furred body of a lion.
Aerial Prides. Griffons nest in high
places, such as mountain outcroppings
and seaside cliffs, where the elevation
provides a view of the surrounding
territory. They gather in small
collections of mated pairs, sharing
the same nesting territory each
year and hunting in groups to feed
mates and young. Each mated pair
maintains the same nest year after
year, lining it with fabric, fur, and
other items pilfered from nearby
creatures or torn off prey. Though
some nests may contain untold
treasures, only the bravest or most
foolish risk life and limb ascending
the sheer cliffs to a pride of angry
griffons for such treasure.
Regal and Revered. Often
captured in artwork, heraldry, and
story, griffons are seen as noble beasts by
many humanoids, yet they are also nimble
and deadly predators. Many humanoids prize
griffons as mounts for their most elite warriors.
Training a griffon is by no means an easy task, as the
chicks imprint on their owners a few weeks after hatching.
Once bonded, a griffon is affectionate and loyal to its rider
for the remainder of its life.

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.

G MONSTER VAULT 206


Grimlock Grimlock
Medium Humanoid
CR 1/4

Uttering a repetitive clicking sound, a rugged, human-like Armor Class 11


creature shuffles forward, cocking its head to one side as if Hit Points 17
listening intently. It has gray skin, stringy hair, and large, Speed 30 ft.
sightless white eyes. Perception 11 Stealth 13
Ancient Humans. Grimlocks descend from the Vulnerable thunder | deafened
human population of a vast empire long ago lost to the Immune blinded
underground in some forgotten calamity. Over generations, Senses keensense 30 ft. (can’t sense beyond this radius)
they adapted to the world below ground, gradually losing Languages Dwarvish, Undercommon
their sight and evolving new senses. Relying on hearing and
scent, grimlocks thrive in dark environments. However, STR DEX CON INT WIS CHA
their extremely sensitive ears are particularly vulnerable to +3 +1 +1 −1 +1 −2
loud sounds.
Echosense. Grimlocks speak and understand the Heightened Hearing and Smell. The grimlock’s Perception
language of the subterranean world, though they prefer is 16 when perceiving by hearing or smell.
to speak their own dialect of Dwarvish. The clicking Stone Camouflage. The grimlock’s Stealth is 18 while in rocky
sounds that form most of their words also serve as a form terrain.
of echolocation. Suppressed Senses. The grimlock can’t use its keensense
Blind Stewards. Xenophobic hunter-gatherers, while deafened and unable to smell.
grimlocks retain some slight vestige of their ancestors’
ACTIONS
mighty empire in the form of complex techno-arcane
devices. Grimlock shamans use oral traditions to pass down Spiked Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4)
knowledge of how to maintain these machines, though
piercing damage.
few grimlocks know how to construct them. This doesn’t
stop grimlocks from pocketing baubles cast off from these BONUS ACTIONS
devices, and many grimlocks have found the baubles to be
Strange Bauble. The grimlock
effective at repelling or disorienting intruders. reaches into a pocket,
Accidental Transformation. Occasionally, regular pulls out a small
exposure to some of the larger techno-arcane devices of object, and throws
their ancestors will mutate and transform an unsuspecting
grimlock. This transformation increases the grimlock’s size
and strength, removes much of the grimlock’s hair, and fills
the grimlock with a magical, red light that shines from its
eyes and gives its stony, gray skin a sandy hue. Transformed
grimlocks are known as morlocks among their people and
are often relied on as defenders of grimlock settlements.
Unfortunately, the transformation and whatever magic
now imbues the morlock greatly shortens its lifespan.
Many grimlock shamans have spent lifetimes studying
morlocks, seeking a cure, a way to recreate the process, or a
way to extend the lifespans of their transformed kin.
Magical Morlocks. Each morlock’s body holds raw
magic from the techno-arcane device that transformed it.
This magic gives morlocks some protection against magic,
but the magic also eats at the morlock, shortening its
lifespan and causing it near-constant discomfort. To ease
this discomfort, morlocks occasionally vent this magic in
short bursts. When defending their homes, morlocks use
this necessary venting to also hinder their foes.

207 MONSTER VAULT G


it at a creature the grimlock can sense within 30 feet. The BONUS ACTIONS
grimlock chooses one of the following objects:
Eject Magic. The morlock expels some of the magic built up
• Flashing Rock. The grimlock throws a warm, scintillating within its body, choosing one of the following effects. It can’t
rock at the target that bursts with a myriad of colors. The use the same effect two rounds in a row.
target must succeed on a DC 11 DEX save or be blinded
until the end of its next turn. • Arrhythmic Burst. The morlock claws at its breastbone
then arches its back in pain, releasing a burst of
• Illusory Dancer. The grimlock throws a small disk that magical energy that thrums like a heartbeat. Each
emits a blurry, fractured illusion of a graceful, humanoid creature concentrating on a spell within 30 feet of the
dancer. The target must succeed on a DC 11 CHA save morlock must succeed on a DC 13 CON save or lose
or be incapacitated until the end of its next turn as it is concentration on the spell. Each creature within 5 feet
mesmerized by the dance. of the morlock must succeed on a DC 13 CON save or
• Whirling Death. The grimlock throws a small, bladed be incapacitated until the end of its next turn, as its
gear that grows larger and larger as it travels toward heartrate briefly becomes arrhythmic, matching the
the target, threatening to slice the target into pieces. thrum of magic.
The target must succeed on a DC 11 WIS save or be • Hacking Cough. The morlock coughs up a small, noxious
frightened until the end of its next turn. On a success, the cloud. Each creature within 5 feet of it must succeed on a
target realizes the gear’s growth was a magical, illusory DC 13 CON save or be poisoned for 1 minute. A poisoned
effect and that the gear never increased in size. creature can repeat the save at the end of each of its
turns, ending the effect on itself on a success.
Morlock CR 2 • Timelost Screech. The morlock opens its mouth and
exhales the sound of hundreds of ancient metal devices
Large Humanoid
screeching to life at once in a 15-foot cone. Each creature
Armor Class 14 (natural armor)
in the area must succeed on a DC 13 WIS save or be
Hit Points 62 deafened and frightened until the end of its next turn.
Speed 30 ft. Grimlocks automatically succeed on the save.
Perception 10 Stealth 12
Vulnerable thunder | deafened
Senses darkvision 60 ft., keensense 30 ft.
Languages Dwarvish, Undercommon

STR DEX CON INT WIS CHA


+5 +1 +3 −2 +0 −3

Heightened Hearing and Smell. The morlock’s Perception


is 15 when perceiving by hearing or smell.
Magic-Infused Blood. A creature that hits the morlock
with a melee attack while within 5 feet of it takes 2 (1d4)
force damage.
Magic Resistance. The morlock has advantage on
saves against spells and other magical effects.
Suppressed Senses. The morlock can’t use its
keensense while deafened and unable to smell.

ACTIONS
Greatsword. Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 19 (4d6 +5)
slashing damage.

G MONSTER VAULT 208


Hag, Ambush
The illusion fades, revealing a distorted figure with one too many
joints in its arms and legs. Huge, glossy black eyes shine over a
slitted nose, and the cruel smile opens into spiderlike mandibles.
Helpless Feast. Ambush hags subsist on the
helplessness of trapped or solitary creatures. They
construct seemingly welcome environments, such as a
warm and cozy cottage in the wilderness, to lure victims.
Beneath this pleasant illusion, their nest is filled with
traps to capture and immobilize prey. As their fate slowly
overwhelms them, their despair feeds the hidden hag.
Expert Illusionists. Ambush hags can climb on
walls, and they produce a sticky, paralytic poison. To
avoid scaring away prey, the hag uses illusions to appear
as a kindly, older woman who needs assistance “just over
there” or some similar ruse. Some ambush hags hide their
presence altogether, relying on the lure of their well-
crafted nests, filled with the scent of baking bread or warm
candlelight.
Unusual Allies. While ambush hags have an affinity
for spiders and regularly work with them, many also work
with mimics, who can reinforce the illusion of comfort and ACTIONS
safety. A mimic keeps prey captured and can feast on the Multiattack. The ambush hag makes two Claw attacks or
remains once the hag has had its fill of helplessness and three Poison Spray attacks. It can replace one attack with a
despair. In return, the mimic gets shelter and assistance in use of Spellcasting.
luring prey closer. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage plus 18 (4d8) poison
damage, and the target must succeed on a DC 16 CON save
Ambush Hag CR 9
or be paralyzed for 1 minute. The creature can repeat the
Medium Fey save at the end of each of its turns, ending the effect on itself
Armor Class 16 (natural armor) on a success.
Hit Points 156 Poison Spray. Ranged Spell Attack: +8 to hit, range 60 ft., one
Speed 30 ft., climb 30 ft. target. Hit: 22 (4d8 + 4) poison damage, and the target must
succeed on a DC 16 STR save or be restrained until the end
Perception 16 Stealth 18
of its next turn.
Resistant Fey Resilience
Spellcasting. The ambush hag casts one of the following
Immune poison | poisoned
spells, requiring no material components and using CHA as
Senses darkvision 120 ft. the spellcasting ability (spell save DC 16):
Languages Common, Sylvan At will: message, minor illusion, prestidigitation
3/day each: blur, charm, hallucinatory terrain (as an action)
STR DEX CON INT WIS CHA
1/day each: hypnotic pattern, major image, seeming
+3 +8 +3 +3 +2 +8
BONUS ACTIONS
Fey Resilience. The ambush hag is resistant to the charmed Illusory Appearance. The hag covers itself and anything it is
and unconscious conditions. wearing or carrying with a magical illusion that makes it look
Mimicry. The hag can mimic Animal sounds and Humanoid like another creature of its general size and humanoid shape.
voices. A creature that hears the sounds can tell they are The illusion ends if the hag takes a bonus action to end it or
imitations with a successful DC 16 WIS (Insight) check. if the hag dies.
Spider Climb. The ambush hag can climb difficult surfaces, The changes wrought by this effect fail to hold up to
including upside down on ceilings, without needing to make physical inspection. For example, the hag could appear to
have smooth skin, but someone touching it would feel its
an ability check.
rough flesh. Otherwise, a creature must take an action to
visually inspect the illusion and succeed on a DC 20 INT
(Investigation) check to discern that the hag is disguised.

209 MONSTER VAULT H


Hag, Green
The sneering, hideous face of this sickly, green crone peers from
beneath a tangle of long, gray hair.
Revel in Pain. Green hags are fey that enjoy causing
emotional suffering, subsisting on the psychic energy
of the resulting pain. Cloaked in illusions, green hags
visit humanoid settlements, where they learn the people
and use that knowledge to cause suffering, spreading
lies and manipulating people into vicious slander, false
accusations, theft, infidelity, and even murder.
Deep Forests and Swamps. Green hags live in dismal,
overgrown lands, such as haunted forests, festering
swamps, and overgrown moors. Green hags most often
Torment. Ranged
keep guardian snakes and pet spiders, finding them more
Spell Attack: +6
agreeable than other creatures. to hit, range 60
Wisdom for a Price. Of all hags, green hags associate ft., one target.
with humanoids the most. Tales of witches, wicked elders, Hit: 14 (3d6
and enchanters in the woods often come from a nearby + 4) psychic
green hag. Some even act as wise elders living openly in the damage.
woods outside of humanoid settlements, where they offer Poisonous
medicinal cures and wisdom—for a price. Unfortunately, Allies (1/Day).
the cure may not always be what the petitioner expects. The hag magically
calls 1 giant spider,
2 giant poisonous
Green Hag CR 3 snakes, or 2d4
Medium Fey poisonous
snakes (see
Armor Class 16 (natural armor)
Animals Appendix for statistics).
Hit Points 76
They arrive in 1d4 rounds, acting as allies of
Speed 30 ft. the hag and obeying its spoken commands. The creatures
Perception 14 Stealth 13 remain for 1 hour, until the hag dies, or until the hag
Resistant Fey Resilience dismisses them as a bonus action.
Senses darkvision 60 ft. Invisible Passage. The hag magically turns invisible until
Languages Common, Sylvan it attacks or casts a spell, or until its concentration ends
(as if concentrating on a spell). While invisible, it leaves no
STR DEX CON INT WIS CHA physical evidence of its passage and can be tracked only by
magic. Any equipment it wears or carries is invisible with it.
+4 +1 +3 +1 +2 +6
Spellcasting. The hag casts one of the following spells,
requiring no material components and using CHA as the
Amphibious. The hag can breathe air and water.
spellcasting ability (spell save DC 14).
Fey Resilience. The hag is resistant to the charmed and At will: dancing lights, minor illusion
unconscious conditions.
1/day: bestow curse
Mimicry. The hag can mimic Animal sounds and Humanoid
voices. A creature that hears the sounds can tell they are BONUS ACTIONS
imitations with a successful DC 14 WIS (Insight) check.
Illusory Appearance. The hag covers itself and anything it
Speak with Beasts. The hag can communicate with Beasts
is wearing or carrying with a magical illusion that makes it
as if they shared a language.
look like another creature of its general size and Humanoid
shape. The illusion ends if the hag takes a bonus action to
ACTIONS
end it or if the hag dies.
Multiattack. The hag makes two Claw or Torment attacks. The changes wrought by this effect fail to hold up to
If two attacks hit one creature, the target must succeed on physical inspection. For example, the hag could appear to
a DC 14 WIS save or be overwhelmed with pain and have have smooth skin, but someone touching it would feel its
disadvantage on attack rolls until the end of its next turn. rough flesh. Otherwise, a creature must take an action to
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. visually inspect the illusion and succeed on a DC 20 INT
Hit: 13 (2d8 + 4) slashing damage. (Investigation) check to discern that the hag is disguised.

H MONSTER VAULT 210


of each of its turns (if conscious) or end of each hour (if
Hag, Night unconscious), ending the effect on itself on a success.
For each hour an unconscious creature is affected, its HP
The red eyes of this withered, violet-skinned crone bore into all it maximum is reduced by 5 (1d10). This reduction lasts until
perceives as its lips peel back in a hideous, fanged grin. removed by the greater restoration spell or similar magic.
The creature dies if this effect reduces its HP maximum to 0.
Fiendish Hags. When a green hag spends decades of its If an unconscious creature suffers from Cause Sorrow for at
life on the Lower Planes, it often transforms into a night least 1 hour, it doesn’t gain any benefits from the rest.
hag. Some green hags seek this transformation and revel The hag can have only one creature filled with sorrow at a
in the power it brings. Others see the transformation as a time. If it uses Cause Sorrow on another, the effect on the
corruption of the hags’ connection to the natural world and previous creature ends.
work to cure or cull their tainted sisters. Spellcasting. The hag casts one of the following spells,
Feast on Sorrow. Like all hags, night hags thrive on requiring no material components and using CHA as the
distress in mortal creatures. For night hags, this is sorrow. spellcasting ability (spell save DC 14).
Night hags often hide in the Ethereal Plane and cause At will: ray of enfeeblement, silent image
nightmares that leave a victim weeping in its sleep, and they 2/day each: detect thoughts, plane shift (self only), sleep
regularly sup on the little, daily occurrences that weigh on
BONUS ACTIONS
the mortal soul, causing it to sink deeper into depression.
Change Shape. The hag magically transforms into Medium
Soul Brokers. Night hags are able to taint souls for the
or smaller Humanoid, or back into its true form, which is
Lower Planes, usually by inflicting nightmares on sleeping Fiend. Its statistics, other than its size, are the same in each
mortals. A night hag gains these souls when the creature form. Any equipment it is wearing or carrying transforms
dies and uses them either as currency in the Lower Planes with it. It reverts to its true form if it dies.
or as rewards to fiends working for the hag. Etherealness. The hag magically enters the Ethereal Plane
from the Material Plane, or vice versa. The hag can use
Night Hag CR 5 Cause Sorrow on an unconscious creature not on its plane;
otherwise, the hag can’t affect or be affected by anything on
Medium Fiend the other plane.
Armor Class 17 (natural armor)
Hit Points 104
Speed 30 ft.
Perception 15 Stealth 15
Resistant cold, fire; bludgeoning, piercing, and slashing
damage from nonmagical attacks
Immune charmed, unconscious
Senses truesight 120 ft.
Languages Abyssal, Common, Infernal, Primordial

STR DEX CON INT WIS CHA


+4 +2 +3 +3 +2 +6

Magic Resistance. The hag has advantage on saves against


spells and other magical effects.

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

211 MONSTER VAULT H


ACTIONS
Hag, Sea Multiattack. The hag uses Death Glare. It then makes two
Claw attacks.
Limp, kelp-like hair drapes the body of this withered crone, not
quite hiding her sagging, green skin or the slimy patches of scales. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Coastal Fey. Sea hags are aquatic fey that live along
Death Glare. One creature the hag can see within 30 feet of
coastlines, often in marshy coves, barren sea caves, or
it must succeed on a DC 12 WIS save or be frightened until
shipwrecks. They often ally with other coastal sea creatures, the end of its next turn. If the target is already frightened
such as sahuagin and selkie. and fails the save, it is reduced to 0 HP instead. If reduced to
Devour Fear. Sea hags subsist on the fear emitted by 0 HP in this way, the creature is stable.
mortal creatures. They enjoy playing tricks on sailors,
BONUS ACTIONS
travelers, and other land-dwelling creatures to make them
fear the sea and the creatures that lurk in it. Many tales of Illusory Appearance. The hag covers itself and anything it
frightening creatures along the coast can be attributed to is wearing or carrying with a magical illusion that makes it
look like another creature of its general size and Humanoid
decades of the subtle machinations of a sea hag.
shape. The illusion ends if the hag takes a bonus action to
Purposefully Hideous. Sea hags believe the tastiest end it or if the hag dies.
fear comes from vanity and the fear of losing beauty. They The changes from this effect fail to hold up to physical
grow slimy scales across their body, leave their hair and inspection. For example, the hag could appear to have
clothing unkempt, and even collect patches of barnacles smooth skin, but someone touching it would feel its
on their skin to display themselves as horrific examples of scaly flesh. Otherwise, a creature must take an action to
visually inspect the illusion and succeed on a DC 20 INT
bodies left to the sea. They show beautiful, vain humanoids
(Investigation) check to discern that the hag is disguised.
their own decay to imply that every creature’s beauty will
wither and fade. REACTIONS
Barnacle Block. When the hag takes damage from a source
Sea Hag CR 2 it can see, the hag can shift the barnacles and scales on its
body to absorb some of the impact, reducing the damage
Medium Fey
by 4 (1d8).
Armor Class 14 (natural armor)
Hit Points 51
Speed 30 ft., swim 40 ft.
Perception 11 Stealth 13
Resistant Fey Resilience
Immune frightened
Senses darkvision 60 ft.
Languages Aquan, Common, Giant

STR DEX CON INT WIS CHA


+3 +1 +2 +1 +1 +1

Amphibious. The sea hag can breathe air and water.


Fey Resilience. The sea hag is resistant to the charmed and
unconscious conditions.
Horrific Appearance. When a Humanoid that can see the
hag’s true form starts its turn within 30 feet of the hag, the
hag can force it to make a DC 12 WIS save. On a failure, the
creature is frightened until the start of its next turn.
Unless surprised or the revelation of the hag’s true form
is sudden, such as the ending of Illusory Appearance, a
creature can avert its eyes to avoid the save at the start of
its turn. If the creature does so, it can’t see the hag until
the start of its next turn, when it can avert its eyes again.
If the creature looks at the hag in the meantime, it must
immediately make the save.
Underwater Camouflage. The hag’s Stealth is 18 while
underwater and not using Illusory Appearance.

H MONSTER VAULT 212


Harpy
With a human body and the wings and talons
of a swift raptor, this creature slashes the
air as it dives at prey.
Coastal Aeries. Harpies
dwell in dark forests and along
coastlines, building their
aeries in high places to
protect their young. They
live in large flocks of six
to ten mated pairs and
their children. A typical
clamor of harpies is
led by the strongest
hunters or most
powerful singers. Dangerous
hunters with a taste for human
and giant flesh, they lure prey
to its doom using their magical
voices or descend upon prey with
talon and claw.
Agents of the Divine. Harpies were favored
messengers of the gods until some ancient transgression
exiled them from the divine realms. Most harpies have no
stories or legends of that time, but a few clamors of harpies
retain fragments of divine prophecies, rituals, or messages
they carried long ago. Some harpies still seek to regain
their status as messengers, while others work actively
against all gods, embittered by the loss of their status.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) slashing damage.
Harpy CR 1 Screech. Ranged Spell Attack: +4 to hit, range 30/120 ft., one
Medium Monstrosity target. Hit: 8 (2d6 + 1) thunder damage.
Armor Class 13 BONUS ACTIONS
Hit Points 38
Luring Song. The harpy sings a magical melody. Every
Speed 20 ft., fly 40 ft.
Humanoid and Giant within 300 feet of the harpy that can
Perception 10 Stealth 13 hear the song must succeed on a DC 11 WIS save or be
Resistant charmed | Monstrosity Resilience charmed until the song ends. The harpy must use a bonus
Senses darkvision 120 ft. action on its subsequent turns to continue singing. It can
Languages Common stop singing at any time. The song ends if the harpy is
incapacitated.
While charmed by the harpy, a target is incapacitated and
STR DEX CON INT WIS CHA
ignores the songs of other harpies. If the charmed target
+1 +3 +1 −2 +0 +1 is more than 5 feet away from the harpy, the target must
move on its turn toward the harpy by the most direct route,
Monstrosity Resilience. The harpy is resistant to exhaustion trying to get within 5 feet. It doesn’t avoid opportunity
and to the frightened condition. attacks, but before moving into damaging terrain, such as
lava or a pit, and whenever it takes damage from a source
ACTIONS other than the harpy, the target can repeat the save. A
Multiattack. The harpy makes two Claw or Screech attacks. If charmed target can also repeat the save at the end of each
both Screech attacks hit one Giant or Humanoid, the target of its turns. If the save is successful, the effect ends on it. A
has disadvantage on the next save it makes against the target that successfully saves is immune to this harpy’s song
harpy’s Luring Song before the start of the harpy’s next turn. for the next 24 hours.

213 MONSTER VAULT H


Hell Hound Hell Hound
Medium Fiend
CR 3

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.

H MONSTER VAULT 214


Hippocampus
This sea creature has the foreparts of a horse, though with a dorsal
fin rather than a mane. Its hind quarters are a large fish tail.
Horses of the Sea. These large herbivores live in
herds of eight to twenty in coastal waters, feeding mainly
on kelp and underwater plants. About the size of a
riding horse, their bodies are covered in fine scales,
ranging in color from white like sea foam, to deep
blues and greens. Hippocampi that live and breed
among merfolk or selkies often grow larger,
comparable to draft horses in size.
Coastal Roamers. Hippocampus herds
prefer shallow, warmer waters where large
predators are scarce. They roam deeper and
colder areas for food and retreat to warmer and
safer bays and coves at nightfall.
Humanoid Affinity. Hippocampi often live
with aquatic humanoids. Merfolk, selkies, and
aquatic elves and gnomes ride them as mounts or
hitch them to barges or sea chariots to carry goods.
This arrangement suits the creatures well, because the
hippocampi can lay eggs and raise their young in safety.
In many areas, hippocampi save land-dwelling humanoids
from drowning after shipwrecks, driving off sharks, or
rescue fishing boats from sahuagin or sea hags.

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 —

STR DEX CON INT WIS CHA


+4 +1 +1 −4 +1 −1
ACTIONS

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).

215 MONSTER VAULT H


Hippogriff ACTIONS
Multiattack. The hippogriff makes one Beak attack and one
Flashing down from the heavens, this creature has the body and Claws attack.
hind legs of a horse but the head, wings, and forelegs of a mighty Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
eagle. With a raptor’s scream, it dives to strike. Hit: 8 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Foothills Hunter. The swift hippogriffs hunt the
Hit: 10 (2d6 + 3) slashing damage.
mountains, foothills, plains, and wild places of the world.
They are omnivorous but prefer meat. A single hippogriff BONUS ACTIONS
covers hundreds of square miles as its hunting territory,
Dive (Recharge 5–6). While flying, the hippogriff dives onto
and some of them follow herd animals as they migrate. a creature below it. The hippogriff moves at least 20 feet in
Eternal Mates. Hippogriffs mate for life, raising one a straight line toward a creature it can see. The target must
to two young at a time. They lay eggs, taking turns watching succeed on a DC 13 STR save or take 7 (2d6) bludgeoning
the hatchlings while the other mate hunts for food. When a damage and be knocked prone.
hippogriff dies, its mate often starves itself to death.
Loyal Steeds. Hippogriff eggs are prized
treasures and valuable to everyone from elven
lords to powerful human generals. Of all the
monstrous mounts, hippogriffs are the easiest
to train. However, the death of a hippogriff ’s rider
sends the mount into a frenzy.

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 —

STR DEX CON INT WIS CHA


+3 +1 +1 −4 +3 −1

Heightened Sight. The hippogriff’s Perception is 18 when


perceiving by sight.
Monstrosity Resilience. The hippogriff is resistant to
exhaustion and to the frightened condition.

H MONSTER VAULT 216


Hivebound
A reptilian creature flies on shimmering wings, always
surrounded by the drone of insects. A beehive covers its head,
as if grown there, and it exhales a swarm of angry bees.
Symbiotic History. Hivebound are the result of a
centuries-ago symbiotic relationship between the reptilian
obidia and the chatta bees they farmed. Chatta honey
held psychic energies that transferred to anyone who
ate it, making them temporarily bond with the hive and
protect it. Over time, the obidia ate more and more honey,
until eventually the two became one being. The obidia’s
intelligence infused the hive, elevating it above other
insects, and the hive filled the obidia’s body.
Whole Being. Hivebound are unique creatures made
up of a hive inside a reptilian body. They propagate by
sending out a young queen with a small, egg-like piece of
the hive that contains an incubating reptilian body. When
it hatches, the queen climbs into the mouth, bonds with
the mindless body to establish the hive mind, and begins
creating the rest of the hive’s members.
Other Hives. Though hivebound started with obidia
and chatta bees, they have since expanded to include other
types of insects that create colonies or hives, such as ants,
termites, and wasps. Hivebound often control swarms of
other insects that have fallen under their sway.

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.

217 MONSTER VAULT H


its master explicitly forbids it, and many will hoard small
Homunculus shiny objects in out of the way roosts.

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

STR DEX CON INT WIS CHA


−3 +3 +0 +2 +0 −2

Bound Construct. The homunculus serves another creature


as a familiar, forming a magic, telepathic bond with that
willing companion. While the two are bonded and on the
same plane of existence, the companion can sense what
the homunculus senses and the two can communicate
telepathically. While the homunculus is within 100 feet of
the companion, it can use a reaction to deliver any spell
the companion casts that has a range of touch. If the spell
requires an attack roll, the homunculus uses the companion’s
spell attack modifier for the roll. While the homunculus
is within 10 feet of its companion, the companion has
advantage on INT (Arcana) and INT (Investigation) checks.
At any time and for any reason, the homunculus can end
its service as a familiar, ending the telepathic bond.
Construct Nature. The homunculus doesn’t require air, food,
UNATTACHED HOMUNCULI drink, or sleep.
Almost all homunculi serve
Construct Resilience. The homunculus is immune to poison
spellcasters, especially those
and psychic damage, and it is immune to exhaustion and
that utilize arcane magic. However, some homunculi the charmed, frightened, paralyzed, petrified, and poisoned
become unattached from their spellcasters, most often conditions.
when that spellcaster dies. Such homunculi tend to seek
out new spellcasters to form a new bond and attempt to ACTIONS
entice potential masters withcollected shiny objects. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
A homunculus not bonded to a spellcaster loses the Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison
Bound Construct trait and has disadvantage on attack damage, and the target must succeed on a DC 12 CON save
or be poisoned for 1 minute. If the save fails by 5 or more,
rolls and saves until it spends a long rest bonding with a
the target is instead poisoned for 5 (1d10) minutes and
willing spellcaster.
unconscious while poisoned in this way.

H MONSTER VAULT 218


Hydra
The creature’s twisting, serpentine body branches into five
necks, each ending in a scaled head with snapping jaws.
Fixated Guardians. Hydras are
extremely territorial lesser dragons,
charging aggressively at any threat or
potential prey. They are primarily solitary
beasts concerned only with hunting, but they
occasionally become fixated on a creature, object,
structure, or natural terrain feature. A fixated hydra
stays near the obsession, protecting it for as
long as there is food nearby.
Multiheaded Horrors. When first
encountered, most hydras have five heads.
They can regenerate a missing head with two
new ones almost instantly, allowing them to continue
hunting regardless of the danger. Mysteriously, hydras
with more than five heads lose the extra heads within
a day; the extras wither and fall away or (if the hydra is
starving) are consumed by the remaining heads.
Wetland Predators. Hydras dwell in
warm swamps and marshes, though some
inhabit fish-filled lakes in more temperate
climes. Hydras are the top predators in their
wetland homes. Only something as powerful as
an adult black dragon or a concerted effort by a large Reactive Heads. For each head the hydra has beyond
collection of humanoids can drive a hydra to seek new one, it gets an extra reaction that can be used only for
hunting territory. opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is
awake.
Hydra CR 8
Huge Dragon ACTIONS

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.

219 MONSTER VAULT H


champion has advantage on saves against spells and other
Infernal Champion magical effects.

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.

STR DEX CON INT WIS CHA


+6 +2 +5 +1 +3 +5

Fiendish Weapons. The infernal champion’s


weapon attacks are magical. When the
champion hits with any weapon, the
weapon deals an extra 2d8 fire
damage (included in the attack).
Magic Resistance. The infernal

I MONSTER VAULT 220


Insatiable Brood
The closely packed mass of tiny, winged heads dives down,
the jagged teeth of each head gnashing hungrily.
Ravenous Swarm. These ravenous beasts are
always found in great, gnawing swarms. Each
individual in an insatiable brood is a head,
slightly larger than a human fist, with
bulging black eyes swirling with Void energy
and a large mouth lined with teeth. Wasp-
like wings protrude from where the ears
would be on a humanoid head. The
sound of gnashing teeth precedes
the brood as it travels.
Unceasing Appetite. True to
its name, an insatiable brood tries to
devour everything it can reach, leaving a
trail of devastation in its wake. Where the
material a brood consumes actually goes
is a mystery, as the individuals in a brood
lack full bodies. Some sages speculate that
the maws of these creatures are gateways to
the Void. Others say they simply disintegrate
what they ingest, exhaling it in clouds of dust.
Killers of Life, Destroyers of Beauty.
Although an insatiable brood is satisfied with
devouring everything in its path, it prefers consuming
living creatures first, with special attention to those trying
to flee. When it senses no living creatures nearby, an
insatiable brood devours examples of natural or artificial Swarm. The insatiable brood can occupy another creature’s
beauty, such as artwork or other finely crafted objects, space and vice versa, and the brood can move through any
reveling in the destruction of beauty. opening large enough for a Tiny creature. The brood can’t
regain HP or gain temporary HP.
Swarm Resilience. The swarm is resistant to bludgeoning,
Insatiable Brood CR 3
piercing, and slashing damage, and it is immune to the
Medium Swarm of Tiny Aberrations charmed, frightened, grappled, paralyzed, petrified, prone,
Armor Class 13 restrained, and stunned conditions.
Hit Points 63 Void Dweller. The insatiable brood doesn’t require air, food,
Speed 0 ft., fly 50 ft. drink, or sleep, and it is immune to the effects of Void terrain. In
Perception 11 Stealth 15 addition, it can fly through the Void as if through air.
Resistant cold | Swarm Resilience
ACTIONS
Immune Swarm Resilience
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in
Senses darkvision 60 ft.
the swarm’s space. Hit: 14 (4d6) piercing damage plus 18 (4d8)
Languages understands Void Speech but can’t speak force damage, or 7 (2d6) piercing damage plus 9 (2d8) force
damage if the insatiable brood has half its HP or fewer.
STR DEX CON INT WIS CHA
+0 +5 +1 −3 +1 −2 BONUS ACTIONS
Void Gaze. The insatiable brood turns all its individual heads in
Aberrant Resilience. The insatiable brood has advantage on one direction, and its hundreds of Void-filled eyes stare at one
saves against spells or effects that would alter its form. creature the brood can see within 30 feet of it. The target must
succeed on a DC 13 WIS save or be frightened until the end of
Magic Bites. The insatiable brood’s Bites attacks are magical.
its next turn. If the target fails the save by 5 or more, it suffers a
Siege Monster. The insatiable brood deals double damage to random, short-term dread effect for 1 minute.
objects and structures.

221 MONSTER VAULT I


Invisible Stalker
Glowing eyes appear and vanish, leaving nothing behind but a
slight breeze and a growing sense of dread.
Invisible Elementals. Hailing from the Plane of
Air, invisible stalkers are naturally transparent, elemental
beings made up of living atmosphere. For those able to
see invisible creatures, the invisible stalker is a vaguely
humanoid cloud with yellowish, glowing eyes.
Compelled Servitors. Long ago when mortals first
learned to bind planar creatures into service, invisible
stalkers were among the first. Mortals saw how the stalkers
willingly served elemental lords and genies as spies and
assassins and decided to use them for the same tasks.
Invisible stalkers resent the magical compulsion—they
had served elemental lords and genies willingly. Though
they follow any order given by mortal spellcasters that have
magically bound them, they always try to subvert those
orders and long to break their binding and return home.
Bucolic Wanderers. When encountered on the
Plane of Air, invisible stalkers peacefully roam the plane,
gaining sustenance by dining upon breezes and currents.
Unfortunately, eons of forcible magical summons have left
most invisible stalkers with a general distaste for mortals.
They flee from any mortal encountered, attacking only if
cornered or if they outnumber the mortals.

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

I MONSTER VAULT 222


Kobolds Kobold
Small Humanoid
CR 1/8

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.

223 MONSTER VAULT K


BONUS ACTIONS
Hidden Scurry. The swiftblade moves up to 15 feet without
provoking opportunity attacks, and if it moves into a lightly
or heavily obscured area, it takes the Hide action, using its
Stealth value as the result of the check. If the swiftblade is
aware of traps in the area, it can choose if this movement
triggers any of them.

Kobold Tinkerer CR 1/2


Small Humanoid
Armor Class 13 (leather armor)
Hit Points 25
Speed 30 ft.
Perception 10 Stealth 12
Senses darkvision 60 ft.
Languages Common, Draconic

STR DEX CON INT WIS CHA


−1 +2 −1 +4 +0 +0

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

STR DEX CON INT WIS CHA


−1 +6 +0 +1 +2 +0

Pack Tactics. The kobold has advantage on attack rolls


against a creature if at least one of the kobold’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has
disadvantage on attack rolls, and its Perception is 7 when
perceiving by sight.

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.

K MONSTER VAULT 224


Pack Tactics. The kobold has advantage on attack rolls
against a creature if at least one of the kobold’s allies
is within 5 feet of the creature and the ally isn’t
incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold
has disadvantage on attack rolls, and its Perception
is 5 when perceiving by sight.

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.

225 MONSTER VAULT K


REGIONAL EFFECTS
Kraken The region containing a kraken’s lair is altered by its
The massive, squid-like creature breaks the surface of the water, presence, which creates one or more of the following effects:
each tentacle as long as a galleon. • Dark Brine. Water within 5 miles of the kraken’s lair
Primordial Terror. Krakens are massive, deep becomes supernaturally dark, silty, or otherwise lightly
sea‑dwelling leviathans possessing a great intellect. Many obscured.
are obsessed with destroying any land- or air-dwelling • Thunderous Waves. Within 10 miles of the kraken’s
creatures that ply the ocean’s waves, and untold sailors, lair, waves and seaborn winds produce a deafening
fisherfolk, and seaside villagers have perished in their roar. Each hour a creature spends in the area, it must
writhing tentacles. Thankfully, krakens are rarely found in succeed on a DC 13 CON save or be deafened. Creatures
pairs or groups. submerged in water or sand automatically succeed
God Hunter, Ship Killer. A single kraken is strong on the save. In addition, each creature that spends
enough to destroy the largest ships and even threaten a at least half of a short or long rest in the area and not
seaside community. Krakens were once servants of oceanic submerged in water or sand must succeed on a DC 13
deities, but some ancient schism led to their separation CON save or gain no benefit from the rest.
from the divine. Most reject their divine parent and attack • Tide Sense. The kraken is aware of the presence of any
any priests, paladins, or celestials they encounter. creature within 1 mile of the lair that remains in contact
Undersea Hoard. Krakens sleep in deep-sea caverns, with water or sand for at least 1 hour. In addition,
often for decades at a time. At the heart of a kraken’s lair the kraken knows the distance and direction of each
lies the plunder from eons of crushed ships, sunken cities, Celestial and Fiend in the area.
and lost civilizations. The ships, marble pillars, and other If the kraken dies, these effects fade in 1d10 days.
elements of its hoard are often arranged like a diorama in a
broken and rotten mockery of what they once were. Kraken CR 23
Gargantuan Monstrosity
A KRAKEN’S LAIR Armor Class 18 (natural armor)
Krakens keep lairs in deep ocean trenches and remote, Hit Points 475
submerged coastal caverns, where they can slumber for Speed 20 ft., swim 60 ft.
years at a time undisturbed. A kraken’s lair typically includes Perception 21 Stealth 17
dozens of tunnels, where the kraken can easily hide or Resistant Monstrosity Resilience
corner any intruders, with a central treasure chamber. Immune lightning; bludgeoning, piercing, and slashing
damage from nonmagical attacks | frightened, paralyzed
LAIR ACTIONS Senses keensense 60 ft., truesight 120 ft.
On initiative count 20 (losing initiative ties), the kraken can Languages understands Abyssal, Celestial, Infernal, and
Primordial but can’t speak, telepathy 120 ft.
take a lair action to cause one of the following effects; the
kraken can’t use the same effect two rounds in a row:
STR DEX CON INT WIS CHA
• Fulminate. The kraken’s lair becomes electrified. Up
+17 +7 +14 +13 +11 +5
to four creatures the kraken can see within 120 feet of it
must make a DC 22 CON save, taking 13 (3d8) lightning
Amphibious. The kraken can breathe air and water.
damage on a failed save or half as much damage on a
successful one. A creature that fails the save by 5 or more Freedom of Movement. The kraken ignores difficult terrain,
is also stunned until the end of its next turn. and magical effects can’t reduce its speed or cause it to be
restrained. It can spend 5 feet of movement to escape from
• Silt Cloud. A 60-foot-radius sphere of fine, swirling nonmagical restraints or being grappled.
sand appears centered on a point the kraken can see
Legendary Resistance (3/Day). If the kraken fails a save, it
within 120 feet of it. The sphere spreads around corners can choose to succeed instead.
and is heavily obscured. The cloud remains for 10
Monstrosity Resilience. The kraken is resistant to exhaustion
minutes or until the kraken uses this lair action again. and to the frightened condition.
• Tidal Churn. Water shifts in the kraken’s lair. Up to Siege Monster. The kraken deals double damage to objects
four creatures the kraken can see within 60 feet of it and structures.
that are touching water must succeed on a DC 22 STR
save or be pushed or pulled up to 60 feet away from or
toward the kraken (the kraken’s choice).

K MONSTER VAULT 226


ACTIONS a DC 22 CON save or take 11 (2d10) poison damage and be
Multiattack. The kraken makes three Tentacle attacks. It can poisoned until the start of its next turn. The cloud lasts for 1
replace one Tentacle attack with a Bite attack. minute or until dispersed by a strong current.

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

227 MONSTER VAULT K


Lamia
The sounds of tinkling bells through the arid hills precedes the
half-goat, half-human creature.
Prisoners of Immortality. Most lamia descend
from a group of corrupt mages who bargained for
immortality with the powers of darkness. Betrayed by
the fiends, the lamia gained their wish but became
half-beast. The first lamia tried to return to human
society, but their immortality made it difficult to
keep friends and allies and to avoid anger and
suspicion. Because of this, most lamia inhabit
badlands, barren foothills, and other arid
locations, but some travel the world, carrying
their wealth in jewelry, fine clothes, and small
treasures secreted on their person.
Badlands Danger. Lamia are swift and dangerous
creatures typically found in ancient ruins and the
crumbling remains of older civilizations. Their innate
magic makes them notoriously difficult to track, as their
tracks seem to erase after each step, and they can confound
a victim’s mind with both arcane illusions and compulsions.
Eager for Refinement. Lamia are hedonists and
desire finery in all its forms. Their small, cramped hill lairs
in caverns or castle ruins are magnificently appointed and
decorated with goods taken from caravans and travelers.
For a lamia to agree to hold an audience with visitors
requires that a petitioner display good manners and bring
a gift that sparkles or dazzles in some way. These gifts need
not be more than a token: even threadbare elegance is
often enough, though older lamia can certainly tell copper ACTIONS
from gold and threadbare from new. Multiattack. The lamia makes two Hooves attacks and one
Dagger attack, or it makes three Arcane Bolt attacks. It can
replace one attack with a use of Spellcasting.
Lamia CR 4
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
Large Monstrosity 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
Armor Class 13 (natural armor) damage.
Hit Points 95 Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 14 (2d10 + 3) bludgeoning damage.
Perception 12 Stealth 13 Arcane Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one
Resistant charmed | Monstrosity Resilience target. Hit: 12 (2d8 + 3) force damage.
Senses darkvision 60 ft. Spellcasting. The lamia casts one of the following spells,
Languages Abyssal, Common requiring no material components and using CHA as the
spellcasting ability (spell save DC 13).
STR DEX CON INT WIS CHA At will: minor illusion, silent image, suggestion
+3 +1 +2 +2 +2 +5 3/day each: charm, command, major image
1/day: compulsion
Badlands Strider. Difficult terrain composed of sand, mud, or
BONUS ACTIONS
rock doesn’t cost the lamia extra movement. In addition, the
lamia leaves no tracks or other traces of its passage when Intoxicating Gaze. The lamia gazes at one creature it can
moving through sandy, muddy, or rocky terrain. see within 30 feet of it. The target must succeed on a DC 13
CHA save or be charmed until the end of its next turn and
Monstrosity Resilience. The lamia is resistant to exhaustion
cursed for 1 hour. While cursed, the target has disadvantage
and to the frightened condition.
on WIS saves and on all ability checks.

L MONSTER VAULT 228


would alter its form.
Lantern Hagfish Bioluminescent Slime. The lantern hagfish sheds bright
light in a 5- to 20-foot radius and dim light for an
A writhing slug-shaped clump of wrinkled flesh weaves through additional number of feet equal to the chosen radius. The
clusters of slime-crusted bone. As its form contorts, its pores leak hagfish can alter the radius as a bonus action. In addition,
viscous slime that glows with pale, otherworldly light. the hagfish has advantage on attack rolls against a creature
if at least one other hagfish is within 5 feet of the creature
Void Worms. Lantern hagfish are worm-like creatures
and that other hagfish isn’t incapacitated.
native to worlds stricken by the Void—indeed, they are one
of the few creatures capable of surviving such darkened Void Dweller. The lantern hagfish doesn’t require air or
sleep, and it is immune to the effects of Void terrain. In
places. They produce a luminescent slime that protects
addition, it can swim through the Void as if through water.
their bodies from the hazards of the Void and allows them
to survive indefinitely in a dormant state when food is ACTIONS
scarce. They can be found on the Material Plane in rivers,
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
lakes, and seas where the barrier between the mortal world Hit: 3 (1d4 + 1) piercing damage. If the target is a prone
and the Void is thin. Lantern hagfish in the mortal world creature that isn’t a Construct or Undead, the hagfish can
often gorge themselves on fish, crustaceans, and even burrow into the creature’s flesh. While burrowed into a
coastal animals, fattening themselves on the bounty of the creature, the hagfish can’t attack, and at the start of each
plane before finding their way back to the Void. of the hagfish’s turns, the target loses 3 (1d4 + 1) HP as
the hagfish consumes it from the inside. The burrowed
Glowing Communication. Lantern hagfish
hagfish moves with the target whenever the target moves,
can change the color and brightness of their slime’s requiring none of the hagfish’s movement. It can detach
luminescence, and they use this to communicate with each itself by spending 5 feet of its movement on its turn. It does
other. They most often communicate tides or currents or so after it consumes 6 HP worth of flesh from the target or
share when plentiful food is nearby. When gathered, they the target dies. A creature, including the target, can take its
can use their lights to coordinate takedowns of larger prey. action to extract the burrowed hagfish by succeeding on a
Creatures that frequently travel the Void worlds, such as DC 11 WIS (Medicine) check.
satarre, use captured lantern hagfish to provide light or
BONUS ACTIONS
warn them of void waves or tremors.
Slime Slide. While on a solid surface, the lantern hagfish
slides up to 15 feet in a straight line and can move through
Lantern Hagfish CR 1/8 the space of any creature without provoking opportunity
Small Aberration attacks. Each space on that surface along that line is
Armor Class 11 coated in slime until the start of
the hagfish’s next turn. Each
Hit Points 9
creature in that line, and
Speed 15 ft., swim 30 ft. any creature that enters a
Perception 10 Stealth 11 slime‑coated space for the
Resistant cold | grappled, prone, restrained | Aberrant first time on a turn must
Resilience succeed on a DC 11
Senses — DEX save or fall
Languages — prone.

STR DEX CON INT WIS CHA


−4 +1 +0 −4 +0 −5

Aberrant Resilience. The lantern


hagfish is resistant to the charmed,
frightened, paralyzed, and
stunned conditions, and
it has advantage on saves
against spells or effects that

229 MONSTER VAULT L


Lich
Clad in the finest raiment, this skeletal spellcaster floats on
currents of immense power. The light of its arcane might shines
from the hollow eye sockets of its bare skull.
Eternal Scholar. A lich is a spellcaster who seeks
immortality out of fear of death, to continue lifelong
research, and as a path to greater power. However, even the
most megalomaniac and least scholarly liches spend years
researching how to become a lich, which varies for each lich.
Soul Vessels. Regardless of the lich’s road to lichdom,
the final step always requires complex and blasphemous
rituals that bind the lich’s soul into a vessel called a
phylactery. The lich’s mortal body then becomes undead,
and its soul stays safe within the phylactery. A lich
can only truly be killed if its phylactery is destroyed,
leading most liches to go to great lengths to safeguard
their phylacteries.
Centuries-Long Plots. A lich’s immortality
helps it execute far-reaching and long-lasting plans,
manipulating entire cities and nations. In the
process, the lich also continues its arcane studies, amassing
a collection of spells, magic items, and relics to enhance
its power. The longer lived a lich is, the harder it is for most
mortal creatures to comprehend the scope of its plans.
Powerful Necromancers. Even liches not well-
versed in necromancy learn a great deal about it by
becoming a lich. As powerful undead, many lesser undead
are drawn to liches, leaving even the most isolated liches
with several undead minions at its disposal. Similarly,
spellcasters seeking arcane knowledge often opt to serve
liches to learn from them. Wise apprentices leave before
becoming powerful enough to be considered a threat.
creature within 10 feet of that point must succeed on
A LICH’S LAIR a DC 20 WIS save or be blinded and deafened and
Preferring to pursue their goals in solitude, most liches vulnerable to necrotic damage until initiative count 20
create lairs in isolated towers, long‑abandoned mansions, on the next round.
or hidden dungeons. Their lairs are filled with magical and • Unlife Tether. One creature the lich can see within
mundane traps, undead minions, arcane wards, and magical 60 feet of it must succeed on a DC 20 CHA save or
sensors that allow the lich to observe any area of its lair. become magically tethered to the lich until initiative
count 20 on the next round. While tethered, the lich is
LAIR ACTIONS resistant to all damage dealt by the tethered creature,
On initiative count 20 (losing initiative ties), the lich can the tethered creature takes necrotic damage equal to
take a lair action to cause one of the following effects; the half the damage taken by the lich, and if the tethered
lich can’t use the same effect two rounds in a row: creature regains HP, the lich regains twice that amount.
• Abjure Life. Each creature within 120 feet of the lich
that isn’t undead can’t regain HP until initiative count REGIONAL EFFECTS
20 on the next round. For the duration, a creature that The region containing a lich’s lair is warped by its influence,
is reduced to 0 HP within 120 feet of the lich must which creates one or more of the following effects:
immediately make a death save. • Scrambled Translocation. Within 1 mile of the lich’s
• Shroud of the Dead. A blanket of necrotic energy falls lair, planar travel and teleportation are warped. When a
on a point the lich can see within 120 feet of it. Each creature other than the lich tries to teleport into, out of,

L MONSTER VAULT 230


or within the area, the creature must roll a d6. On a 1–3, Burst attacks and one Death-Infused Rod attack. It can
the teleportation fails. On a roll of 4–6, a teleporting replace one attack with a use of Spellcasting.
creature takes 11 (2d10) force damage and appears in an Arcane Death Burst. Melee or Ranged Spell Attack: +12 to
unoccupied space just outside of this area. hit, reach 5 ft. or range 120 ft., one target. Hit: 23 (4d8 + 5)
force damage plus 17 (5d6) necrotic damage.
• Spell Detection. The lich is intrinsically aware of and
can identify any spell cast within 3 miles of its lair. Death-Infused Rod. Melee Weapon Attack: +10 to hit, reach 5
ft., one target. Hit: 21 (4d8 + 3) bludgeoning damage plus 17
In addition, if a creature casts a spell of 4th circle or
(5d6) necrotic damage, and the target must succeed on a DC
higher, the lich knows the distance and direction of that
20 CON save or be paralyzed for 1 minute. The target can
creature for 1 hour. repeat the save at the end of each of its turns, ending the
• Withering Fog. A magical fog permeates the area effect on itself on a success.
within 5 miles of the lich’s lair. The area is lightly Lich’s Gaze. The lich fixes its gaze on one creature it can see
obscured, and each creature that isn’t a Construct or within 30 feet of it. The target must succeed on a DC 20 CHA
Undead that finishes a long rest in the area must succeed save or be charmed or frightened (the lich’s choice) until the
on a DC 13 CON save or suffer one level of exhaustion. end of its next turn.
If the lich dies, these effects fade in 1d10 days. Spellcasting. The lich casts one of the following spells, using
INT as the spellcasting ability (spell save DC 20).
At will: detect magic, disguise self, mage hand, message,
Lich CR 21
prestidigitation
Medium Undead 3/day each: charm, detect thoughts, dispel magic,
Armor Class 17 (natural armor) invisibility (self only), mirror image
Hit Points 314 2/day each: bestow curse, cloudkill, dimension door,
Speed 30 ft. greater hold
Perception 19 Stealth 13 1/day each: plane shift (self only), power word stun,
Resistant cold, lightning, necrotic wall of force
Immune bludgeoning, piercing, and slashing damage from BONUS ACTIONS
nonmagical attacks | charmed, frightened, paralyzed |
Undead Resilience Levitate. The lich can rise or descend vertically up to 20 feet
and can remain suspended there. This bonus action works
Senses truesight 120 ft.
like the levitate spell, except there is no duration, and the
Languages Common plus up to five other languages
lich doesn’t need to concentrate to continue levitating each
round.
STR DEX CON INT WIS CHA
+0 +3 +10 +12 +9 +3 REACTIONS
Absorb Spell. When a creature the lich can see within 60
Arcane Mastery. The lich can concentrate on two spells feet of it casts a spell, the lich can absorb the spell’s energy,
simultaneously. If it casts a third spell that requires countering it. This works like the counterspell spell, except
concentration, the lich loses concentration on the oldest the lich must always make a spellcasting ability check, no
spell. If the lich is concentrating on two spells and matter the spell's circle. Its ability check for this is +12. If it
loses concentration because of taking damage, it loses successfully counters the spell, the lich gains 5 temporary HP
concentration only on the oldest spell. for each level of the spell.
Legendary Resistance (3/Day). If the lich fails a save, it can
LEGENDARY ACTIONS
choose to succeed instead.
The lich can take 3 legendary actions, choosing from the
Rejuvenation. If it has a phylactery, a destroyed lich gains a
options below. Only one legendary action option can be used
new body in 1d10 days, regaining all its HP and becoming
at a time and only at the end of another creature’s turn. The
active again. The new body appears within 5 feet of the
lich regains spent legendary actions at the start of its turn.
phylactery.
Move. The lich moves up to its speed without provoking
Turn Resistance. The lich has advantage on saves against any
opportunity attacks. If the lich is levitating, it can use this
effect that turns undead.
legendary action to move horizontally, propelling itself with
Undead Nature. The lich doesn’t require air, food, drink, or a blast of arcane power.
sleep.
Cast a Spell (Costs 2 Actions). The lich uses Spellcasting.
Undead Resilience. The lich is immune to poison damage, to
Disrupt Life (Costs 3 Actions). Each creature within 20 feet
exhaustion, and to the poisoned condition.
of the lich that isn’t Undead must make a DC 20 CON save,
ACTIONS taking 21 (6d6) necrotic damage on a failed save, or half as
much damage on a successful one. The lich regains HP equal
Multiattack. The lich uses Lich’s Gaze. It then makes four to the single highest amount of necrotic damage dealt.
Arcane Death Burst attacks, or it makes three Arcane Death

231 MONSTER VAULT L


5 feet of that point must make a DC 17 CHA save. On a
Lich, Virtuoso failure, a creature has disadvantage on saves against the
lich’s spells and its Corrupted Art action until initiative
The beautiful singer bows to the adoring crowd before stepping
count 20 on the next round.
behind the curtain. Away from the eyes of the crowd, the singer
changes its half-mask, briefly revealing a ghastly, undead visage. • Veil of Art. A shimmering veil of an artistic expression
of the lich’s choice, such as dancing, music, swirling
Birthed by Art. A virtuoso lich is an artist whose love
colors, or similar, appears on a point the lich can see
of art sustains it beyond death. Such a lich is created when
within 60 feet of it. Each creature within 10 feet of
an artist powerful in both its artistic and magical expression
that point must succeed on a DC 17 WIS save or be
dies with art left undone. The artists often die before
incapacitated until initiative count 20 on the next
completing or creating a masterpiece, and the torment of
round, as it spends most of its turn mesmerized by the
the art left undone couples with the artist’s powerful magical
artistic expression.
talents, turning the artist into a virtuoso lich. A virtuoso
lich’s soul is bound to an object of art, such as a favorite
REGIONAL EFFECTS
musical instrument, painting, dance slippers, quill, or some
other object of artistic expression that was significant to the The region containing a virtuoso lich’s lair is warped by
lich in life. This piece of art is the lich’s phylactery. its magical influence, which creates one or more of the
following effects:
Beautiful Mien. A virtuoso lich maintains the beauty of
its former life, appearing much as it did in life—save for one • Artistic Charm. Each nonhostile Beast within 1 mile
physical feature that betrays its undead nature. This undead of the lich’s lair that is exposed to an artist performing a
feature can be a clawed, skeletal hand, which the lich hides in form of art, such as dancing, playing music, or painting,
a glove; a stiff, zombie-like leg, which the lich disguises with must succeed on a DC 13 CHA save or become friendly
robes and a cane; a face ravaged by undeath, which the lich toward the artist. The Beast doesn’t obey the artist’s
covers in a beautiful mask; or any other appropriate feature. commands, but it doesn’t attack the artist unless
attacked by the artist or the artist’s allies.

A VIRTUOSO LICH’S LAIR


A virtuoso lich chooses a lair with an eye and ear for artistic
potential, whether that lair is an ancient cavern with natural
acoustics, a meadow with plentiful natural light, a hall of
mirrors, or some other locale capable of enhancing some
form of art, allowing the lich’s magic and artistic expression
to swell, reaching every corner.

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

L MONSTER VAULT 232


• Inspire Art. Creatures within 5 miles of the lich’s lair Artistic Flourish. Melee or Ranged Spell Attack: +9 to hit,
have advantage on CHA (Performance) checks when reach 5 ft. or range 60 ft., one target. Hit: 18 (3d8 + 5)
performing the art the lich has chosen that day as part damage of the type chosen with the Versatile Artist trait plus
9 (2d8) force damage.
of its Versatile Artist trait.
Call Muse. The lich chooses one Beast or Humanoid it can
• Vibrant Art. Artistic expressions within 10 miles of the
see within 30 feet of it to be its muse. The target must
lair are more vibrant: music has more body, paint colors succeed on a DC 17 WIS save or become the lich’s muse and
are more vibrant, tailored clothing fits perfectly, and be charmed by the lich for 1 minute. While charmed, the muse
similar. Because of this vibrancy, Humanoids in the area has a speed of 0 and is incapacitated as it watches or listens
and exposed to such art are more likely to be pleasant to the lich’s artistic expression. The muse can repeat the save
and in good moods and less likely to act aggressively. 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
If the lich dies, these effects fade in 1d10 days.
for it, the creature is immune to the lich’s Call Muse for the
next 24 hours. If the muse suffers harm from the lich, it is no
Virtuoso Lich CR 12 longer charmed.
Medium Undead The lich can have only one muse at a time. If it charms
another, the effect on the previous muse ends. If the lich
Armor Class 17 (natural armor)
is within 30 feet of its muse and can see its muse, the lich
Hit Points 185 has advantage on its first Artistic Flourish attack each round
Speed 30 ft. against a creature that isn’t its muse.
Perception 15 Stealth 17 Corrupted Art. The lich hums a discordant melody,
Resistant necrotic; bludgeoning, piercing, and slashing paints a crumbling symbol of death in the air, performs a
damage from nonmagical attacks reality‑bending pirouette, or emulates some other expression
Immune blinded, deafened, charmed, frightened, paralyzed | of corrupted or twisted art and targets one creature it can see,
Undead Resilience other than itself, within 60 feet. This action’s effects change,
Senses truesight 60 ft. depending on if the target is Undead.
Languages Common plus up to two other languages • Non-Undead. The target must make a DC 17 WIS save. On
a failure, a creature is blinded, charmed, or deafened (the
STR DEX CON INT WIS CHA lich’s choice) until the end of its next turn. On a success, a
+0 +7 +2 +2 +5 +9 creature takes half the damage and isn’t incapacitated.
• Undead. The target regains 18 (4d8) HP. Healing that
exceeds the target’s HP maximum becomes temporary HP.
Legendary Resistance (3/Day). If the lich fails a save, it can
choose to succeed instead. Spellcasting. The lich casts one of the following spells, using
CHA as the spellcasting ability (spell save DC 17).
Rejuvenation. If it has a phylactery, a destroyed lich gains a
new body in 1d10 days, regaining all its HP and becoming At will: disguise self, mage hand, message, prestidigitation
active again. The new body appears within 5 feet of the 3/day each: charm, hideous laughter, hold, invisibility
phylactery. (self only)
Turn Resistance. The lich has advantage on saves against 2/day each: dispel magic, fear, dimension door
any effect that turns undead. 1/day each: irresistible dance, programmed illusion, seeming
Undead Nature. The lich doesn’t require air, food, drink, or
LEGENDARY ACTIONS
sleep.
The virtuoso lich can take 3 legendary actions, choosing from
Undead Resilience. The lich is immune to poison damage,
the options below. Only one legendary action can be used at
to exhaustion, and to the poisoned condition.
a time and only at the end of another creature’s turn. The lich
Versatile Artist. At the end of each long rest, the lich regains spent legendary actions at the start of its turn.
chooses one form of artistic expression, such as song,
Call Muse. The lich uses Call Muse.
poetry, dance, fashion, paint, or similar. Until it finishes a
long rest, the lich has immunity to one type of damage, Move. The lich moves up to its speed without provoking
which is associated with its artistic expression. For example, opportunity attacks.
a lich expressing art through song or poetry has immunity Cast a Spell (Costs 2 Actions). The lich uses Spellcasting.
to thunder damage, a lich expressing art through fashion Unrestrained Art (Costs 3 Actions). The lich unleashes the
has immunity to slashing damage, and a lich expressing art full force of its artistic talents. Each creature with 15 feet of
through paint has immunity to acid damage. This trait can’t the lich must make a DC 17 DEX save. On a failure, a creature
give the lich immunity to force, psychic, or radiant damage. takes 9 (2d8) damage of the type chosen with the Versatile
Artist trait and is knocked prone. On a success, a creature
ACTIONS
takes half the damage and isn’t knocked prone.
Multiattack. The virtuoso lich uses Corrupted Art. It then
makes three Artistic Flourish attacks. It can replace one
attack with a use of Spellcasting.

233 MONSTER VAULT L


Living Colossus
This immense statue towers above the trees, regal and powerful, its face
serious and determined. As runes light up across it, the colossal legs
begin to move, and the ground quakes with its every step.
Symbolic Monument. A living colossus is a gigantic
statue depicting a powerful or historically significant
individual. Such a monument becomes a powerful symbol,
allowing the spirit of the commemorated individual to
animate the monument.
Varied Origins. To create a living colossus, first the stone
must be carved and then clerics or wizards perform a ritual
to draw the willing spirit into its monument. In some cases, a
spirit spontaneously inhabits its monument because of a great
need or the oaths the individual had in life.

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

STR DEX CON INT WIS CHA


+10 −1 +10 +0 +2 +6

Construct Nature. The living colossus doesn’t require air, food,


drink, or sleep.
Each creature in that area must make a DC 18 CON save,
Construct Resilience. The living colossus is immune to poison
taking 59 (17d6) thunder damage on a failed save, or half as
and psychic damage, and it is immune to exhaustion and
much damage on a successful one.
the charmed, frightened, paralyzed, petrified, and poisoned
conditions.
BONUS ACTIONS
False Appearance. While the living colossus remains motionless,
Quake. The living colossus strikes the ground with its foot.
it is indistinguishable from a normal statue or monument of the
Each creature within 30 feet of the living colossus must
individual it represents.
succeed on a DC 18 STR save or be knocked prone and have
Immutable Form. The living colossus is immune to any spell or the air knocked from its lungs, if it is a breathing creature,
effect that would alter its form. until the start of the living colossus’s next turn. A creature
Siege Monster. The living colossus deals double damage to with the air knocked from its lungs can’t speak or cast spells
objects and structures. with verbal components. If a creature fails the save by 5 or
more, it is also stunned until the start of the living colossus’s
ACTIONS next turn.
Multiattack. The living colossus makes three Slam attacks, or it
makes four Spirit Blast attacks. REACTIONS

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.

L MONSTER VAULT 234


Lizardfolk Heightened Smell and Taste. The lizardfolk’s Perception is
18 when perceiving by smell or taste.
The muscular reptilian humanoid tastes the air with a forked Hold Breath. The lizardfolk can hold its breath for 15
tongue, its rumbling hiss as much a warning as its sharp claws minutes.
and weapons.
ACTIONS
Cold-Blooded Humanoids. Lizardfolk are slightly
Multiattack. The lizardfolk makes one Bite attack and one
larger and more powerfully built than humans. Their Heavy Club attack, or it makes two Javelin attacks.
cold-blooded nature allows them to thrive in tropical and
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
temperate environments, though most live in swamps. Hit: 5 (1d6 + 2) piercing damage.
A few scattered groups of lizardfolk carve out small
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
territories in the verdant river deltas near salt marshes,
target. Hit: 5 (1d6 + 2) bludgeoning damage.
jungles, or deserts.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5
Fallen Civilization. Lizardfolk believe that they ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
ruled portions of the world long ago. Though their society damage.
today is less advanced, they take great pride in stories of
their former greatness, and their communities are often REACTIONS
found clinging to the crumbling ruins of their ancestors. Shoving Counter. If a creature misses the lizardfolk with an
Omnivorous Pragmatists. The lizardfolk are attack and the lizardfolk is wielding a shield, the lizardfolk
can shove its shield into the creature.
eminently practical creatures, which leads some humanoids
The attacker must succeed on a DC
to believe lizardfolk are unemotional. However, lizardfolk 12 STR save or be pushed up to 10
would say that they simply temper their feelings with feet away from the lizardfolk and
pragmatism. Even their diet emphasizes practical or knocked prone.
available foods rather than what might be tastiest.
Swamp Magic. Lizardfolk magic is primordial and
taps into their connection with swamps, rainforests, and
the creatures found there. Lizardfolk shamans coat their
weapons in frog poison and snake venom and channel
that poison into deadly magical blasts. When in danger,
they can also coat their bodies in poison and bright
paints to discourage would-be attackers or predators.
Inspiring Leaders. Lizardfolk are even
pragmatic when choosing their leaders. Most
lizardfolk clans are led by a council of elder lizardfolk
rulers. Future lizardfolk rulers are chosen when lizardfolk
youth come of age. Youth who inspire, encourage, and
defend their kin, often risking their own lives for their
fellows, are swiftly promoted to positions of responsibility
and trained by elders, a current shaman, or retired rulers.
Once trained, these rulers lead groups of lizardfolk
hunters, scouts, emissaries, and defenders.

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

STR DEX CON INT WIS CHA


+2 +0 +1 −2 +3 −2

235 MONSTER VAULT L


Lizardfolk Shaman CR 2 Spellcasting. The lizardfolk shaman casts one of the
following spells, using WIS as the spellcasting ability (spell
Medium Humanoid save DC 13).
Armor Class 13 (natural armor) At will: druidcraft, guidance, mending
Hit Points 57 2/day each: cure wounds, entangle, grease
Speed 30 ft., climb 15 ft., swim 30 ft. 1/day: ray of enfeeblement
Perception 15 Stealth 12
Resistant poison | poisoned BONUS ACTIONS
Senses — Poisoned Body (32 HP or Fewer). The shaman coats itself
Languages Common, Draconic in poison until the start of its next turn. It takes 3 (1d6)
poison damage. In addition, the next time a creature hits
STR DEX CON INT WIS CHA the shaman with a melee attack while within 5 feet of the
+2 +0 +1 +0 +5 +0 shaman before the start of the shaman’s next turn, the
attacker takes 7 (2d6) poison damage.

Heightened Smell and Taste. The lizardfolk’s Perception is


20 when perceiving by smell or taste.
Hold Breath. The lizardfolk shaman can hold its breath for 15
minutes.

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.

L MONSTER VAULT 236


Lizardfolk Ruler CR 4
Medium Humanoid
Armor Class 15 (scale mail)
Hit Points 100
Speed 30 ft., climb 15 ft., swim 30 ft.
Perception 12 Stealth 10 (15 without
armor)
Immune charmed, frightened
Senses —
Languages Common, Draconic

STR DEX CON INT WIS CHA


+3 +1 +2 +0 +2 +2

Brutal. A melee weapon deals one extra die of its


damage when the lizardfolk ruler hits with it (included
in the attack).
Heightened Smell and Taste. The lizardfolk’s
Perception is 17 when perceiving by smell or taste.
Hold Breath. The lizardfolk ruler can hold its breath for 15
minutes.
Unshakable Command. Each friendly creature within 30 feet
of the lizardfolk ruler can’t be charmed or frightened while
the ruler isn’t incapacitated.

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.

237 MONSTER VAULT L


Lycanthropes burst from flesh. Even natural-born lycanthropes aren’t
exempt from the pain of transformation. As a result, most
lycanthropes have a high tolerance for pain; however, silver
A rat scurries through the sewers, climbs up a pipe, and squeezes
overrides much of this tolerance, making it a universal
out of a drain into an alley. Its body suddenly pops and cracks as it
weapon against dangerous lycanthropes.
grows and changes into a scrawny, unkempt man.
Shapechanging Humanoids. Lycanthropes can
change their humanoid bodies into the forms of beasts or a SPECIFIC LYCANTHROPES
hybrid of the two. Many variants exist, including rats, bears, The most common types of lycanthropes are werebears,
boars, and wolves. While in humanoid form, they often take wereboars, wererats, weretigers, and werewolves. These
on personality aspects inherent in their bestial sides. While descriptions apply mostly to natural-born lycanthropes.
in animal form, they are larger than most others of their Those cursed with lycanthropy through a bite retain the
kind and demonstrate great cunning and intelligence. personalities and ideals they had before becoming cursed.
Cursed Origins. Lycanthropes are humanoids suffering Werebears. Werebears live in small, tight-knit family
an ancient curse, which made the first lycanthropes prone units in the forests, mountains, and wild places of the
to uncontrolled rages and transformed them into beasts, world. Of all the lycanthropes, werebears have the closest
often without remembering the event. These rages were so connection to nature and the natural world, and many
terrifying—for the victims and the cursed—that the legends werebears are kindly creatures that protect nature, tend
remain what most people know of lycanthropes. Newly the wounds of animals, and preserve the balance by culling
cursed lycanthropes temporarily suffer the same rages, overpopulations. Newly cursed werebears often become
further supporting the longevity of such legends. Some inordinately protective of nature, their homes, and their
lycanthropes embrace their terrifying reputation, and others families, lashing out at the slightest perceived threats.
seek to simply live out their lives in peace. A few live among Wereboars. Wereboars live in large family groups
other humanoids, hiding their true selves, but most live with in forests, grasslands, and foothills. They enjoy the
other lycanthropes in distant settlements. simple pleasures in life, like tearing into a farmer’s field
Controlled Curse. Most lycanthropes can control of vegetables or standing firm against a pack of wolves.
their shapechanging, except in times of extreme duress, and Wereboars can anger quickly, especially when challenged.
retain their memories and personalities while transformed. Wereboars tend to tear up fields and forest floors in search
Cursed lycanthropes, those who became lycanthropes after of food, annoying fey and farmers equally. They have a
being bitten, enter uncontrolled rages for only the first few great fondness for ale and feasting and for taking apart
months after being cursed. They eventually learn to control hunting parties that expect to spear normal boar for sport.
their bestial side. Natural-born lycanthropes (those with Wererats. Wererats live in and around cities and towns.
at least one lycanthrope parent) don’t enter uncontrolled Of all the lycanthropes, they are the most intermingled with
rages from their lycanthropy. humanoids, often living as sailors, thieves, musicians, and
Painful Transformation. Lycanthropy does more scouts. When they are part of a family group, they reveal
than just provoke the savagery of an enraged beast; the their true nature only when initiating an individual into the
transformation itself is painful. Bones and joints crack family by sharing the wererat curse. Newly cursed wererats
and pop, muscles stretch and rend, and claws and snouts often experience uncontrolled fits of kleptomania.

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.

L MONSTER VAULT 238


Weretigers. Weretigers live solitary lives in forests and
grasslands. They take a mate long enough to raise their
young, then all go their separate ways. The rarest and most
elusive of lycanthropes, weretigers are the most bestial
of their kind, spending more time in beast form than in
humanoid shape. Newly cursed weretigers often hunt and
kill for weeks, as their powerful hunger claws at them.
Werewolves. Extremely pack-oriented, hereditary
werewolves live in family groups led by a pair of
grandparents or great-grandparents. These groups
live nomadically, hunting and gathering as they follow
migrating game through forests and foothills. Lone
werewolves are also quite common, especially among
those who gain the curse through a bite, and often seek to
create their own packs by spreading the curse. Werewolf
lycanthropy is the most widespread and widely known, and
to this day, the average person believes there is only one
form of lycanthropy: werewolf.

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

Heightened Smell. The werebear’s Perception is 19 when Medium Humanoid (Lycanthrope)


perceiving by smell. Armor Class 10 in humanoid form, 11 (natural armor) in boar
or hybrid form
ACTIONS Hit Points 100
Multiattack. The werebear makes three Claw or Greataxe Speed 30 ft. (40 ft. in boar or hybrid form)
attacks. It can replace one attack with a Bite attack, provided Perception 12 Stealth 10
it is in the appropriate form. If two Claw attacks hit one Resistant bludgeoning, piercing, and slashing damage from
creature, the target is grappled (escape DC 15). The werebear nonmagical attacks
can grapple only one creature at a time.
Senses —
Bite (Bear or Hybrid Form Only). Melee Weapon Attack:
Languages Common (can’t speak in boar form)
+8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing
damage. If the target is a Humanoid, it must succeed on a
STR DEX CON INT WIS CHA
DC 14 CON save or be cursed with the werebear lycanthropy
curse (see Curse of Lycanthropy sidebar). +5 +0 +2 +0 +0 −1

Claw (Bear or Hybrid Form Only). Melee Weapon Attack:


+8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing Charge (Boar or Hybrid Form Only). If the wereboar
damage. moves at least 15 feet straight toward a target and then hits
it with a Slam or Tusks attack on the same turn, the target
Greataxe (Humanoid or Hybrid Form Only). Melee takes an extra 7 (2d6) damage of the weapon’s type. If the
Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 target is a creature, it must succeed on a DC 13 STR save or
+ 5) slashing damage. be knocked prone.

239 MONSTER VAULT L


see within 30 feet of it. The target must succeed on a DC 13
WIS save or be frightened until the end of its next turn and
have disadvantage on the next save it makes against being
knocked prone by the wereboar.
Change Shape. The wereboar transforms into a Medum or
Large boar, a Medium boar-humanoid hybrid, or back into
its true form, which is Humanoid. Its statistics, other than
its size, speed, and AC, are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. It
reverts to its true form if it dies.

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)

STR DEX CON INT WIS CHA


+0 +4 +1 +0 +0 −1

Heightened Smell. The wererat’s Perception is 17 when


perceiving by smell.
Pack Tactics. The wererat has advantage on attack rolls
against a creature if at least one of the wererat’s allies is
Relentless (Recharges after a Short or Long Rest). If the within 5 feet of the creature and the ally isn’t incapacitated.
wereboar takes 14 damage or less that would reduce it to 0
HP, it is reduced to 1 HP instead.

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

L MONSTER VAULT 240


ACTIONS
Multiattack (Humanoid or Hybrid Form Only). The
wererat makes three Claw or Shortsword attacks, or it makes
three Hand Crossbow attacks. It can replace one attack with
a Bite attack, provided it is in the appropriate form.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing
damage. If the target is a Humanoid, it must succeed on a
DC 11 CON save or be cursed with the wererat lycanthropy
curse (see Curse of Lycanthropy sidebar).
Claw (Rat or Hybrid Form Only). Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing
damage.
Shortsword (Humanoid or Hybrid Form Only). Melee
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6
+ 2) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only).
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.

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.

241 MONSTER VAULT L


form if it dies. Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing
damage if used with two hands to make a melee attack.
Werewolf CR 3
Medium Humanoid (Lycanthrope) BONUS ACTIONS
Armor Class 11 in humanoid form, 12 (natural armor) in wolf Change Shape. The werewolf transforms into a Medum or
or hybrid form Large wolf, a Medium wolf-humanoid hybrid, or back into
Hit Points 76 its true form, which is Humanoid. Its statistics, other than
its size, speed, and AC, are the same in each form. Any
Speed 30 ft. (40 ft. in wolf form)
equipment it is wearing or carrying isn’t transformed. It
Perception 12 Stealth 13
reverts to its true form if it dies.
Resistant bludgeoning, piercing, and slashing damage from
Hungry Growl (Wolf and Hybrid Form Only). The
nonmagical attacks
werewolf stares down and growls at one creature it can see
Senses — within 30 feet of it. The target must succeed on a DC 13 WIS
Languages Common (can’t speak in wolf form)

STR DEX CON INT WIS CHA


+4 +1 +3 +0 +0 +0

Heightened Hearing and Smell. The werewolf’s Perception


is 17 while perceiving by hearing or smell.
Pack Tactics. The werewolf has advantage on attack rolls
against a creature if at least one of the werewolf’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.

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

FORCED TRANSFORMATION AND CONSENT


When a Humanoid first transforms into a lycanthrope
and until it becomes a true lycanthrope, as defined in
the Curse of Lycanthropy sidebar, it has no control over
itself while transformed, and each transformation lasts with the consequences of the character's in-game
for approximately the duration of a long rest. Whether actions while under your control. For more information
through charm, illusion, or lycanthropy, losing autonomy about consent and how to have these conversations with
over a character can feel like a personal invasion. As a GM, your players, see Safety Tools in the introduction of the
if you plan to include lycanthropy, talk with your players Player’s Guide.
ahead of time about how the rules around this curse will Other options include leaving lycanthropy out of your
play out. You will take control of the character for a time, game, making the curse require extra effort to obtain, or
and it might result in the character doing things that the redefining lycanthropy so that players retain control over
player wouldn't choose. However, the player must still deal their characters but suffer some other penalty.

L MONSTER VAULT 242


Magmin
This small creature’s skin is a shell of barely cooled magma. Waves
of heat rise from it as plumes of fire burn in its eyes and mouth.
Miniature Volcanoes. Native to the Elemental
Planes, magmin live on the churning, tumultuous
border between the planes of earth and fire. They feed
on fire-blasted rock and carve channels in the earth
for lava to flow, much like a farmer might irrigate
crops. On the Material Plane, they inhabit volcanic
vents or inactive volcanoes, feasting on the
volcanic rock, often channeling the flow
of lava to expand a volcano’s reach. When
slain, they erupt in a blast of lava.
Easy to Summon. Of all the elementals,
magmin are the easiest to summon, and
many spellcasters call magmin to their sides
for protection, for heating alchemical reactions or firing
arcane kilns and forges, or for testing their powers of
conjuration. A blend of calm earth and temperamental
fire, magmin are generally complacent when summoned,
especially for short-term tasks. However, they are quick to
anger and turn on their summoners if mistreated or kept
from their homes for longer than a week or two. Many
spellcasters and alchemists have returned to find their
laboratories or notebooks turned to ashes by unhappy
magmin leaving in a blaze of fire.

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.

243 MONSTER VAULT M


Manticore
A creature with the wings of a bat, the body of a lion, a
spiked tail, and a human head stalks through the grass,
crying plaintively.
Hunters of the Wilds. Manticores are fierce,
stalking carnivores. Typically solitary hunters,
they sometimes band together in a pack to
take down larger prey. Rarer still, a particularly
powerful or clever manticore takes up a tribe
of smaller or younger manticores and may even
demand tribute from local humanoids.
Humanoid Eaters. Manticores prefer to prey
upon humanoids and generally intelligent creatures.
They can mimic voices, luring hapless victims into an
ambush. They feast upon a few victims, then flee the region
before locals start to band together against them.
Retribution of Nature. Manticores hunt in
areas where humanoids are plentiful or areas where
humanoids have despoiled nature. By culling humanoids
in an area, they often help nature recover from the
damage. Some manticores lean into this idea of
being nature’s retribution and threaten “nature’s
wrath” if locals don’t give them tribute.

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.

Mimicry. The manticore can mimic Humanoid voices. A


creature that hears the sounds can tell they are imitations
with a successful DC 13 WIS (Insight) check. VARIANT: WINGLESS MANTICORE
Monstrosity Resilience. The manticore is resistant to Many manticores, especially those inhabiting grasslands,
exhaustion and to the frightened condition. don’t have wings, stalking prey through tall grasses
Tail Spike Regrowth. The manticore has twenty-four tail rather than from the air. Such a manticore doesn’t have
spikes. Used spikes regrow when the manticore finishes a a flying speed, and it gains the following trait:
long rest.
Pounce. If the manticore moves at least 15 feet
ACTIONS straight toward a creature and then hits it with a Claw
attack on the same turn, that target must succeed on
Multiattack. The manticore makes one Bite attack and two
a DC 13 STR save or be knocked prone. If the target is
Claw attacks, or it makes two Tail Spike attacks. If both Tail
Spike attacks hit one creature, the target must succeed on a prone, the manticore can make one Bite attack against
DC 13 CON save or be poisoned until the end of its next turn. it as a bonus action.

M MONSTER VAULT 244


hammers, all of which can be used alternately for repairs or
Mechadrons in defense of their fellow mechadrons.
A squat construct with a heavy body, thick limbs, and a central Tetradron. The strongest and most intelligent of
mechanical eye steadily digs a very precise trench, while a the mechadrons, the tetradron’s mechanical wings and
cylindrical construct with a single eye zips around the air above it. helmet-like head make it look almost angelic beside other
mechadrons. Tetradrons are the core carriers of the Plan,
Planar Constructs. Mechadrons are living
and their precise leadership ensures each mechadron
constructs that inhabit the outer planes of law and order.
does its part to enact the Plan. Tetradrons protect other
All mechadrons are manufactured by the mechadrons
mechadrons, especially from living creatures, but all
that came before. Each is crafted for a specific purpose,
mechadrons understand the importance of the tetradrons’
and mechadrons work in unison to accomplish seemingly
role, sacrificing themselves to protect the carriers of the Plan
impossible tasks.
at all costs. If the worst should come to pass and a tetradron
We of One. All mechadrons refer to themselves as “we” is destroyed, the surviving mechadrons gather what remains
and seem intrinsically drawn to one another. No one knows of the tetradron and reconfigure themselves into a new
if mechadrons even contain a sense of self or desire outside tetradron, absorbing the slain tetradron’s knowledge and
of “The Plan,” a goal they all serve. continuing to enact the directives of the Plan.
Machine Speech Relay. A mechadron can relay
communications between other mechadrons using a Solodron CR 1/8
specialized, high-pitched dialect of Machine Speech. This
Tiny Construct
helps larger mechadrons coordinate attacks, marches,
Armor Class 13 (natural armor)
ambushes, or looting operations. Mechadrons can also
relay Machine Speech with one another in line of sight using Hit Points 8
nearly imperceptible eye movements. They transfer vast Speed 0 ft., fly 60 ft. (hover)
amounts of information in seconds this way. Sometimes, Perception 14 Stealth 11
parts of their Machine Speech break into Common, leaving Vulnerable acid
listeners with tidbits of their conversation. Immune deafened, prone | Construct Resilience
Senses truesight 60 ft.
Reconfiguration. Mechadrons don’t evolve, grow,
or change on their own. However, they can combine with Languages Common, Machine Speech
a few hours of work, reconfiguring themselves for greater
effectiveness and potency. For instance, a solodron that STR DEX CON INT WIS CHA
combines with a dupladron becomes a tripladron. Through +1 +1 +3 +2 +0 −3
reconfiguration, mechadrons drastically change their
demeanor, skill, and purpose. Through great effort and Construct Nature. The solodron doesn’t
planning, a mechadron can reconfigure itself back into its require air, food, drink, or sleep.
original components, though this is rare. Construct Resilience. The solodron
is immune to poison and psychic
Solodron. The solodron is a fast-flying surveyor and
damage, and it is immune to
scout. From a mile away, it can judge measurements and exhaustion and the charmed,
distances to within a fraction of an inch, or one thousandth frightened, paralyzed, petrified,
of a quantant, the universal unit of measure that all and poisoned conditions.
mechadrons use, without offering any conversion for other Unerring Mind. The
creatures. Roughly speaking, a quantant is about 1.5 feet. solodron can perfectly recall
Dupladron. Heavily crafted, the dupladron tirelessly information it has seen or
works to reshape its environment in whatever way the heard in the past 90 days.
Plan instructs. The dupladron relies on solodron scouts to
ACTIONS
ensure precise positioning of each structure. Capable of
creating or demolishing sturdy structures in a few hours or Melee Armament. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning, piercing, or
days, solodrons can even dig trenches in minutes, providing
slashing damage (the solodron’s choice).
shelter for themselves, companions, or plunder.
Eye Beam. Ranged Spell Attack: +4 to hit, range 120 ft., one
Tripladron. Sturdy and weaponized, tripladrons target. Hit: 4 (1d4 + 2) force damage.
function as field troops and repairers, defending and
repairing other mechadrons in the field. Their bodies BONUS ACTIONS
contain a variety of arms tipped with different implements, Machine Vigor. The solodron ends one spell, magical effect,
such as grabbing pincers, drills, slicing blades, and small or condition affecting it.

245 MONSTER VAULT M


Tripladron CR 4
Medium Construct
Armor Class 14 (natural armor)
Hit Points 100
Speed 30 ft.
Perception 11 Stealth 12
Vulnerable acid
Resistant bludgeoning, piercing, and slashing damage from
nonmagical attacks
Immune deafened | Construct Resilience
Senses truesight 90 ft.
Languages Common, Machine Speech

STR DEX CON INT WIS CHA


Dupladron CR 1/2
+3 +2 +2 +2 +1 −1
Small Construct
Armor Class 13 (natural armor) Construct Nature. The tripladron doesn’t require air, food,
Hit Points 23 drink, or sleep.
Speed 30 ft. Construct Resilience. The tripladron is immune to poison
Perception 12 Stealth 11 and psychic damage, and it is immune to exhaustion and
Vulnerable acid the charmed, frightened, paralyzed, petrified, and poisoned
conditions.
Immune deafened | Construct Resilience
Senses truesight 60 ft. Three’s Vulnerability. When a creature makes a weapon
attack against the tripladron and the roll on the die is a 3
Languages Common, Machine Speech
or 13, the attack scores a critical hit against the tripladron,
regardless of the attack total. When a creature’s weapon
STR DEX CON INT WIS CHA damage roll ends in a “3,” the tripladron isn’t resistant to the
+1 +1 +3 +2 +0 −3 damage, regardless of the damage type.

Construct Nature. The dupladron doesn’t require air, food,


drink, or sleep.
Construct Resilience. The dupladron is immune to poison
and psychic damage, and it is immune to exhaustion and
the charmed, frightened, paralyzed, petrified, and poisoned
conditions.
Siege Monster. The dupladron deals double damage to
objects and structures.
Unerring Mind. The dupladron can perfectly recall
information it has seen or heard in the past 90 days.

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.

M MONSTER VAULT 246


ACTIONS
Multiattack. The tripladron makes three Blade Arm or
Launch Drill attacks. It can replace one Blade attack with a
Grabber attack.
Blade Arm. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) slashing damage.
Grabber. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage, and the
target is grappled (escape DC 13) if it is a Medium or smaller
creature. Until this grapple ends, the tripladron can’t use its
Grabber attack.
Launch Drill. Ranged Weapon Attack: +4 to hit, range 30/120
ft., one target. Hit: 11 (2d8 + 2) piercing damage.

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.

247 MONSTER VAULT M


Medusa
The woman suddenly pulls back the hood of her cloak to reveal
hair formed of twisting serpents. Her eyes flash with a golden
light, and the snakes begin to hiss.
Snake-Haired Connoisseurs. Medusas are
human‑like creatures with snakes sprouting from their
heads in place of hair. They are clever, charismatic, and
have a fierce love of art, music, and finery. Medusas are
most known for their deadly gaze, which can turn flesh
into stone. Indeed, a few have posed as talented sculptors,
though these restrict their work to animal subjects.
Hidden Enclaves. Most medusas dwell in remote
areas, where their gaze doesn’t sow chaos. They carve
elaborate sculptures, play music on harps or flutes, and
weave colorful clothes. They are also drawn to art made by
others. Many otherwise reclusive medusas risk exposure by
sneaking into cities or villages to observe and enjoy such art.
Criminal Masterminds. Some medusas use their
natural charm, deadly gaze, and near-agelessness to
create and run spy networks, criminal organizations,
or information brokerages in major cities. They remain
masked and hooded when interacting with clients or
agents, and they use names or titles meant to impress, such
as Matron of Mysteries, Starlit Shadow, or Master of Ashes. 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
see the medusa until the start of its next turn, when it can
Medusa CR 6
avert its eyes again. If the creature looks at the medusa in
Medium Monstrosity the meantime, it must immediately make the save.
Armor Class 15 (natural armor) If the medusa sees itself reflected on a polished surface
Hit Points 112 within 30 feet of it and in an area of bright light, the medusa,
due to its curse, is affected by its own gaze. A medusa isn’t
Speed 30 ft.
resistant to its own gaze.
Perception 14 Stealth 15
Snake Friend. The medusa can communicate with snakes as
Resistant petrified | Monstrosity Resilience
if they shared a language, and snakes can’t be petrified by
Immune poison | poisoned the medusa’s Petrifying Gaze.
Senses darkvision 60 ft.
Languages Common ACTIONS
Multiattack. The medusa makes one Snake Hair attack and
STR DEX CON INT WIS CHA two Shortsword attacks, or it makes three Longbow attacks.
+0 +4 +3 +2 +1 +6 Snake Hair. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 6 (1d4 + 4) piercing damage plus 14 (4d6) poison
Monstrosity Resilience. The medusa is resistant to damage.
exhaustion and to the frightened condition. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Petrifying Gaze. When a creature that can see the medusa’s target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison
eyes starts its turn within 30 feet of the medusa, the medusa damage.
can force it to make a DC 14 CON save if the medusa isn’t Longbow. Ranged Weapon Attack: +7 to hit, range 150/600
incapacitated and can see the creature. If the save fails by ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6)
5 or more, the creature is instantly petrified. Otherwise, a poison damage.
creature that fails the save begins to turn to stone and is
restrained. The restrained creature must repeat the save at REACTIONS
the end of its next turn, becoming petrified on a failure or Interruptive Hiss. When a creature the medusa can see
ending the effect on itself on a success. The petrification lasts targets it with an attack, the medusa’s snakes can suddenly
until the creature is freed by the greater restoration spell or rise and hiss at the attacker. The attacker must succeed on a
other magic. DC 14 WIS save or fail the attack roll.

M MONSTER VAULT 248


often encourage pranks or join in on the mephit’s fun, and
Mephits the bond between two such tricksters can be lifelong and
nigh-unbreakable.
The clouds of dust and steam cackle as they form into two figures,
each with sharply pointed ears, long noses, and clawed fingers Explosive Deaths. Each mephit fuses two different
and toes. elements, leaving its body somewhat unstable. When a
mephit is slain, this unstable mixture explodes, as the
Mischievous Elementals. Capricious and hopelessly elements separate and return to their raw states.
intrusive, mephits are small elemental creatures native
to the various Elemental Planes. A group of mephits is Various Elements. Mephits can be comprised of any
called a “pest,” and indeed, many creatures that regularly two elements, but the four most common mephits are
interact with mephits think the term might be much too dust (air and earth), ice (air and water), magma (earth and
kind. They tend to be chatty, overeager creatures that leap fire), and steam (fire and water). All mephits share many
before looking, and they rarely understand the concepts of personality traits, but the elements comprising a mephit
manners or belongings. Mephits are much more interested subtly affect its personality, causing it to exhibit mild traits
in having fun—if that makes someone else sad, it’s not related to its component elements. For example, magma
their problem. mephits tend to be quicker to anger than other mephits,
and dust mephits go with the flow of events around them
Questionable Origins. The inhabitants of the more often than other mephits.
Elemental Planes believe mephits are either a natural
phenomenon like elemental roaches or mice or fey spirits
trapped in elemental bodies. None of the inhabitants of the Dust Mephit CR 1/2
Elemental Planes want to claim the mephits as their friends Small Elemental
or creations, a fact that doesn’t bother mephits. Armor Class 12
Summoned Familiars. Mephits are commonly Hit Points 27
summoned by spellcasters needing a mixture of elements Speed 30 ft., fly 30 ft. (hover)
to complete alchemical processes or an assistant with Perception 13 Stealth 14
a touch more magic or elemental power than a typical Vulnerable fire, thunder
familiar. Some mischievous spellcasters feel a kinship with Immune lightning, poison | poisoned, prone
mephits and take a mephit as a familiar. Such spellcasters Senses darkvision 60 ft.
Languages Auran, Terran

STR DEX CON INT WIS CHA


−3 +2 +0 −2 +1 +0

Death Burst. When the mephit dies, it explodes in a burst of


dust. Each creature within 5 feet of it must succeed on a DC
11 DEX save or be blinded for 1 minute. A blinded creature
can repeat the save at the end of each of its turns, ending
the effect on itself on a success.
False Appearance. While the mephit remains motionless
and hovering, it is indistinguishable from an ordinary cloud
of dust.

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

249 MONSTER VAULT M


success, a creature takes half the damage and isn’t blinded. False Appearance. While the mephit remains motionless, it
A blinded creature can repeat the save at the end of each of is indistinguishable from an ordinary shard of ice.
its turns, ending the effect on itself on a success.
ACTIONS
BONUS ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Sandman’s Call (1/Day). The mephit casts the sleep spell target. Hit: 4 (1d4 + 2) slashing damage plus 3 (1d6) cold
(spell save DC 11), requiring no material components and damage.
using WIS as the spellcasting ability. Ice Shard. Ranged Weapon Attack: +4 to hit, range 20/60
ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6)
Ice Mephit CR 1/2 cold damage.

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.

STR DEX CON INT WIS CHA


−3 +2 +0 −2 +0 +1 Magma Mephit CR 1/2
Small Elemental
Death Burst. When the mephit dies, it explodes in a burst Armor Class 12 (natural armor)
of viscous ice. Each creature within 5 feet of it must succeed Hit Points 27
on a DC 11 DEX save or be restrained by ice for 1 minute. Speed 30 ft., fly 30 ft.
A creature, including the restrained creature, can take
Perception 12 Stealth 12
its action to free the restrained creature by
succeeding on a DC 11 STR check. The ice Vulnerable bludgeoning, cold
melts immediately if the restrained creature Immune fire, poison | poisoned
takes fire damage, freeing the creature. Senses darkvision 60 ft.
Languages Ignan, Terran

STR DEX CON INT WIS CHA


+2 +0 +0 −2 +0 +1

Death Burst. When the mephit dies, it explodes in a burst


of lava. Each creature within 5 feet of it must succeed on a
DC 11 DEX save or be pushed up to 10 feet away from the
mephit, knocked prone, and catch on fire. Until a creature
takes an action to douse the fire, the creature on fire takes 3
(1d6) fire damage at the start of each of its turns.
False Appearance. While the mephit remains motionless, it
is indistinguishable from an ordinary mound of molten rock.

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

M MONSTER VAULT 250


ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) fire damage.
Steam Blast. Ranged Weapon Attack: +4 to hit, range 20/60
ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2
(1d4) fire damage
Steam Breath (Recharge 6). The mephit exhales
superheated breath in a 15-foot cone. Each creature in
that area must make a DC 11 CON save. On a failure, a
creature takes 5 (2d4) fire damage and suffers one level of
exhaustion. On a success, a creature takes half the damage
and doesn’t suffer exhaustion. A creature can’t suffer more
than two levels of exhaustion
from a steam mephit’s Steam
Breath, regardless of the number
of times it fails
the save or
the number of
steam mephits
using Steam
Breath against it.

10 feet away from the mephit and knocked prone. On a


success, a creature takes half the damage and isn’t pushed BONUS ACTIONS
or knocked prone. Hazy Form (1/Day).
The mephit casts the
BONUS ACTIONS
blur spell, requiring no
Pyrotechnic Display (1/Day). The mephit casts the material components and using
color spray spell (spell save DC 11), requiring no material WIS as the spellcasting ability.
components and using CHA as the spellcasting ability.

Steam Mephit CR 1/2


Small Elemental
Armor Class 12
Hit Points 27 MEPHIT FAMILIARS
Speed 30 ft., fly 30 ft. (hover)
Some mephits are willing to serve
Perception 13 Stealth 14
spellcasters, especially mischievous
Vulnerable cold, thunder spellcasters who enjoy pranks and
Immune fire, poison | poisoned, prone being chatty. Such mephits have the
Senses darkvision 60 ft. following trait.
Languages Aquan, Ignan Familiar. The mephit can serve another
creature as a familiar, forming a magic,
STR DEX CON INT WIS CHA telepathic bond with that willing companion.
−3 +2 +0 −2 +1 +0 While the two are bonded, the companion can
sense what the mephit senses as long as they are within
Death Burst. When the mephit dies, it explodes in a cloud 1 mile of each other. While the mephit is within 10 feet
of steam. Each creature within 5 feet of the mephit must of its companion, the companion is resistant to two
succeed on a DC 11 DEX save or be scalded for 1 minute. conditions, depending on the type of mephit: blinded
A scalded creature has disadvantage on weapon attack and unconscious (dust), grappled and restrained
rolls and on ability checks that require manual dexterity. A (ice), poisoned and prone (magma), or blinded and
scalded creature can repeat the save at the end of each of
exhaustion (steam). At any time and for any reason,
its turns, ending the effect on itself on a success.
the mephit can end its service as a familiar, ending the
False Appearance. While the mephit remains motionless telepathic bond.
and hovering, it is indistinguishable from an ordinary cloud
of steam.

251 MONSTER VAULT M


Merfolk
The graceful creature combines a human torso with a fish tail, fins
and whisker-like tendrils on its arms and face, and fin-ears that
flap idly in the current. It tightens its grip on a spear and crinkles
its brow in a wary expression.
Undersea Folk. Merfolk are sea-dwelling and
water‑breathing humanoids who live in scattered ocean
kingdoms consisting of majestic, underwater cities.
Merfolk kingdoms vary in depths from coastal and coral
reef kingdoms to deeper sea kingdoms, but even the deepest
merfolk kingdoms don’t go into deep ocean trenches,
where light fades away and krakens dwell.
Seaside Allies. Merfolk seldom visit the surface,
but some seaside towns have generations-long trade
agreements with merfolk cities near them. Such towns
often find fish plentiful in the nearby waters, and their
fisherfolk and merchants are left unmolested by denizens
of the deep. These unspoken benefits typically remain only
so long as the merfolk’s’ relationship with the seaside town
remains pleasant and equitable for both sides—and so long
as the townsfolk don’t harm, pollute, or overfish the waters.
Seaborne Equipment. Forging metal underwater
requires magic, dedicated air-filled chambers, or similar
accommodations. Because of this, most merfolk grow
coral into armor and weapons and use shells, shark jaws, Merfolk CR 1/8
jellyfish stingers, and similar objects as weapons. Those
Medium Humanoid
merfolk who do wear or wield metal tools acquire them by
Armor Class 12 (coral armor)
raiding sunken ships or trading with surface-dwellers.
Hit Points 9
Guardians of the Depths. The sea contains
Speed 10 ft., swim 40 ft.
millennia of history in the form of sunken ships, drowned
Perception 12 Stealth 12
cities, and castaway ancient treasures. Merfolk make use
Senses darkvision 60 ft.
of these locations, and aquatic adventurers often employ
Languages Aquan, Common
merfolk guides for exploring them. The sea also contains
more dangerous locales: deep prisons for ancient, fell
STR DEX CON INT WIS CHA
creatures held in magical slumbers as well as gates that seal
+1 +0 +1 +0 +0 +1
unstable rifts to the Elemental Plane of Water or Lower
Planes. Many merfolk kingdoms dedicate themselves to
Amphibious. The merfolk can breathe air and water.
preventing such creatures from reaching the surface world
or keeping such rifts carefully guarded, and some consider
ACTIONS
this dedication a sacred duty.
Coral Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Planar Variations. The proximity of many merfolk target. Hit: 4 (1d6 + 1) piercing damage.
kingdoms to planar rifts produces variations in merfolk
Sharpened Shell. Ranged Weapon Attack: +3 to hit, range
eggs, causing one in every several dozen merfolk to hatch 20/60 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
as a much larger, stronger, and typically more aggressive
merfolk known as a merrow. Most merfolk kingdoms BONUS ACTIONS
treat merrow as any other member of merfolk society, Nimble Rush. The merfolk takes the Dash or Disengage
but some merrow reject merfolk society, are exiled from action.
some kingdoms purely for being merrow, or otherwise
become separated from their merfolk cousins. These lone REACTIONS
merrow occasionally find themselves working for sea hags, Coral Scrape. When a creature the merfolk can see hits it
sahuagin monarchs, or even humanoid sea captains. with a melee attack while within 5 feet of it, the merfolk can
twist its body to scrape the attacker’s arm or similar attacking

M MONSTER VAULT 252


appendage across the rough coral of its armor. The attacker BONUS ACTIONS
must succeed on a DC 11 DEX save or have disadvantage on
the next attack roll it makes before the end of its next turn, as Shoving Rush. The merrow takes the Dash action. If it moves,
its attacking appendage hurts from the abrasion. it 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
prone. This movement doesn’t provoke opportunity attacks
Merrow CR 2 from a target that fails this save.
Large Monstrosity Recall Harpoon. The merrow pulls on the cord connected to
Armor Class 13 (natural armor) its harpoon, returning the harpoon to its empty hand. If the
harpoon is stuck in a creature, that creature must succeed
Hit Points 60
on a DC 14 STR save or be pulled up to 20 feet toward the
Speed 10 ft., swim 40 ft.
merrow. Regardless, the harpoon is dislodged and returned
Perception 12 Stealth 10 to the merrow’s hand.
Resistant Monstrosity Resilience
Senses darkvision 60 ft.
Languages Aquan, Common

STR DEX CON INT WIS CHA


+4 +0 +2 −1 +0 −1

Amphibious. The merrow can breathe air and water.


Monstrosity Resilience. The merrow is resistant to exhaustion
and to the frightened condition.

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.

DEEP SEA MERFOLK


Few merfolk live in the deepest parts of the ocean, but intruders, and their proximity to these dangers means that
those that do have several adaptations to the lightless, merrow comprise at least a third of most deep sea merfolk
hostile environment. Their bodies glow similar to other populations.
deep sea creatures, and they harvest the glowing organs Deep sea merfolk and deep sea merrow are resistant to
of other such creatures to light their deep sea cities. cold damage and have the following additional trait:
Deep sea merfolk are zealous merfolk with regards Bioluminescence. The merfolk sheds dim light in a 5- to
to protecting the Material Plane’s oceans from planar 30-foot radius. It can alter the radius as a bonus action.

253 MONSTER VAULT M


ACTIONS
Mimic Multiattack. The mimic makes two Pseudopod attacks. If it
is grappling a creature, it can replace one attack with a Bite
A hateful crimson eye opens on the surface of the otherwise
attack.
innocuous barrel. Then another eye opens, and another still. With
startling speed, the barrel becomes a pseudopod-wielding horror, Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
grappled creature. Hit: 7 (1d8 + 3) piercing damage plus 7
its toothy maw opening wide.
(2d6) acid damage.
Shapeshifting Ambusher. The dungeon delver’s Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one
bane, a mimic is a stealthy predator that transforms itself target. Hit: 10 (2d6 + 3) bludgeoning damage. If the mimic is
into an inanimate object, perfectly copying the appearance in object form, the target is subjected to its Adhesive trait.
of wood or stone. It typically poses as furniture, doors,
stairs, and the like. In its natural form, it resembles an BONUS ACTIONS
amorphous blob with flesh-like protrusions resembling Change Shape. The mimic transforms into a Large or smaller
objects it previously copied. object or back into its true, amorphous form, which is a
Monstrosity. Its statistics are the same in each form. Any
Deceptive Hunters. While not terribly intelligent,
equipment it is wearing or carrying isn’t transformed. It
mimics are uncanny predators. They lurk in well trafficked
reverts to its true form if it dies.
areas of dungeons, wildernesses, or urban environments,
assuming shapes intended to lure prey. They then use their REACTIONS
sticky adhesive skin to trap their next meal. Prey Shield. When a creature the mimic can see hits it with
Taste Focused. Mimics are supremely patient, but an attack while it is grappling a creature, the mimic can
they are obsessed with consuming prey to relish the taste, roll the grappled creature in front of the blow, forcing the
not necessarily to sate hunger. The taste buds of a mimic’s grappled creature to take the damage instead.
tongue are extremely sensitive, and they gather a great deal
of information with every bite.

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 —

STR DEX CON INT WIS CHA


+3 +1 +2 −3 +1 −1

Adhesive (Object Form Only). The mimic adheres to


anything that touches it. A Huge or smaller creature adhered
to the mimic is also grappled by it (escape DC 13).
Ability checks made to escape this grapple have
disadvantage.
False Appearance (Object Form Only).
While the mimic remains motionless, it is
indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack
rolls against any creature grappled by it.
Monstrosity Resilience. The mimic is resistant to
exhaustion and to the frightened condition.

M MONSTER VAULT 254


Minotaur
Charging with axe in hand, this broad and fierce-looking creature
has the head and hooved legs of a bull and the body of a towering
human.
Bullish People. Minotaurs fuse features of
both humans and bulls. They can be as stubborn and
temperamental as their bull heads imply, but they are also
typically very protective of their families and homes. They
can be steadfast allies or relentless enemies.
Maze Adepts. Mazes hold an honored place in
minotaur culture, and many of their most important
ceremonies involve mazes in some fashion. A minotaur
always remembers its route in a maze and has a
knack for choosing the correct direction.
Architects and Axes. The minotaurs’ comfort in
mazes often extends into a passion for architecture,
carpentry, stonemasonry, or similar interest in building
objects and structures. As a people, minotaurs excel in
building complex structures both above and below ground,
and many find pleasure in a well-built structure with a
myriad of rooms, hallways, and switchbacks, especially
structures that might seem mazelike to visitors. In battle,
minotaurs tend to wield axes and can destroy siege
engines, watch towers, and other structures with a few,
well-placed blows.

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.

STR DEX CON INT WIS CHA ACTIONS

+6 +0 +3 −2 +3 −1 Multiattack. The minotaur makes one Gore attack and one


Greataxe attack.
Charge. If the minotaur moves at least 10 feet straight toward Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
a target and then hits it with a Gore attack on the same Hit: 11 (2d6 + 4) piercing damage.
turn, the target takes an extra 7 (2d6) piercing damage. If Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
the target is a creature, it must succeed on a DC 14 STR save target. Hit: 17 (2d12 + 4) slashing damage.
or be pushed up to 10 feet away from the minotaur and
knocked prone. BONUS ACTIONS
Labyrinthine Recall. The minotaur can perfectly recall any Bleeding Frenzy (44 HP or Fewer). The minotaur enters a
path it has traveled. frenzy until the start of its next turn. Until the frenzy ends,
Monstrosity Resilience. The minotaur is resistant to the minotaur deals an extra 3 (1d6) damage of the weapon’s
exhaustion and to the frightened condition. type each time it hits with a melee weapon attack, and the
minotaur takes an extra 3 (1d6) damage of the weapon’s type
Reckless. At the start of its turn, the minotaur can gain
the first time it is hit with a melee weapon attack before the
advantage on all melee weapon attack rolls it makes during
frenzy ends.

255 MONSTER VAULT M


ACTIONS
Moon Knight Multiattack. The moon knight makes two Sword of the
Moon attacks and one Shield Bash attack, or it makes three
A being of pure moonlight clad in tarnished armor creates a sword Moonfire attacks. If at least two Sword of the Moon or
of pale light from its hand. It then raises its shield, to better display Moonfire attacks hit a shapechanger or other creature not in
the symbol of a crescent moon glinting on the shield’s surface. its true form, such as from the polymorph spell or a druid’s
Moonlit Directives. Moon knights are fey warriors Beast Form, the target must succeed on a DC 15 CON save
empowered with moonlight. Mysterious even among or be forced into its true form.
other fey, moon knights follow inexplicable directives they Sword of the Moon. Melee Weapon Attack: +7 to hit, reach 5
say are handed down from the moon itself. Many archfey ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6)
radiant damage.
believe their orders come from a rogue archfey who hides
in moonlight or even on the moon itself and work against Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
the knights whenever possible. Other archfey happily target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is
a Large or smaller creature, it must succeed on a DC 15 STR
embrace the knights, using each knight as a champion in
save or be knocked prone.
the fey courts or as a warrior to fulfill missions elsewhere.
Moonfire. Ranged Spell Attack: +6 to hit, range 120 ft., one
Moon knights are loyal to whomever they choose to
target. Hit: 13 (3d6 + 3) radiant damage, and the target must
follow, but they always heed any orders they receive from
succeed on a DC 15 DEX save or be blinded until the end of
the moon above all else, even if it threatens their current its next turn.
masters or missions. Though the moon doesn’t call on
them often, moon knights know it leads them to some BONUS ACTION
greater destiny. Moonlight Step. The moon knight teleports, along with
Transformed Fey. Moon knights can spontaneously any equipment it is wearing or carrying, up to 30 feet to
appear during the full moon in a forest glade or fallow field an unoccupied space it can see. The origin and destination
filled with fey magic, but most moon knights are lesser fey spaces must be in bright or dim light.
who are willingly transformed after hearing a song or voice
in a beam of moonlight. This leads to moon knights with
various personalities, as many remember most of their
former lives, but all moon knights understand they now
serve a higher calling beyond the frivolities of their pasts.

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

STR DEX CON INT WIS CHA


+4 +0 +2 +1 +1 +5

Fey Resilience. The moon knight is resistant to the charmed


and unconscious conditions.
Moonlit Walk. While the moon knight is in bright or
dim light, difficult terrain composed of nonmagical
plants doesn’t cost it extra movement, and it
can pass through nonmagical plants without
being slowed by them and without taking
damage from them if they have thorns,
spines, or a similar hazard.

M MONSTER VAULT 256


Mordovermis
A long, leathery worm glides through the air, four fangs spread
wide in a mouth that contains a great, golden eye. The skin on its
belly folds back like a robe, revealing a writhing mass of slimy
tendrils, each ending in a toothy maw.
Tube Feeder. A mordovermis has a
brown, wrinkled hide and a long body
that resembles a worm, ending in a
“mouth” surrounded by four fangs.
Its single, golden eye rests in the
middle of these fangs. Its powerful
gaze can leave prey transfixed as it
slithers closer, and its tail ends in
a barbed stinger to kill transfixed
prey. On its underside are dozens of
retractable, segmented, hollow tubes,
each tipped with gnawing, envenomed
teeth. Their toxin liquefies flesh, which the mordovermis
slurps up through the tubes after wrapping around its prey. Aberrant Resilience.
The mordovermis is
Squeezing Lairs. Mordovermis commonly inhabit
resistant to the charmed, frightened, paralyzed, and stunned
old ruins or underground caves. They prefer to lair in areas conditions, and it has advantage on saves against spells or
accessible only by squeezing through small openings, effects that would alter its form.
making their resting areas easy to defend. Because of this, Sinuous Form. The mordovermis can easily move through
they consume their meals away from their lairs and return any opening large enough for a Small creature. It can
to their lairs to rest and avoid the light of day. Their most squeeze through any opening large enough for a Tiny
common prey are deer, wolves, humanoids, and other creature. The mordovermis’s destination must still have
larger creatures they can easily wrap around. suitable room to accommodate its volume.
Planar Exiles. Mordovermis fled some great conflict Sunlight Sensitivity. While in sunlight, the mordovermis has
on their home world long ago, and have wandered other disadvantage on attack rolls, and its Perception is 9 when
worlds since then. On most worlds, they have flourished, perceiving by sight.
delighting in the easy prey and the myriad of hiding ACTIONS
spaces in the mortal realm. Few living mordovermis still
Multiattack. The mordovermis makes two Sting attacks. If
remember their ancient home and fewer still care to return
both Sting attacks hit one Large or smaller creature, the
to it, but they are commonly found in the passageways of
mordovermis can use Consume on the creature without the
the Labyrinth. need for the target to be incapacitated.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Mordovermis CR 3 Hit: 7 (1d8 + 3) piercing damage.
Large Aberration Consume. The mordovermis wraps its body around an
Armor Class 13 (natural armor) incapacitated creature. The target must make a DC 13 STR
save. On a failure, the target takes 5 (2d4) piercing damage
Hit Points 72
and 9 (2d8) acid damage and is grappled (escape DC 13).
Speed 10 ft., fly 40 ft. (hover) On a success, the target takes half the damage and isn’t
Perception 14 Stealth 12 grappled. Until this grapple ends, the target is restrained and
Resistant bludgeoning | Aberrant Resilience takes 18 (4d8) acid damage at the start of each of its turns,
Immune prone and the mordovermis can’t use Consume.
Senses darkvision 120 ft.
BONUS ACTIONS
Languages Deep Speech, telepathy 60 ft.
Transfixing Gaze. The mordovermis focuses its gaze on
one creature it can see within 30 feet of it. The target must
STR DEX CON INT WIS CHA
succeed on a DC 13 WIS save or be charmed until the end
+3 +2 +2 −2 +2 +3
of its next turn. While charmed, the creature is incapacitated
and has a speed of 0.

257 MONSTER VAULT M


Eternal Advisors. Occasionally, a mummy is called
Mummy to serve a ruler or even the mummy’s descendants. Such
mummies typically serve in an advisory rule, far from the
The air carries the stench of decay and choking dust as the figure
prying eyes of the living. However, some serve as physical
shuffles forward, its withered features barely visible beneath the
bodyguards, safeguarding the mummy’s living bloodline or
yellowed funerary cloth wrapped around it.
the nation’s rightful ruler. These bodyguards invariably are
Tomb Guardians. Intelligent undead reanimated by silent and wear full-face helmets, masks, or veils.
magic or divine will, mummies are created in dry climates
Mummy Lords. Mummified high priests or divinely
through sacred burial rites. Some are granted unlife
appointed rulers can rise as mummy lords. Commanding
immediately, while others sleep for millennia until their
both the undead and the desert sands, mummy lords rule
reanimation is triggered by a specific event, such as the
alongside or in place of the current living ruler. Terrifying
desecration of their tomb.
though they are, everything they do is, in their minds,
Curse Bearers. Due to the unique nature of a for the betterment of their people, their nations, or their
mummy’s creation, it carries a magical curse that rots the religious orders. Among mortals, mummy lords conceal
flesh of those it touches, eventually turning the creature their undead forms with gold, jewels, burials masks, and
into dust. In this way, mummies ensure those who intrude elegant robes. Mummy lords aren’t all-powerful. The magic
into their tombs never escape and can’t be reanimated. animating a mummy lord imbues its heart, typically stored
Wise tomb robbers steer clear of ancient tombs and rooms in a canopic jar near where it was first entombed. If this
filled with mysterious dust. heart is destroyed, the mummy lord is permanently slain,
and many mummy lords go to great lengths to ensure the
safety of their hearts.

A MUMMY LORD’S LAIR


Mummy lords typically claim lairs in vast tombs or in
palaces at the heart of the cities they rule. They surround
themselves with opulence, loyal followers, and an
abundance of sand, which they use to defend themselves.

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.

M MONSTER VAULT 258


REGIONAL EFFECTS ACTIONS
The region containing a mummy lord’s lair is altered by Multiattack. The mummy makes two Rotting Fist attacks. If
its deathly presence, which creates one or more of the both attacks hit one creature that isn’t a Construct or Undead,
following effects: the target must succeed on a DC 13 CON save or be cursed
with mummy rot (see the Mummy Rot sidebar).
• Allegiance. Creatures that inhabit the area within 10
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one
miles of the mummy lord's lair or that spend at least 7
target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6)
days in the area develop a strong sense of loyalty and love
necrotic damage.
for the mummy lord's chosen people, nation, or deity.
• Monument Surveillance. Within 3 miles of the BONUS ACTIONS
mummy lord’s lair, the mummy lord can choose to see Dreadful Glare. The mummy glares at one creature it can
and hear through any statue or monument depicting see within 60 feet of it. The target must succeed on a DC 13
itself, its blood descendants, or a symbol of the nation WIS save or be frightened until the end of its next turn. If the
or deity associated with the mummy lord, such as a target fails the save by 5 or more, it is also paralyzed for the
statue of the monarchy’s griffon insignia or a carved same duration.
monument depicting the deity’s holy symbol.
• Mummy’s Curse. Objects within 1 mile of the mummy Mummy Lord CR 15
lord’s lair and that belong to the mummy lord carry a Medium Undead
powerful curse. A creature that takes such an object Armor Class 17 (natural armor)
without the mummy lord’s permission becomes Hit Points 270
permanently cursed. While cursed, the creature ages Speed 20 ft.
twice as quickly, requires 12 hours to finish a long rest Perception 19 Stealth 10
instead of 8, and has disadvantage on death saves. The Vulnerable fire
creature remains cursed even if it no longer has the Immune necrotic; bludgeoning, piercing, and slashing
object, and each creature after the first that holds or damage from nonmagical attacks | charmed, frightened,
carries the object for at least 24 hours also becomes paralyzed | Undead Resilience
cursed. The curse automatically ends on all creatures if Senses darkvision 60 ft.
the object is returned to within 1 mile of the mummy Languages the languages it knew in life
lord’s lair. The curse can be suppressed for 24 hours by a
remove curse spell. STR DEX CON INT WIS CHA
If the mummy lord dies, these effects fade in 1d10 days. +4 +0 +8 +5 +9 +8

Legendary Resistance (3/Day). If the mummy lord fails a


Mummy CR 3 save, it can choose to succeed instead.
Medium Undead Magic Resistance. The mummy lord has advantage on saves
Armor Class 13 (natural armor) against spells and other magical effects.
Hit Points 80 Rejuvenation. A destroyed mummy lord gains a new body
Speed 20 ft. in 24 hours if its heart is intact, regaining all its HP and
becoming active again. The new body appears within 5 feet
Perception 12 Stealth 9
of the mummy lord’s heart.
Vulnerable fire
Turning Defiance. The mummy lord and any friendly Undead
Resistant bludgeoning, piercing, and slashing damage from
within 30 feet of it have advantage on saves against effects
nonmagical attacks
that turn undead.
Immune necrotic | charmed, frightened, paralyzed | Undead Undead Nature. The mummy lord doesn’t require air, food,
Resilience drink, or sleep.
Senses darkvision 60 ft.
Undead Resilience. The mummy lord is immune to poison
Languages the languages it knew in life damage, to exhaustion, and to the poisoned condition.

STR DEX CON INT WIS CHA ACTIONS


+3 −1 +3 −2 +2 +1 Multiattack. The mummy makes two Blessed Khopesh attacks
and one Rotting Fist attack, or it makes four Divine Bolt
Undead Nature. The mummy doesn’t require air, food, drink, attacks. It can replace one attack with a use of Spellcasting.
or sleep. Blessed Khopesh. Melee Weapon Attack: +9 to hit, reach
Undead Resilience. The mummy is immune to poison 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 14
damage, to exhaustion, and to the poisoned condition. (4d6) necrotic damage or radiant damage (the mummy
lord’s choice).

259 MONSTER VAULT M


Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one Sandy Teleport. The mummy lord transforms into loose sand
target. Hit: 13 (2d8 + 4) bludgeoning damage plus 21 (6d6) and teleports up to 60 feet to an unoccupied space it can
necrotic damage, and the target must succeed on a DC 17 see, reforming in that space. Any equipment it is wearing or
CON save or be cursed with mummy rot (see the Mummy carrying transforms with it.
Rot sidebar). Call Servitors (Costs 2 Actions). The mummy lord uses
Divine Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one Undead Servitors.
target. Hit: 21 (5d6 + 4) necrotic damage or radiant damage Unleash Divine Energy (Costs 2 Actions). The mummy
(the mummy lord’s choice). lord unleashes a wave of divine energy. Each creature within
Undead Servitors. The mummy lord magically calls 2d6 10 feet of it must make a DC 17 CON save. On a failure, a
skeletons or zombies, 1d4 specters, or 2 mummies. creature takes 14 (4d6) necrotic damage or radiant damage
The called creatures arrive in 1d4 rounds, acting as allies of (the mummy lord’s choice) and is stunned until the end of
the mummy lord and obeying its spoken commands. The its next turn. On a success, a creature takes half the damage
Undead remain for 1 hour, until the mummy lord dies, or and isn’t stunned.
until the mummy lord dismisses them as a bonus action.
The mummy lord can have any number of Undead under its
control at one time, provided the combined total CR of the
Undead is no higher than 6.
Spellcasting. The mummy lord casts one of the following
spells, using WIS as the spellcasting ability (spell save DC 17).
At will: command, guidance, thaumaturgy
3/day each: dispel magic, hold, silence
1/day each: contagion, insect plague

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.

M MONSTER VAULT 260


Shared Memory. Each mycolid is a clone of a single
Mycolids progenitor called a spore lord. A family of like mycolids,
the spawn of an individual spore lord, is called a “ring,”
This small fungus has the white fibrous stalk and soft, spongy head
and each ring shares a collective pool of memories and
of a mushroom. Beneath its wide, bell-shaped cap, small arms
consciousness connected to a mycelial network. As a result,
clutch ramshackle gardening tools and crude weapons, while flat
mycolids remember their own births as though they tended
leg-stalks move the plant-creature toward any potential threats.
to their younger selves personally and can recall every birth
Magical Creation. Mycolids sprout in areas infused and death since the ring began. Though all members of a
with unnatural magical energy, such as the fetid bog of a ring look identical, no two rings are exactly alike. Separate
black dragon, the cavernous ruins of the underworld, or a rings can’t share thoughts or memories, but all mycolids
shady glade blessed by an archfey or druid. Regardless of can communicate telepathically over short distances.
region or climate, commoner mycolids spend most of their
Spore Lord. When a safe area of rich, damp fertilizer
lives cultivating a huge variety of mushrooms into a single
can be secured, a commoner mycolid may undergo a rapid
unbroken chain of interconnected growth.
change into a more powerful spore-generating form to
Community First. Mycolids thrive in harsh create a near-endless supply of identical offspring. This
environments without thought for shelter, culture, art, or form, called a spore lord, doesn’t rule over other mycolids.
history, and instead pour every moment of their relatively But while commoners tend to the health of mushrooms
short lives into expanding the colony. Few creatures attack and mycolid sprouts, spore lords protect the colony from
the peaceful fungal folk, but those that do find their woody threats and supply it with a stream of clones. A single spore
bodies, soft, springy heads, and immunity to pain difficult lord might create dozens or hundreds of clones of itself in
to overcome. When a colony is threatened, every commoner its lifetime, and a dozen spore lords from different rings
mycolid fights to the death to protect the collective. may share a single fertile location without conflict.
Highly Toxic. Though commoner mycolids are safe to Magic Channelers. Upon transformation, a spore lord
handle, creatures foolish enough to eat one may succumb to is made larger, stronger, and smarter by the primal magic
their potent toxins. In extreme situations, mycolids may let that spawned it. Spore lords instinctively know how to
themselves be eaten to kill massive or dangerous creatures manipulate the environment through cultivation and magic.
and add fertilizer to the colony. Mycolid spores are a
Communal Knowledge. All members of a spore
powerful defense mechanism as well, and older mycolids
lord’s ring share its memories, but commoners don’t quite
have more powerful spores. Even
understand how and why the spore lord is different. Only
newborn commoner mycolid
when separated from the colony can a commoner reach
spores can addle the mind
such an understanding, usually moments before it changes
of most beasts.
into a spore lord itself.

Mycolid Commoner CR 1/2


Small Plant
Armor Class 12
Hit Points 21
Speed 15 ft.
Perception 13 Stealth 14
Resistant poison | Plant Resilience
Senses keensense 120 ft. (can’t sense beyond this radius)
Languages understands Sylvan but can’t speak,
telepathy 30 ft.

STR DEX CON INT WIS CHA


+0 +2 +0 −2 +3 −3

Fungal Toxicity. A creature that hits the mycolid with a melee


attack while within 5 feet of it must succeed on a DC 13 CON
save or be poisoned for 1 hour. If the poison isn’t neutralized
before 1 hour has passed, the creature must succeed on a DC
13 CON save, taking 5 (2d4) poison damage on a failed save,
or half as much damage on a successful one.

261 MONSTER VAULT M


Mycolid Connection. The mycolid can pinpoint the location
of each friendly mycolid within 120 feet of it. In addition, its
telepathy range increases to 120 feet when communicating
with other mycolids.
Plant Resilience. The mycolid is resistant to exhaustion and
to the paralyzed, petrified, and unconscious conditions.

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.

Mycolid Spore Lord CR 3


Fungal Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Medium Plant target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8)
Armor Class 14 (natural armor) poison damage.
Hit Points 68 Hurl Sap. Ranged Weapon Attack: +4 to hit, range 30/120
Speed 15 ft. ft., one target. Hit: 11 (2d8 + 2) poison damage, and the sap
Perception 14 Stealth 12 sticks to the target. While the sap is stuck, the target takes
Resistant Plant Resilience 4 (1d8) poison damage at the start of each of its turns. A
creature can use an action to scrape away the sap, ending
Immune poison
the effect.
Senses keensense 120 ft. (can’t sense beyond this radius)
Mushroom Ring (Recharge 5–6). The spore lord causes
Languages understands Druidic and Sylvan but can’t speak,
fungal growth to erupt from a point on the ground it can
telepathy 60 ft.
sense within 120 feet of it. A ring of mushrooms sprouts in
a 15-foot radius around that point. Each creature that isn’t a
STR DEX CON INT WIS CHA
mycolid within that ring must make a DC 14 CON save, taking
+3 +2 +1 −1 +4 −1 13 (3d8) poison damage on a failed save, or half as much
damage on a successful one. Each mycolid within that ring
Fungal Toxicity. A creature that hits the mycolid with a gains 5 (2d4) temporary HP.
melee attack while within 5 feet of it must succeed on a DC Slumber Spores (Recharge 5–6). The spore lord ejects
13 CON save or be poisoned for 5 hours. If the poison isn’t sleep-inducing spores from its body. Each creature that isn’t
neutralized before 5 hours have passed, the creature must a mycolid within 10 feet of the spore lord must make a DC
succeed on a DC 14 CON save, taking 9 (2d8) poison damage 14 WIS save. On a failure, a creature takes 9 (2d8) poison
on a failed save, or half as much damage on a successful one. damage and falls unconscious for 1 minute. On a success, a
Mycolid Connection. The spore lord can pinpoint the location creature takes half the damage and doesn’t fall unconscious.
of each friendly mycolid within 1 mile of it. In addition, its The unconscious creature wakes if it takes damage or if a
telepathy range increases to 1 mile when communicating with creature uses an action to wake it.
other mycolids.
Plant Resilience. The mycolid is resistant to exhaustion and BONUS ACTIONS
to the paralyzed, petrified, and unconscious conditions. Fetid Feast. The spore lord draws sustenance from a Medium
or larger pile of carrion or rotting vegetation within 5 feet of
ACTIONS it. It regains 7 (2d6) HP. The spore lord can’t use Fetid Feast
Multiattack. The spore lord makes two Fungal Staff attacks or on a pile of carrion or vegetation if it or another mycolid has
uses Hurl Sap twice. already used Fetid Feast on that pile.

M MONSTER VAULT 262


Nagas Guardian Naga
Large Monstrosity
CR 10

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.

263 MONSTER VAULT N


Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Rejuvenation. If it dies, the naga returns to life in 1d6 days,
Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) necrotic regaining all its HP and becoming active again. Only a wish
damage or radiant damage (the naga’s choice). spell can prevent this trait from functioning.
Spit Poison. Ranged Weapon Attack: +8 to hit, range 20/60
ACTIONS
ft., one target. Hit: 11 (2d6 + 4) poison damage plus 13 (3d8)
necrotic damage or radiant damage (the naga’s choice). Multiattack. The spirit naga makes two Bite or Spit Poison
Spellcasting. The guardian naga casts one of the following attacks. If both attacks hit one creature, the target must
spells, requiring only verbal components and using WIS as succeed on a DC 14 CON save or be poisoned for 1 minute.
the spellcasting ability (spell save DC 16). A poisoned creature can repeat the save at the end of each
of its turns, ending the effect on itself on a success.
At will: augury (as an action), command, mending,
thaumaturgy Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
3/day each: bestow curse, cure wounds Hit: 6 (1d4 + 4) piercing damage plus 5 (2d4) poison damage
2/day each: freedom of movement, hold and 18 (4d8) necrotic damage.
1/day: geas (as an action) Spit Poison. Ranged Weapon Attack: +6 to hit, range 20/60
ft., one target. Hit: 10 (3d4 + 3) poison damage plus 18 (4d8)
BONUS ACTIONS necrotic damage.
Protector’s Step. The naga magically teleports, along with Spellcasting. The spirit naga casts one of the following spells,
any equipment it is wearing or carrying, up to 120 feet to requiring only verbal components and using CHA as the
an unoccupied space within the sacred site or temple it spellcasting ability (spell save DC 14).
protects or within 30 feet of the exterior of such a site. Swirls At will: command, mage hand, minor illusion
of golden light or tendrils of inky shadow (the naga’s choice) 3/day each: augury (as an action), charm, sleep
appear at the origin and destination when it uses this bonus 2/day each: bestow curse, hold
action. 1/day: dominate

Spirit Naga CR 8 BONUS ACTIONS

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

STR DEX CON INT WIS CHA


+4 +6 +5 +3 +5 +6

Guardian Projection. The spirit naga’s skeletal form is


covered with a magical illusion that makes it look like the
guardian naga it was in life. The naga can use a bonus action
to dismiss this illusion until the end of its next turn.
The changes wrought by this illusion fail to hold up to
physical inspection. For example, a creature touching the
spirit naga would feel its rough, dry scales and exposed
bones instead of the smooth, cool scales of a guardian naga.
Otherwise, a creature must take an action to visually inspect
the illusion and succeed on a DC 20 INT (Investigation)
check to discern the spirit naga’s true appearance.
Monstrosity Resilience. The naga is resistant to
exhaustion and to the frightened condition.
Necrotic Strikes. The naga’s weapon attacks
are magical. When the naga hits with any
weapon attack, the weapon deals an extra 4d8
necrotic damage (included in the attack).

N MONSTER VAULT 264


Nightmare
No mortal horse neighs with such a hellish, echoing sound–and this
one’s fiery mane and tail flicker and flap in the wind. It paws the
air with flaming, skull-shaped hooves, and fire burns in its eyes.
Fiendish Horses. Nightmares are intelligent, equine
fiends found on the Lower Planes, where they roam in
vast herds. They can run in the air as easily as they do upon
the ground, and their hoofprints burn briefly
wherever they step.
Powerful Mounts. Nightmares are the
favored mounts and battle companions of
devilish generals, demon lords, powerful
undead, and even high priests of fire,
planar, demonic, or devilish deities. Such
creatures need only approach a nightmare
with the request for assistance in dark deeds,
and the nightmare often happily obliges.
Mortals must perform complex rituals to call nightmares
to their service, and in these situations, nightmares almost
always require the supplicant prove it is worthy of a
steed as magnificent and powerful as the nightmare.
The desired proof is unique to each nightmare, but it
typically involves the performance of a dark deed or a
display of magical strength.
Planar Striders. Nightmares were first created as
messengers of dark deities and powerful fiends, who
granted them the power to move quickly between the
Lower, Material, and Ethereal Planes. This helped the
nightmares enter almost any fortress, especially the citadels
of fiends, and so a portion of the power was eventually
stripped from them. Still, nightmares can move between
Riding Flames. Any creature riding a willing nightmare is
planes and can bring those nearby with them, making them
resistant to fire damage. A creature riding the nightmare
highly desired as mounts and messengers.
without the nightmare’s permission takes 3 (1d6) fire damage
at the start of each of the nightmare’s turns.
Nightmare CR 3
ACTIONS
Large Fiend
Multiattack. The nightmare makes two Flaming Hoof attacks.
Armor Class 13 (natural armor)
Hit Points 76 Flaming Hoof. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6)
Speed 60 ft., fly 90 ft.
fire damage.
Perception 11 Stealth 12
Ethereal Stride. The nightmare and up to three willing
Immune fire
creatures within 5 feet of it magically enter the Ethereal Plane
Senses — from the Material Plane, or vice versa.
Languages understands Abyssal, Common, and Infernal but
can’t speak BONUS ACTIONS
Burning Hoofprints. The nightmare increases the intensity
STR DEX CON INT WIS CHA of the heat on its hooves. Until the start of its next turn, it
+4 +2 +3 +0 +1 +2 leaves burning hoofprints in any surface through which it
walks, creating a trail of fire in its wake. A creature that enters
a space with burning hoofprints for the first time on a turn
Illumination. The nightmare sheds bright light in a 10-foot
or starts its turn there must succeed on a DC 13 DEX save or
radius and dim light for an additional 10 feet.
take 3 (1d6) fire damage. The hoofprints stop burning at the
start of the nightmare’s next turn.

265 MONSTER VAULT N


Nimbostratus Spirit
A cloudy wisp, covered in snow and crackling with electricity,
zips about the clouds with a laugh that sounds like rain lightly
striking a metal surface.
Cloudy Fey. Nimbostratus spirits are fey creatures
who live in the sky, dancing between raindrops, chasing
lightning, and sleeping on clouds. They delight in stormy
weather and sometimes descend to the ground to observe
the full force of a storm.
Storm Chasers. In their quest to frolic among the
clouds, nimbostratus spirits tirelessly follow storms
until they dissipate. The normally carefree
fey become despondent if they find
themselves in clear skies. To enjoy
plenty of lightning, thunder, wind,
and precipitation, they often follow
cloud and storm giants or ask friendly druids to call up
rain.
Lightning Javelins. When forced to, nimbostratus
spirits prefer to fight their battles at a distance. This allows
them to throw electrically charged javelins while their hazy
appearance shields them. When they become bored with
fighting or desperate to flee, they use their magic and the
cover of clouds to escape.
Heralds of Storms. Wise druids, sea captains, and
weather mages study nimbostratus spirits, cataloguing
individual spirits and their storm preferences, to help them
predict inclement weather in mountains and at sea. Some
nimbostratus spirits are known to be especially wild and
reckless, and their appearance can mean major storms,
lightning, and floods. Some believe that a fey Prince of
the Clouds summons these spirits once or twice a year to Fey Resilience. The nimbostratus spirit is resistant to the
generate and empower especially violent storms. charmed and unconscious conditions.
Haziness. A constant haze of light cloud cover clings to the
nimbostratus spirit. Ranged attacks against the spirit from
Nimbostratus Spirit CR 2
creatures relying on sight are made with disadvantage.
Tiny Fey Stable Flight. The nimbostratus spirit has advantage on
Armor Class 13 checks and saves to avoid being buffeted, moved, or
Hit Points 52 knocked prone by wind or storms.
Speed 20 ft., fly 40 ft.
ACTIONS
Perception 12 Stealth 15
Resistant cold | deafened | Fey Resilience Multiattack. The nimbostratus spirit makes two Lightning
Immune lightning, thunder Javelin attacks.
Senses darkvision 60 ft. Lightning Javelin. Melee or Ranged Spell Attack: +5 to hit,
Languages Auran, Common, Sylvan reach 5 ft. or range 120 ft., one target. Hit: 10 (2d6 + 3)
lightning damage.

STR DEX CON INT WIS CHA BONUS ACTIONS


−2 +5 +2 +0 +2 +3
Cloud Cover. The nimbostratus spirit creates a 10-foot cube
of clouds centered on a point it can see within 30 feet of
Cloudsight. The nimbostratus spirit can see through areas it. The cube spreads around corners, and its area is heavily
obscured by clouds, fog, smoke, and steam without penalty. obscured. The cloud lasts for 1 minute, until the spirit dies, or
until the spirit uses this bonus action again.

N MONSTER VAULT 266


Ochre Jelly Ochre Jelly CR 2
Large Ooze
The viscous, yellow substance suddenly rises, extending tendrils Armor Class 8
outward. The stench of rotten eggs fills the air as it moves. Hit Points 71
Stormy Origins. Occasionally, rocs lay eggs that never Speed 15 ft., climb 15 ft.
hatch, because of damage to the egg or improper hatching Perception 8 Stealth 8
conditions. When such an egg is struck by lightning from a Resistant acid | Ooze Resilience
storm magically conjured by a storm giant’s shifting mood, Immune lightning, slashing | grappled, poisoned | Ooze
the yolk within transforms into an ochre jelly. The jelly Resilience
eventually breaks free from the shell and escapes the nest, Senses keensense 60 ft. (can’t sense beyond this radius)
driven by the roc’s instinct to hunt and consume meat. Languages —
Rotten Bodies. Ochre jellies are living, rotten eggs and
exude the overwhelming stench of weeks-old eggs. The STR DEX CON INT WIS CHA
stench precedes them wherever they go and leaves those +3 −2 +2 −4 −2 −5
close to them retching uncontrollably. They use this to their
advantage, pouncing on and devouring victims of their Amorphous. The ochre jelly can move through a space as
awful stench. Their acidic bodies dissolve most creatures narrow as 1 inch wide without squeezing.
they come across, but the acid they produce doesn’t harm Ooze Nature. The ochre jelly doesn’t require sleep.
harder materials, such as bone, wood, or metal. Ooze Resilience. The ochre jelly is resistant to the restrained
Lightning Affinity. Created by magical lightning, condition, and it is immune to exhaustion and to the blinded,
ochre jellies are inherently immune to it. In addition, when charmed, deafened, frightened, and prone conditions.
an ochre jelly is struck by lightning or is cut in pieces, it Overwhelming Stench. A creature that starts its turn within
splits in half, creating two, autonomous jellies. Each jelly 10 feet of the ochre jelly must succeed on a DC 13 CON save
then continues hunting, consuming, and growing until it or be poisoned until the start of its next turn. If a creature
fails the save by 5 or more, it must spend its turn retching
regains the size of the original jelly. In this way, ochre jellies
uncontrollably and be unable to move or act.
have propagated across the world, even in regions that
Spider Climb. The ochre jelly can climb difficult surfaces,
don’t contain rocs or storm giants.
including upside down on ceilings, without needing to make
an ability check.

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.

267 MONSTER VAULT O


Ogre
The enormous creature stomps forward, its thick hide marked
with battle scars. It gives a toothy grin through a coarse, dark
beard, then swings a massive club around its head.
Little Giants, Big Humanoids. Ogres are the
smallest of the giants and often look like bulky, thick-
skinned humans. Omnivorous and hardy, they can
survive almost anywhere, and many dwell in the
wilderness in small, nomadic groups. Just as many
ogres live solitary lives, seeking their own paths.
Great Strength. Ogres are best-known
for their sheer strength, as even the weakest
of ogres is stronger than the average human.
They enjoy contests of strength and often
forget how strong they truly are.
Many ogres use that strength
to earn a living in cities, finding
steady work as stevedores, haulers,
bouncers, or bodyguards. Some ogres
work in cities only during droughts or
when herds decline, while other ogres find
that life in the city suits them.
Shock Troops. Because of their strength, ogres
are highly valued as shock troops for military
excursions. Many nations actively seek ogres for
their armies, and soldiering often works out well
for an ogre. After leaving an army’s regular food and
shelter, many ogres turn to banditry to survive.

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.

O MONSTER VAULT 268


Claw (True Form Only). Melee Weapon Attack: +7 to hit,
Oni reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus
10 (3d6) force damage.
Floating in midair, this large, blue creature wears ceremonial Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one
armor and carries a massive glaive in one clawed hand. Its solid target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4)
white eyes glint with intelligence as its hand glows with magic. slashing damage in a Medium or smaller form, plus 10 (3d6)
Ogre Mages. Oni are nearly immortal giants known force damage.
for their cunning and magical powers. Long ago, oni were Arcane Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one
magically adept ogres who made a deal with an archdevil. target. Hit: 17 (4d6 + 3) force damage.
The archdevil imbued the ogres with power but also Whirling Glaive (Recharge 5–6). The oni channels its magic
physically altered their forms to be closer to its image, into its twirling glaive, creating magical wind in a 30-foot
shifting their skin to a pale blue, sprouting horns from their cone. Each creature in the area must make a DC 14 STR save.
On a failure, a creature takes 31 (9d6) cold damage and is
heads, and turning their hair and eyes white. Not long after,
pushed up to 15 feet away from the oni. On a success, a
the archdevil perished, and oni now possess fiendish power creature takes half the damage and isn’t pushed.
without the constraints of an infernal contract.
Spellcasting. The oni casts one of the following spells,
Hidden Schemers. Oni can magically change their requiring no material components and using CHA as the
shapes and often hide among humanoids and ogres. They spellcasting ability (spell save DC 14).
have little patience for decades-long schemes and like seeing At will: darkness, invisibility (self only)
the immediate fruits of their plotting. These plots can vary 1/day each: charm, gaseous form, sleep
wildly between oni, from some oni bettering their own
personal lives to others inciting war between nations. BONUS ACTIONS
Change Shape. The oni magically transforms into a Small
Otherworldly. Though oni feel most at home on the
or Medium Humanoid, a Large ogre, or back into its true
Material Plane, their fiend-granted power marks them as form, which is Giant. Its statistics, other
creatures of the Lower Planes. When an oni is killed, its than its size, are the same in each form.
spirit is transferred to the Lower Planes, where it revives as if Any equipment it is wearing
it were a devil or demon. Because of this, oni are comfortable or carrying transforms with it,
taking greater risks, knowing they can easily return to except for its glaive, which
continue their schemes regardless of whose ire they earn. adjusts to fit its new
form. If the oni dies, it
reverts to its true form,
Oni CR 7 and the glaive reverts
Large Giant (Outsider) to its normal size.
Armor Class 16 (chain mail)
Hit Points 134
Speed 30 ft., fly 30 ft. (hover)
Perception 14 Stealth 13
Resistant Giant Attributes
Immune prone
Senses darkvision 60 ft.
Languages Common, Giant

STR DEX CON INT WIS CHA


+4 +3 +6 +2 +4 +6

Empowered Weapons. The oni’s weapon attacks are magical.


When the oni hits with any weapon, the weapon deals an
extra 3d6 force damage (included in the attack).
Giant Attributes. The oni is resistant to the stunned condition.
Regeneration. The oni regains 10 HP at the start of its turn if it
has at least 1 HP.

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.

269 MONSTER VAULT O


Orc
The tusked humanoid roars a challenge with its axe
and shield raised, ready for comba.
Ancient Warriors. Orcs sing battle songs of former
empires, slain foes, and military brilliance. Though no sages
can confirm these stories, they serve as the foundation for
the orcs’ austere way of life and unshakable honor code.
Hardy Wanderers. Most orcs are driven by a thirst
for exploration and discovery. Due to their uncanny
survivability, far-traveling orcs have been found near-dead
in dangerous locales, only to make a seemingly miraculous
recovery days after being found.

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

STR DEX CON INT WIS CHA


+3 +1 +3 −2 +0 +0
Senses darkvision 60 ft.
Stalwart. If the orc starts its turn afflicted by an ongoing Languages Common, Orc
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 STR DEX CON INT WIS CHA
orc can make the save at the start of the turn instead of the +4 +2 +4 −1 +1 +1
end and has advantage on the save.
Martial Adept. A melee or ranged weapon deals one extra
ACTIONS
die of its damage when the orc warlord hits with it (included
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one in the attack).
target. Hit: 9 (1d12 + 3) slashing damage. Stalwart. As the orc.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5
ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing ACTIONS
damage. Multiattack. The orc warlord makes two Longsword attacks
and one Skull Club attack, or it makes three Longbow attacks.
BONUS ACTIONS
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Warrior’s Advance. The orc moves up to its speed toward a target. Hit: 13 (2d8 + 4) slashing damage.
hostile creature that it can see.
Skull Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) piercing damage.
Orc Warlord CR 4 Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
Medium Humanoid one target. Hit: 11 (2d8 + 2) piercing damage.
Armor Class 17 (half plate) BONUS ACTIONS
Hit Points 90
Warrior’s Advance. As the orc.
Speed 30 ft.
Warlord’s Rally (Recharge 4–6). The warlord yells a rallying
Perception 13 Stealth 7 (12 without armor)
cry to its allies. Each friendly creature within 30 feet of the
Resistant exhaustion warlord that can hear the warlord has advantage on the next
Immune frightened attack roll it makes before the start of the warlord’s next turn.

O MONSTER VAULT 270


Otyugh ACTIONS
Multiattack. The otyugh makes one Bite attack and two
An enormous mound rises from the muck, grasping with two Tentacle attacks. It can replace both Tentacle attacks with a
use of Tentacle Slam.
tentacles as a massive, toothy maw opens on its front.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Tentacled Mass. This bizarre creature’s body is Hit: 12 (2d8 + 3) piercing damage. If the target is a creature,
a shapeless mass of flesh atop three thick fins. Three it must succeed on a DC 15 CON save or become infected
tentacles sprout from the body, two longer ones ending in with a disease. Until the disease is cured, the target is
spiky, grasping pads, and a third, shorter limb bearing the poisoned. Every 24 hours that elapse, the infected creature
otyugh’s eyes and nostrils. Much of the creature’s front side must repeat the save, reducing its HP maximum by 5 (1d10)
is taken up by a cavernous mouth filled with sharp teeth. on a failure. The disease is cured on a success. The creature
dies if the disease reduces its HP maximum to 0. This
Adaptable Appetites. Otyughs are omnivorous, eating reduction to the creature’s HP maximum lasts until it finishes
anything organic and delighting in rot, waste, and carrion. a long rest after the disease is cured.
Their constant hunger extends to living creatures as well.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one
They hide while submerged in water or bury themselves in target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8)
mud or filth, lashing out at potential prey as they pass. piercing damage. If the target is Medium or smaller, it is
Damp Dwellers. Otyughs prefer wet environs, lairing grappled (escape DC 13). The otyugh has two tentacles, each
in swamps, rainforests, partially flooded caves, or other of which can grapple one target.
wilderness areas prone to damp and decay. They can also Tentacle Slam. The otyugh slams creatures grappled by it
be found in populated areas. City sewers, village middens, into each other or into a solid surface. Each creature must
or boneyards contain what these sewer horrors view as make a DC 15 STR save. On a failure, a creature takes 14
(4d6) bludgeoning damage and is stunned until the end of
abundant sources of food.
its next turn. On a success, a creature takes half the damage
and isn’t stunned.
Otyugh CR 5
Large Aberration
Armor Class 14 (natural armor)
Hit Points 108
Speed 30 ft.
Perception 11 Stealth 10
Resistant Aberrant Resilience
Immune poison | poisoned
Senses darkvision 120 ft.
Languages Otyugh

STR DEX CON INT WIS CHA


+3 +0 +7 −2 +1 −2

Aberrant Resilience. The otyugh is resistant to the charmed,


frightened, paralyzed, and stunned conditions, and
it has advantage on saves against spells or
effects that would alter its form.
Limited Telepathy. The otyugh can
magically transmit simple messages and
images to any creature within 120 feet
of it that can understand a language.
This form of telepathy doesn’t allow
the receiving creature to
telepathically respond.
Stench. Each creature
that starts its turn within
10 feet of the otyugh must
succeed on a DC 15 CON save or
be poisoned until the start of its next turn.

271 MONSTER VAULT O


Owlbear
Bursting from the forest undergrowth, a massive creature—equal
parts bear and owl—gives a roaring screech as it charges.
Ursine Avians. Vicious carnivores, owlbears devour
vast amounts of deer, boar, and other creatures in the
forests they inhabit—and vomit up distinctive bezoars
of undigested bone, hide, and feathers. An owlbear
has the shape and mass of a grizzly bear, with a
thick coat of fur intermixed with feathers. The
massive body is topped with a great, owl-like
head, complete with large, round eyes and a
curved, hooked beak that can grip and tear
its prey. Though incapable of flight, the
owlbear’s limbs are covered with enough
feathers for gliding when it leaps from
sufficiently high cliffs and hills.
Territorial. Territorial and testy,
owlbears are quick to challenge interlopers in
their domain. An owlbear faces larger or more
numerous opponents with undaunted savagery
that often scares off even more powerful foes.
Nesting. Normally solitary, owlbears
remain together only to rear hatchlings
until they are old enough to fend for
themselves. Mated pairs sometimes build height with its gliding feathers alone. If subjected to a strong
an enormous stick-nest in a cavern or on a wind or lift of any kind, it can use the updraft to glide farther.
rocky spire. An angry owlbear defending its eggs Heightened Sight and Smell. The owlbear’s Perception is 18
or young is especially dangerous. when perceiving by sight or smell.
Tribal Guardians. When humanoid tribes capture Monstrosity Resilience. The owlbear is resistant to
owlbear hatchlings or eggs, they sometimes raise the exhaustion and to the frightened condition.
creatures as fearsome guardians or mounts. Dwarves have
also been known to keep owlbears as guards. ACTIONS
Multiattack. The owlbear makes one Beak attack and one
Claws attack. If both attacks hit a Medium or smaller target,
Owlbear CR 3
the target is grappled (escape DC 15).
Large Monstrosity (Animal) Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Armor Class 14 (natural armor) creature. Hit: 10 (1d10 + 5) piercing damage.
Hit Points 80 Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Speed 40 ft. Hit: 14 (2d8 + 5) slashing damage.
Perception 13 Stealth 11 Vicious Bound (44 HP or Fewer). The owlbear roars and
Resistant Monstrosity Resilience barrels through creatures. It moves up to 20 feet in a straight
Senses darkvision 60 ft. line and can move through the space of any Medium or
Languages — smaller creature. The first time it enters a creature’s space
during this move, that creature must make a DC 15 STR save.
On a failure, a creature takes 18 (4d8) bludgeoning damage
STR DEX CON INT WIS CHA
and is knocked prone. On a success, a creature takes half the
+5 +1 +3 −4 +1 −2
damage and isn’t knocked prone.

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.

O MONSTER VAULT 272


Magic Resistance. The pegasus has advantage on saves
Pegasus against spells and other magical effects.
Magic Weapons. The pegasus’s weapon attacks are magical.
A noble flying horse, its coat shining like newly fallen snow, soars
overhead on majestic, feathered wings, mane and tail streaming ACTIONS
behind it. Multiattack. The pegasus makes two Hooves attacks.
Flying Horses. Free-spirited creatures, pegasi soar Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
the skies with wild dignity on the Upper Planes and in target. Hit: 11 (2d6 + 4) bludgeoning damage.
the Material Plane. Ranging far from civilization, pegasi
are skittish creatures that are typically comfortable only REACTIONS
in the presence of their own kind. Intruders cause them Catch Rider. If the pegasus’s rider fails a check or save to
to take wing quickly to find more secluded surroundings. remain in the saddle or is subjected to an effect that would
Their diet is similar to mundane horses, feeding on grass dismount it, the pegasus can shift to catch the falling rider,
and flowers in alpine meadows and taking water from preventing the rider from being dismounted.
mountain streams and high lakes.
Mountain Nests. Fiercely protective of their young,
pegasi build nests in rocky hills, atop spires and peaks
inaccessible to most creatures without the power of flight.
When the young are ready to leave the nest, the entire herd
watches over and protects them until they reach adulthood.
Heroic Servitors. Pegasi are intelligent,
autonomous, and untamable. However, a being
of pure heart and good intent can sometimes
convince a pegasus to become its companion,
especially if the being is in desperate need or faces
some monumental task, such as thwarting those
committing evil acts.

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

STR DEX CON INT WIS CHA


+4 +2 +3 +0 +2 +1

Celestial Resilience. The pegasus is resistant to


radiant damage.
Diving Pounce. If the pegasus is flying and moves at
least 20 feet straight toward a creature and then hits it
with a Hooves attack on the same turn, that target must
succeed on a DC 14 STR save or be knocked prone. If the
target is prone, the pegasus can make one Hooves attack
against it as a bonus action.

273 MONSTER VAULT P


Phase Spider
A large spider pops into view
as if from nowhere, poised
on eight legs. Patterns of
deep green mark its black
carapace. Eight eyes scan for signs of prey
before it vanishes again.
Ethereal Spiders. Phase spiders
are large spiders with an innate
connection to the Ethereal
Plane, which allows them to
slip in and out of the plane
with ease. Consummate
predators, they can move
in and out of sight and
reach while constantly
tracking their prey.
Much smarter than other Ethereal Sight. The phase spider can see 60 feet into the
Ethereal Plane when it is on the Material Plane, and vice
spiders, phase spiders live in small groups led by a
versa.
single matriarch and communicate with each other via a
Monstrosity Resilience. The phase spider is resistant to
language made up of a combination of mandible clicks and
exhaustion and to the frightened condition.
body language.
Spider Climb. The spider can climb difficult surfaces,
Elusive Nests. Phase spiders make their nests in the including upside down on ceilings, without needing to make
Ethereal Plane to keep their young safe from predators on an ability check.
the Material Plane. Because of this, phase spider young Web Walker. The spider ignores movement restrictions
are particularly vulnerable and reliant upon the adults, and caused by webbing.
phase spiders are aggressively protective of the young. Few
ever see a phase spider nest, and most who do don’t survive ACTIONS
the experience. Multiattack. The phase spider makes one Barbed Legs
Dog Hunters. Phase spiders despise blink dogs and attack and one Bite attack. It can replace one attack with a
often kill them on sight. While many sages speculate the Phasing Web attack.
phase spider’s shifting causes painful dissonance for blink Barbed Legs. Melee Weapon Attack: +5 to hit, reach 10 ft.,
dogs, some speculate the blink dog’s teleporting is the only one target. Hit: 8 (2d4 + 3) piercing damage.
natural magic capable of easily reaching phase spider nests. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Phase spiders attack the dogs preemptively to protect their creature. Hit: 7 (1d10 + 3) piercing damage, and the target
vulnerable nests. must make a DC 13 CON save, taking 13 (3d8) poison
damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to
Phase Spider CR 3 0 HP, the target is stable but poisoned for 1 hour, even after
regaining HP, and is paralyzed while poisoned in this way.
Large Monstrosity
Armor Class 13 (natural armor) Phasing Web. Ranged Weapon Attack: +5 to hit, range 30/60
ft., one creature. Hit: The target is restrained by webbing.
Hit Points 73
While restrained in this way, the target can see and attack
Speed 30 ft., climb 30 ft. creatures on the Ethereal Plane, and the restrained target
Perception 10 Stealth 15 can be seen and attacked by creatures on the Ethereal
Resistant Monstrosity Resilience Plane. A creature, including the restrained target, can take
Immune poison | poisoned its action to free the target from the webbing by succeeding
Senses darkvision 60 ft. on a DC 13 STR check. The webbing can also be attacked
and destroyed (AC 12; HP 10; vulnerability to fire damage;
Languages Phase Spider
immunity to bludgeoning, poison, and psychic damage).

STR DEX CON INT WIS CHA BONUS ACTIONS


+2 +3 +1 −2 +0 −2
Ethereal Jaunt. The phase spider magically shifts from the
Material Plane to the Ethereal Plane, or vice versa.

P MONSTER VAULT 274


CON save at the end of that turn or regurgitate all swallowed
Purple Worm creatures, which fall prone in a space within 10 feet of the
worm. If the worm dies, a swallowed creature is no longer
An enormous worm, its body armored in plates of bluish-purple restrained by it and can escape from the corpse by using 20
chitin, bursts from the cavern floor. Its vast, toothy maw is large feet of movement, exiting prone.
enough to swallow a horse whole. Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Underworld Predators. Truly the rulers of their one creature. Hit: 19 (3d6 + 9) piercing damage, and the
domains, purple worms claim the underworld as their target must make a DC 19 CON save, taking 42 (12d6) poison
hunting grounds. These tremendous monsters can bore damage on a failed save, or half as much damage on a
successful one.
through solid rock, creating new tunnels and passageways
as they travel. Any creature a purple worm encounters Thrash (Recharge 5–6). The purple worm convulses its
besides another of its kind is prey. large body, smashing everything around it. Each creature
within 20 feet of the worm must make a DC 19 STR save. On
Follow Prey by Sound. Purple worms are attracted by a failure, a creature takes 54 (12d8) bludgeoning damage
sound and vibration, leading most subterranean humanoids and is stunned until the end of its next turn. On a success, a
to travel as quietly as possible and ensure that battles are creature takes half the damage and isn’t stunned.
short and decisive. Major settlements in the underworld
have contingencies in place for a purple worm attack. BONUS ACTIONS

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.

STR DEX CON INT WIS CHA


+9 −2 +11 −5 +4 −3

Monstrosity Resilience. The purple worm is resistant to


exhaustion and to the frightened condition.
Tunneler. The purple worm can burrow through solid rock
at half its burrowing speed, and it leaves a 10-foot-diameter
tunnel in its wake.

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.

STR DEX CON INT WIS CHA


+2 +8 +4 +1 +8 +10

Limited Magic Immunity. The rakshasa can’t be affected


or detected by spells of 6th level or lower unless it wishes
to be. It has advantage on saves against all other spells and
magical effects.

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.

R MONSTER VAULT 276


Remorhaz
A bluish-white, segmented insectoid creature rises from the snow,
shard-like mandibles snapping. The snow around it vaporizes
into steam as the gaps in its carapace glow red with heat.
Arctic Terror. The remorhaz is a terror of cold,
northern climes. It blends worm and centipede features
with a long, segmented body covered in an icy carapace
and rows of small legs the color and shape of icicles. Its
segmented carapace vents an extreme, internal heat,
melting nearby snow and burning prey and predator
alike. A remorhaz unable to vent this heat may try to cool
its body by lying in ice or snow, but if no cooling is available
eventually its own heat cooks its internal organs.
Indiscriminate Diet. Remorhazes eat almost
anything including elk, reindeer, walruses, and polar
bears as well as humanoids and even giants. They
occasionally feast on the stone and metal ore required
to maintain their protective carapaces. A remorhaz
can subsist on a diet of only stone and metal ore for a few
weeks, but a remorhaz maintaining such a diet risks its
carapace becoming too heavy to move or thickened enough
to block its vents, preventing it from expelling excess heat.
Debated Origins. Some scholars believe the remorhaz
is an odd, arctic off-shoot of the underworld’s purple worm.
Remorhazes themselves care little about taxonomy and have
devoured many would-be scholars seeking to study them.

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.

277 MONSTER VAULT R


revives them, sometimes with deadly results. Even when
Robots the ruins provide excellent shelter, robots are marked with
patches of rust, claw marks from an ancient beast, or they
This metallic construct
might be missing limbs entirely. In most cases, they can be
resembles a beetle
animated by restoring their internal energies.
with three
legs spaced Powered by Lightning. Robots rely on electricity to
equidistantly function, and contact with major sources of electricity can
around an oval body. disrupt their bodies. Each robot contains a small box at
A jet of blue flame shoots from its core that stores the electricity that powers it. Dormant
its underside, keeping the robots can often be restored by charging this box with
creature aloft as it zips lightning. Conversely, too much lightning can severely
around. The scent of damage a functioning robot.
burning oil fills the
air around it. Robot Drone CR 1/2
Ancient Tiny Construct
Relics. Armor Class 15 (natural armor)
Robot
Hit Points 21
drones were
Speed 20 ft., fly 40 ft. (hover)
created by an
Perception 15 Stealth 15
advanced civilization
Vulnerable lightning
to spy on enemy
Immune prone | Construct Resilience
forces, their miniature
Senses darkvision 60 ft.
size and ability to fly
enabling them to keep Languages understands the languages of its creator but can’t
speak
tabs on foes without being
detected. Robot wardens
STR DEX CON INT WIS CHA
were constructed as mostly
mindless, obedient warriors to –2 +3 +1 –3 +1 –2
protect the populace. Some such civilizations still exist in
lost cities, but most robots have outlived their makers. Construct Nature. The drone doesn’t require air, food, drink,
or sleep.
Ruins Guardians. Most robots are now scattered
Construct Resilience. The drone is immune to poison and
throughout wastelands in ancient bunkers, fallen citadels,
psychic damage, and it is immune to exhaustion and the
and even crashed, otherworldly ships, protecting what charmed, frightened, paralyzed, petrified, and poisoned
remains of the people they once served. Many lie dormant conditions.
until intruders trespass in the ruins or a curious tinkerer
Electrical Malfunction. Whenever the drone takes lightning
damage, it must succeed on a DC 11 WIS save or be
incapacitated until the end of its next turn.
Point-Blank Shots. When the drone makes a ranged attack,
it doesn’t have disadvantage on the attack roll from being
within 5 feet of a hostile creature, though it may still have
ROBOT DRONE FAMILIARS disadvantage from other sources.
Some robot drones are willing to serve spellcasters,
especially spellcasters with an interest in artifice and ACTIONS
lost technology. Such drones have the following trait. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Familiar. The robot drone can serve another Hit: 7 (1d8 + 3) bludgeoning damage.
creature as a familiar, forming a magic, telepathic Flame Jet. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
bond with that willing companion. While the two are one target. Hit: 8 (2d4 + 3) fire damage.
bonded, the companion can sense what the drone
senses as long as they are within 1 mile of each other. BONUS ACTIONS
While the drone is within 10 feet of its companion, the Fueled Escape. The drone takes the Dash or Disengage
companion shares the drone’s Point-Blank Shots trait. action, leaving a small cloud of fuel fumes behind it. Each
At any time and for any reason, the drone can end its creature within 5 feet must succeed on a DC 13 CON save or
service as a familiar, ending the telepathic bond. be poisoned until the end of its next turn.

R MONSTER VAULT 278


Robot Warden CR 3 warden can choose not to deal damage with its Disrupter
Beam. If it does so, a creature that fails the save is paralyzed
Medium Construct for 1 minute instead, and a creature that succeeds suffers no
Armor Class 15 (natural armor) effect. A paralyzed creature can make a DC 13 CON save at
Hit Points 76 the end of each of its turns, ending the effect on itself on a
Speed 30 ft. success.
Perception 13 Stealth 10 BONUS ACTIONS
Vulnerable lightning
Sensing Pulse. The warden emits a pulse of energy around
Immune Construct Resilience
it, analyzing its surroundings. It automatically detects every
Senses darkvision 60 ft. creature and trap within 30 feet of it, pinpointing the current
Languages the languages of its creator location of each.

STR DEX CON INT WIS CHA


+3 +0 +2 −3 +1 –1

Construct Nature. The warden doesn’t require air, food,


drink, or sleep.
Construct Resilience. The warden is immune to poison and
psychic damage, and it is immune to exhaustion and the
charmed, frightened, paralyzed, petrified, and poisoned
conditions.
Electrical Malfunction.
Whenever the warden takes
lightning damage, it must
succeed on a DC 11 WIS save or
be incapacitated until the end of its
next turn.

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

NO ROBOTS IN MY FANTASY, PLEASE!


Many players and GMs don’t like to mix fantasy and become an archaic wand from a fallen civilization
science fiction, preferring to keep the two genres that fires beams of energy, and a robot is simply
separate, and might be turned off by a campaign setting a golem in a different shell. Even a spaceship can be
or adventure that incorporates both. The elegant solution redefined. Perhaps it is a sky barge of one of the gods of
to this problem, rather than simply getting rid of the the campaign world or a wondrous gnomish invention
sci-fi elements, is to modify them to make them more powered by elemental forces or tamed dragons.
palatable to a fantasy audience. A death ray gun might

279 MONSTER VAULT R


Roc
A colossal raptor descends from the sky, its expansive wings
blocking out the sun and its thunderous shriek echoing off the
mountainsides.
Giant Raptor. This massive bird of prey
resembles a crested eagle in general form. The
color of a roc’s plumage varies, but a typical roc is
a golden brown, with white on the chest, tail, and
crest. With wingspans of up to 200 feet and bodies
as big as dragons, these mighty aerial hunters can
snatch up creatures the size of an elephant in their
sharp talons. With larger or more dangerous prey, a roc
might fly up into the air then release it, feasting on the
creature’s remains in the aftermath of the fall.
High Eyries. Rocs lair on high mountains or coastal
cliffs, building massive nests, often of whole trees ripped
from the ground. Rocs are solitary creatures, coming
together only briefly to mate. Likewise, once the eggs hatch
and the young are fully fledged, they fly far away to build
their own nests and establish their own hunting grounds.
Fishers. Distant relatives of eagles, rocs frequently
hunt marine life like their cousins. A roc might dive at a
surfacing whale, snatch the creature out of the water, and
carry it back to its seaside nest for a feast. Experienced
sailors sailing through known roc territory often chum the
waters behind their ships to encourage the rocs to dive for
sharks and other marine life instead of deckhands.

Roc CR 11 roc must succeed on a DC 19 STR check to fly out of the


Gargantuan Monstrosity (Animal) substance where it is sinking.
Armor Class 15 (natural armor) ACTIONS
Hit Points 235
Multiattack. The roc makes one Beak attack and two Talon
Speed 20 ft., fly 120 ft.
attacks. If both Talon attacks hit one Huge or Gargantuan
Perception 14 Stealth 14 creature, the target is grappled (escape DC 17). Until this
Vulnerable blinded grapple ends, the target is restrained, and the roc can’t use
Resistant Monstrosity Resilience its Talons on another target.
Senses — Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one
Languages — target. Hit: 27 (4d8 + 9) piercing damage.
Talon. Melee Weapon Attack: +13 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 23 (4d6 + 9) slashing damage, and the target is
+9 +4 +9 −4 +4 +3 grappled (escape DC 17) if it is a Large or smaller creature.
Until this grapple ends, the target is restrained, and the roc
can’t use its Talons on another target.
Heightened Sight. The roc’s Perception is 19 when perceiving
by sight. BONUS ACTIONS
Monstrosity Resilience. The roc is resistant to exhaustion
Territorial Shriek. The roc shrieks a territorial challenge at
and to the frightened condition.
up to two creatures it can see within 60 feet of it. Each target
Seabird. The roc can swim up to 60 feet on its turn, but it must succeed on a DC 17 CHA save or be frightened until
must start and end its movement either flying or on a solid the end of its next turn. While frightened by this shriek, a
surface, such as a ship or beach. If it is swimming at the creature must take the Dash action on its turn and move
end of its turn, it must succeed on a DC 19 CON save or away from the roc by the safest available route, unless there
it immediately begins to sink and suffocate. A suffocating is nowhere to move.

R MONSTER VAULT 280


Monstrosity Resilience. The roper is resistant to exhaustion
Roper and to the frightened condition.
Spider Climb. The roper can climb difficult surfaces,
A spiral of red eyes slowly opens around the top of one of the including upside down on ceilings, without needing to
cavern’s stalagmites. Fleshy tendrils wiggle out of the stalagmite’s make an ability check.
sides and whip forward, as a rock-toothed maw opens beneath
the eyes. ACTIONS
Hungry Cave Formations. Consummate predators Multiattack. The roper makes one Bite attack and three
of the deepest caverns, the roper’s conical shape and Grasping Tendril attacks.
stony hide resemble a stalactite, stalagmite, or similar Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
cave formation. They have limited control over their Hit: 22 (4d8 + 4) piercing damage.
coloration and can subtly adjust it to better blend in with Grasping Tendril. Melee Weapon Attack: +7 to hit, reach
the surrounding cavern. 50 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning damage,
and the target is grappled (escape DC 15). Until the grapple
Patient Hunters. Ropers can scale walls and even
ends, the target is restrained and has disadvantage on STR
ceilings for the perfect spot to ambush unsuspecting prey. checks and STR saves, and the roper can’t use the same
Patient and needing only a few meals a week to survive, Grasping Tendril on another target. A creature immune to
ropers can sit for hours or even days in one location, the poisoned condition doesn’t have disadvantage on STR
waiting for prey. checks and STR saves from the tendril.
Ropy Tendrils. A roper has a near-endless supply
BONUS ACTIONS
of rope‑like tendrils it can extend from its body. When
ambushing prey, it uses these tendrils, which contain a Reel. The roper pulls each creature grappled by it up to 25
weakening poison, to grab, reel in, and devour prey. The feet straight toward it.
roper can also use these tendrils to help it move along REACTIONS
cavern walls.
Snapping Tendril. When a Grasping
Tendril that is grappling a creature
Roper CR 5 is destroyed, the roper can
quickly pull the remains of
Large Monstrosity
that tendril back to it with
Armor Class 20 (natural armor)
a whipping snap. Each
Hit Points 111 creature within 10 feet of
Speed 15 ft., climb 10 ft. the roper must succeed
Perception 16 Stealth 15 on a DC 15 DEX save or
Vulnerable thunder be knocked prone.
Resistant Monstrosity Resilience
Senses darkvision 60 ft.
Languages —

STR DEX CON INT WIS CHA


+7 −1 +3 −2 +3 −2

Climbing Tendrils. If at least four of the roper’s Grasping


Tendrils aren’t grappling creatures, the roper has a climbing
speed of 30 feet.
False Appearance. While the roper remains motionless, it is
indistinguishable from a normal conical or spire-like cave
formation, such as a stalagmite or stalactite.
Grasping Tendrils. The roper can have up to six
Grasping Tendrils at a time. Each Grasping Tendril
can be attacked (AC 20; 10 HP; vulnerable to thunder
damage; immune to poison and psychic damage).
Destroying a Grasping Tendril deals no damage to
the roper, which can extrude a replacement tendril on
its next turn. A Grasping Tendril can also be broken if
a creature takes an action and succeeds on a DC 15 STR
check against it.

281 MONSTER VAULT R


Iron Scent. The rust monster can pinpoint, by scent, the
Rust Monster location of ferrous metal within 30 feet of it.
Monstrosity Resilience. The rust monster is resistant to
A strange, insectile creature skitters forward on four legs. It exhaustion and to the frightened condition.
waves two large, feathery antennae about in a questing manner.
Rust Metal. Any nonmagical weapon made of metal that
Rust Eater. As its name implies, this odd creature can hits the rust monster corrodes. After dealing damage, the
rust ferrous metals, and it eats the resulting flakes of metal. weapon takes a permanent and cumulative −1 penalty
The rust monster roams caves and tunnels seeking out to damage rolls. If its penalty drops to −5, the weapon is
such metals. When it finds metal, the creature aggressively destroyed. Nonmagical ammunition made of metal that hits
the rust monster is destroyed after dealing damage.
rushes to devour the meal. Clever adventurers can often
save their weapons or armor by distracting the creature Spider Climb. The rust monster can climb difficult surfaces,
with another source of metal. including upside down on ceilings, without needing to make
an ability check.
Armored Shell. A rust monster is about the size of a
large dog. It has armored plates, feathery antennae, and ACTIONS
four segmented legs. Its thin, whip-like tail thrashes when Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
it is agitated or catches the scent of metals. Hit: 8 (2d6 + 1) piercing damage.
Color Matches Diet. The color of a rust monster’s Antennae. The rust monster corrodes a nonmagical ferrous
hide depends on its diet. A rust monster whose diet metal object it can see within 5 feet of it. If the object isn’t
includes large amounts of mithral would have a silvery being worn or carried, the touch destroys a 1-foot cube
sheen, for example, and a rust monster which eats a great of it. If the object is being worn or carried by a creature,
the creature can make a DC 11 DEX save to avoid the rust
deal of copper might have a green or brown tinge.
monster’s touch.
If the object touched is either metal armor or a metal shield
Rust Monster CR 1/2 being worn or carried, it takes a permanent and cumulative
Medium Monstrosity −1 penalty to the AC it offers. Armor reduced to an AC of
10 or a shield that drops to a +0 bonus is destroyed. If the
Armor Class 14 (natural armor)
object touched is a held metal weapon, it rusts as described
Hit Points 23 in the Rust Metal trait.
Speed 40 ft., climb 20 ft.
Perception 11 Stealth 13 BONUS ACTIONS
Resistant Monstrosity Resilience Iron Dash. The rust monster moves up to half its speed
Senses darkvision 60 ft., tremorsense 30 ft. toward a source of ferrous metal it can sense.

STR DEX CON INT WIS CHA


+1 +1 +1 −4 +1 −2

R MONSTER VAULT 282


Sahuagins
The scaly humanoid advances, a trident held adeptly in its clawed,
webbed hands. Thrashing its heavy tail, the creature opens the
mouth of its piscine head to reveal rows of razor-sharp teeth.
Coastal Terrors. Sahuagins are piscine humanoids
approximately the same size as humans, but their bodies
are covered in gray and green scales
with lighter scales along their chests,
abdomens, and throats. A large fin
extends from the base of each
sahuagin’s skull and partway
down its spine. They reside in
deep ocean waters and in the
waters along coastlines. They are
almost exclusively carnivorous,
consuming whatever creatures
they can catch and kill, which
sometimes puts them on
the wrong side of coastal
humanoid communities.
Magical Monarchs.
Magical ability is rare
among sahuagins, and
most sahuagins have
a deep respect or
sometimes awe of Sahuagin CR 1/2
magic. This leads Medium Humanoid
many sahuagins to
Armor Class 12 (natural armor)
follow magical creatures, such as sea hags, and to elevate
Hit Points 25
the rare magical sahuagins to leadership positions in
Speed 30 ft., swim 40 ft.
their communities. These sahuagin monarchs vary
Perception 15 Stealth 12
widely in their ideals and goals, and they each lead their
communities in their own ways. Some sahuagin monarchs Senses darkvision 120 ft.
prefer their communities barter and trade with coastal Languages Sahuagin
humanoids, relying on those humanoids’ forged metals
for weapons and tools, but many sahuagin monarchs send STR DEX CON INT WIS CHA
their people to prey on coastal humanoids, encouraging +0 +0 +1 +1 +1 −1
those in their community to take by force whatever metal
weapons, tools, and shiny baubles they find. This tendency Blood Frenzy. The sahuagin has advantage on melee attack
has earned sahuagins the title of “sea devils” in many rolls against any creature that doesn’t have all its HP.
coastal humanoid settlements. Limited Amphibiousness. The sahuagin can breathe air and
water, but it needs to be submerged at least once every 4
Shark Affinity. Sahuagins have an innate connection
hours to avoid suffocating.
with sharks. The beasts rarely attack sahuagins, often
Shark Telepathy. The sahuagin can magically command any
react protectively toward sahuagins in their territory, and
shark within 120 feet of it, using a limited telepathy.
instinctively follow telepathic commands from sahuagins.
Shark-riding sahuagin captains lead most sahuagin groups ACTIONS
that travel away from their settlements. These captains
Multiattack. The sahuagin makes one Bite attack and one
decorate their clothing with the teeth of the various sharks
Claws or Trident attack.
they’ve commanded and wear necklaces sporting the teeth
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
of their favored shark companions from over the years.
Hit: 3 (1d6) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (2d4) slashing damage.

283 MONSTER VAULT S


Trident. Melee or Ranged Weapon Attack: +3 to hit, reach ACTIONS
5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing
Multiattack. The sahuagin captain makes one Bite attack and
damage, or 4 (1d8) piercing damage if used with two hands
two Claw or Trident attacks.
to make a melee attack. If the target is wielding a weapon
or shield, it must succeed on a DC 11 DEX save or drop Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
the weapon or shield (the sahuagin’s choice if the target is Hit: 5 (1d6 + 2) piercing damage.
wielding both). Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage.
REACTIONS Trident. Melee or Weapon Attack: +4 to hit, reach 5 ft. or
Circling Sharks. If the sahuagin ends its turn within 10 feet of range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage,
at least two other friendly sahuagin or sharks, the sahuagin or 6 (1d8 + 2) piercing damage if used with two hands to
can snap its teeth at one creature within 15 feet of it that it make a melee attack. If the target is wielding a weapon
can see and that can see or hear it. The target must succeed or shield, it must succeed on a DC 12 DEX save or drop
on a DC 11 WIS save or be frightened until the end of its the weapon or shield (the captain’s choice if the target is
next turn. wielding both).
Crisscross Attack (Recharge 4–6). The captain commands
Sahuagin Captain CR 2 up to two friendly creatures it can see, which can include
the captain, within 15 feet of a hostile target to each use a
Medium Humanoid reaction to charge in a straight line up to its speed through
Armor Class 14 (natural armor) the target, moving through the target’s space regardless of
Hit Points 60 the target’s size and without provoking opportunity attacks.
Speed 30 ft., swim 40 ft. The target must make a DC 12 DEX save, taking 21 (6d6)
slashing damage on a failed save, or half as much damage
Perception 15 Stealth 12
on a successful one.
Resistant frightened
Senses darkvison 120 ft. BONUS ACTIONS
Languages Sahuagin
Circle Prey. Up to three friendly creatures the captain can see
within 30 feet of the captain can each use a reaction to move
STR DEX CON INT WIS CHA up to its speed toward a target of the captain’s choice. This
+2 +2 +2 +1 +1 +0 movement doesn’t provoke opportunity attacks.

Blood Frenzy. The sahuagin has advantage on melee attack


rolls against any creature that doesn’t have all its HP.
Limited Amphibiousness. The sahuagin
can breathe air and water, but it needs to be
submerged at least once every 4 hours to
avoid suffocating.
Shark Telepathy. The sahuagin can magically
command any shark within 120 feet of it, using
a limited telepathy.
Shark-Tooth Adornments. A creature that
touches the sahuagin captain or hits it with a
melee attack while within 5 feet of it takes 3 (1d6)
piercing damage.

S MONSTER VAULT 284


Sahuagin Monarch CR 4
Medium Humanoid
Armor Class 13 (natural armor)
Hit Points 85
Speed 30 ft., swim 40 ft.
Perception 17 Stealth 13
Resistant charmed, frightened
Senses darkvision 120 ft.
Languages Common, Sahuagin

STR DEX CON INT WIS CHA


+2 +1 +2 +1 +3 +0

Blood Frenzy. The sahuagin has advantage on melee attack


rolls against any creature that doesn’t have all its HP.
Limited Amphibiousness. The sahuagin can breathe air
and water, but it needs to be submerged at least once
every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any
shark within 120 feet of it, using a limited telepathy.

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.

285 MONSTER VAULT S


Salamander
This red-scaled snake has the torso of a reptilian humanoid.
Waves of heat roll off it as it hisses a warning and jabs its
red-hot trident forward.
Planar Serpents. Salamanders are snake-like
inhabitants of the Plane of Fire. They have serpentine lower
bodies with humanoid torsos and arms. Their bodies are
covered in red scales that ripple and flicker with heat and
flames, and their eyes glow like coals in their reptilian
faces. They bathe in pools of lava and can’t tolerate climates
cooler than tropical when on the Material Plane.
Spreading Heat. The heat generated by a salamander’s
body burns those in contact with it. This extends to the
salamander’s weapons, which are typically of a metal that
can channel the heat into the salamander’s enemies. This
heat makes salamanders particularly dangerous on the
Material Plane, especially when outside of the volcanic
areas they prefer, as merely slithering through a forest
can start a forest fire.
Strength Above All. Salamanders value strength and
skill at arms. The strongest and most martially skilled of
them typically rule the rest in each of their communities.
This view often leads them to have little respect or regard
for mortals, who they typically view as smaller and weaker
creatures. They respect mortals who display great martial
prowess or strength, and they often allow such mortals safe
passage into their communities, task such mortals with ACTIONS
needs they might otherwise be unable to fulfill, or permit Multiattack. The salamander makes one Trident attack and
such mortals to make requests for aid from them. one Tail attack, or it makes three Fire Bolt attacks. It can
replace one Trident attack with a Tail attack.
Salamander CR 5 Trident. Melee or Ranged Weapon Attack: +6 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing
Large Elemental damage, or 12 (2d8 + 3) piercing damage if used with two
Armor Class 15 (natural armor) hands to make a melee attack, plus 7 (2d6) fire damage. If
Hit Points 114 the target is wielding a weapon or shield, it must succeed
Speed 30 ft. on a DC 14 DEX save or drop the weapon or shield (the
Perception 10 Stealth 12 salamander’s choice if the target is wielding both).
Vulnerable cold Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Resistant bludgeoning, piercing, and slashing damage from Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) fire
nonmagical attacks damage, and the target is grappled (escape DC 14). Until this
grapple ends, the target is restrained, the salamander can
Immune fire
automatically hit the target with its tail, and the salamander
Senses darkvision 60 ft. can’t make tail attacks against other targets.
Languages Ignan
Fire Bolt. Ranged Spell Attack: +5 to hit, ranged 60 ft., one
target. Hit: 12 (3d6 + 2) fire damage.
STR DEX CON INT WIS CHA
+3 +2 +2 +0 +0 +2 BONUS ACTION
Tighten Grip. The salamander tightens its grip around one
Heated Body. A creature that touches the salamander or hits creature it is grappling. Until the start of the salamander’s
it with a melee attack while within 5 feet of it takes 3 (1d6) next turn, the target has disadvantage on any check made
fire damage. to escape the grapple, and other than a successful check
Heated Weapons. When the salamander hits with a metal to escape the grapple, the target can’t be moved, knocked
melee weapon, the weapon deals an extra 7 (2d6) fire prone, or otherwise removed from the salamander’s grasp
damage (included in the attack). without the salamander’s permission.

S MONSTER VAULT 286


Languages Common, Void Speech
Satarre
STR DEX CON INT WIS CHA
Light glints off the glossy flesh of the wiry horror as it extends its
+2 +1 +1 +0 +0 +1
clawed hands in a fighter’s stance.
World Enders. The satarre call themselves the Void Strength. The satarre is resistant to the blinded, charmed,
“devourers” or “those who end the world” due to their deafened, frightened, stunned, and unconscious conditions.
veneration of dark gods who seek to bring about an Void Weapons. The satarre’s weapon attacks are magical.
apocalypse. Most of them strive to destroy the worlds of When the satarre hits with any weapon, the weapon deals an
mortals and bring about the end of all things. extra 1d6 necrotic damage (included in the attack).
Planar Travelers. The satarre know many worlds
ACTIONS
and are comfortable speaking with planar beings, as
their people have long been those who turn grand and Multiattack. The satarre makes two Claw or Spear attacks.
maleficent visions into actionable plans. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) necrotic damage.
Satarre Destroyers. Warriors of the satarre,
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5
destroyers strike down the satarres' enemies across
ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
the planes and lead the undead legions created by their
damage plus 3 (1d6) necrotic damage.
spellcasters.

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

STR DEX CON INT WIS CHA


+5 +1 +5 +0 +0 +2

Void Strength. As the satarre.


Void Weapons. As the satarre, except the destroyer's weapon
deals an extra 2d6 necrotic damage.

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.

287 MONSTER VAULT S


Satyr BONUS ACTIONS
Revelries. The satyr dances and plays a tune on its pipes,
The horned goat-man smiles and winks slyly as he offers a mug affecting one creature it can see within 30 feet of it in one of
sloshing with ale. the following ways. The target must succeed on a DC 13 CHA
save or gain the listed effect. A willing creature can choose to
Goat Fey. These wild, forest-dwelling fey resemble fail the save.
hirsute humanoids from the waist up, with wooly legs and • Celebrate. The target feels invigorated by the music,
cloven hooves comprising their lower halves. Curling, ram- dancing along with it. Until the start of the satyr’s next
like horns grow from their heads. turn, the target has advantage on DEX saves and on the
Revelries. Satyrs are indulgent creatures, hungering for next attack roll it makes.
all types of sensory pleasures and seeking them whenever • Overindulge. The satyr’s song is laced with magical
possible. They prefer to indulge in company, and they have enchantments, and the target is forced to dance along
little qualms about coercing others to share in the revelry, with the music. Until the start of the satyr’s next turn, the
target is charmed, and its speed is reduced by 10 feet, as
with little thought to possible consequences. Likewise,
it dances uncontrollably.
they happily participate in any ongoing festivities, whether
• Unnerve. The satyr’s song and dance turn frightful with
or not they are invited. Satyrs often carry magical pipes,
heavy stomps, shrill notes, and a rapid, staccato melody.
and they use enchanted music to sway people into joining
The target is frightened until the end of its next turn.
their revelries.
Forest Protectors. Despite their carefree, hedonistic
natures, satyrs are devoted defenders of their forest
homelands, and they quickly rise to the defense of the
forest against those that would despoil or destroy it. In
such instances, their pan pipes can produce chords that
strike fear into the satyr’s enemies.

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

STR DEX CON INT WIS CHA


+1 +3 +0 +1 +0 +5

Fey Resilience. The satyr is resistant to the charmed and


unconscious conditions.
Magic Resistance. The satyr has advantage on saves against
spells and other magical effects.

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.

S MONSTER VAULT 288


Selangs
This grinning man would be quite handsome, if not for his
glowing red eyes, insectoid legs, and antennae.
Dark Satyrs. The selangs or dark satyrs are twisted
and vicious fauns who have abandoned nature worship
and instead venerate ancient gods of deep and malign
intelligence. Selangs seek to help those malevolent gods
enter the mortal world by opening dark portals and
bridging a path to realms beyond mortal understanding.
Battle Song and Laughter. Selangs relish battle,
pain, and torture. They find violence thrilling and
bloodshed exciting, and they often laugh, sing, and
boast shamelessly during combat. Although they are the
diplomats and spokesmen of the old gods, their manic
speech and alien logic can sometimes be hard to follow.
They are most comfortable with the slithering tones of
Void Speech.
Blasphemous Music. Selang cults and settlements are
often found at the sites sacred to the dark gods, making
hypnotic and alien harmonies. They are rarely the strongest
soldiers, instead encouraging others of martial mien to fill
the ranks, while the dark satyrs use their magic and poison
against their foes.
Void Piping. Some selang take their devotion to their
dark gods to an even deeper level, exposing themselves Fey Resilience. The selang is
more fully to the corrupting power of the Void, which resistant to the charmed and
unconscious conditions.
reshapes the selang. The most notable change this
exposure causes in selangs is the growth of fleshy tubes Poisoned Weapons. The selang’s
weapons are coated with a magical
of differing lengths on the side of the selang’s neck. These
poison. When the selang hits with
selangs channel the power of the Void through songs
any weapon, the weapon
hummed and piped through these tubes rather than the deals an extra 3d6 poison
manufactured instruments of other selangs. Void pipers, damage (included in the
as they are known among selangs, feel much less like attack).
individuals and believe they are living conduits of the Void’s
power and their gods’ wills. Channeling the Void brings ACTIONS
them great joy, while simultaneously damaging the minds Multiattack. The selang makes two Dagger or Poison Bolt
of creatures around them not accustomed to the Void. attacks.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5
Selang CR 4 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing
damage plus 10 (3d6) poison damage.
Medium Fey
Poison Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one
Armor Class 15 (natural armor)
target. Hit: 14 (3d6 + 4) poison damage.
Hit Points 87
Speed 40 ft. BONUS ACTIONS
Perception 16 Stealth 14 Alien Piping. The selang plays one of the following
Resistant bludgeoning, piercing, and slashing damage from ear‑bending melodies on alien pipes. One creature the
nonmagical attacks | frightened | Fey Resilience selang can see within 60 feet of it is the only creature that
Immune acid, lightning can hear the melody. The target must succeed on a DC 14
Senses darkvision 60 ft. WIS save or be affected by the chosen melody.
Languages Common, Elvish, Sylvan, Void Speech • Capering. On the target’s next turn, it must use all of its
movement dancing without leaving its space, and it has
disadvantage on attack rolls and DEX saves.
STR DEX CON INT WIS CHA
+4 +4 +4 +1 +2 +6

289 MONSTER VAULT S


• Captivating. The target is charmed until the end of Void Piping. The void piper plays one of the following
its next turn, humming along to the selang’s pleasant void‑tainted songs from the pipes on its neck. One creature
melody. the void piper can see within 60 feet of it is the only creature
• Disorienting. The target is incapacitated until the end of that can hear the melody. The target must succeed on a DC
its next turn, and when it moves, it moves in a random 15 WIS save or be affected by the chosen song. The piper
direction. can't play the same song two rounds in a row.
• Drowsy. The target falls unconscious and dreams of evil • Cosmic Doom. The target is filled with the dreadful
entities and sinister portals for 10 minutes. The creature weight of its mortality and is frightened until the end of
wakes up if it takes damage or if another creature takes its next turn. While frightened, its speed is reduced to 0,
an action to shake it awake. as it shakes in terror in its space.
• Haunting. The target is frightened until the end of its next • Eternal Drifting. The target feels as though it is drifting
turn, and on its turn, it must take the Dash action and through an endless sea of darkness, slowing its awareness
move away from the selang by the safest available route, of the world around it. On its next turn, the target can
unless there is nowhere to move. use either an action or a bonus action, not both, it can’t
use reactions, and it can’t make more than one melee or
ranged attack during its turn.
Void Piper CR 7
• Ravenous Void. The song pulls the breath from the target
Medium Fey to feed the Void. The target loses the ability to speak and
Armor Class 16 (natural armor) can’t cast spells with verbal components for 1 minute. It
Hit Points 126 can repeat the save at the end of each of its turns, ending
the effect on itself on a success. If the target fails the save
Speed 40 ft.
by 5 or more, it also suffers one level of exhaustion.
Perception 16 Stealth 13
• Void Echoes. Void Speech whispers echo in the target’s
Resistant bludgeoning, piercing, and slashing damage from
mind and ears. It is incapacitated until the end of its
nonmagical attacks | frightened | Fey Resilience
next turn and deafened
Immune acid, lightning, psychic for 1 minute. The deafened
Senses darkvision 60 ft. creature can repeat the
Languages Common, Elvish, Sylvan, Void Speech save at the end of each of
its turns, ending the effect on
STR DEX CON INT WIS CHA itself on a success.
+2 +3 +6 +1 +2 +7

Fey Resilience. The void piper is resistant to the charmed and


unconscious conditions.
Void-Tainted Weapons. The void piper’s weapons are
coated with a magical poison tainted by the Void. When the
void piper hits with any weapon, the weapon deals an extra
3d8 necrotic damage (included in the attack).

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

S MONSTER VAULT 290


Selkie
A young man dances on the shore, graceful upon the sand.
Suddenly he stops and reaches for a nearby cloak. As it swirls
around his shoulders, he disappears. In his place, a seal slips
beneath the ocean waves.
Transforming Fey. Selkies are fey creatures who
transform into seals using magical sealskins. Their
humanoid forms are beautiful, with webbed hands and
feet. If deprived of its sealskin, a selkie can’t change its
shape and will do all it can to retrieve the skin. Selkies
vary in temperament; some are kind, while others are
malicious tricksters.
Migratory Creatures. Selkies live on secluded
islands but travel to coastlands in summer to trade with
coastal enclaves, sometimes even wooing or marrying
among fisherfolk. Selkies rarely remain, for the sea, and its
freedom, calls to them each high tide.
Enchanted Skins. Selkies believe that long ago, an
archfey of seals gave them their magical sealskins. Stealing
a selkie’s sealskin is considered the gravest of crimes, and
they will band together to retrieve a stolen sealskin, often Speak with Pinnipeds.
with violent consequences. Some selkies have learned The selkie can communicate
to disguise their skins as items of clothing, especially with seals, sea lions, and
walruses as if they shared
disheveled or mundane clothing, such as belts, hats, vests,
a language.
or cloaks to avoid attracting the attention of thieves. An
individual selkie’s skin works only for them, becoming ACTIONS
nonmagical when it dies, and can’t be used by anyone else,
Multiattack. The selkie makes
even other selkies. one Bite attack and two Tail
Allied Sea Tribes. Though considerably rare, legends attacks, or it makes three Spear
tell of selkie tribes that use the skins of other sea animals attacks.
to change shape. Such selkies use the skins of sharks, giant Bite (Seal Form Only). Melee
sea horses, or even orcas, and can assume those forms Weapon Attack: +6 to hit,
instead of a seal form. reach 5 ft., one target.
Hit: 10 (2d6 +3) piercing damage.
Spear (Fey Form Only). Melee or Ranged Weapon Attack: +6
Selkie CR 3
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 +
Medium Fey 4) piercing damage, or 8 (1d8 + 4) piercing damage if used
Armor Class 12 in fey form, 14 (natural armor) in seal form with two hands to make a melee attack.
Hit Points 80 Tail (Seal Form Only). Melee Weapon Attack: +6 to hit, reach
Speed 30 ft., swim 30 ft. (20 ft., swim 50 ft. in seal form) 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Perception 14 Stealth 14
BONUS ACTIONS
Resistant cold | Fey Resilience
Change Shape. The selkie magically transforms into a
Senses darkvision 60 ft.
Medium seal or back into its true form, which is Fey. Its
Languages Aquan, Common, Sylvan
statistics, other than its AC, size, and speed, are the same
in each form. Any equipment it is wearing or carrying
STR DEX CON INT WIS CHA transforms with it. It reverts to its true form if it dies. If the
+4 +2 +2 +0 +2 +3 selkie is in its true form, it can’t use this bonus action if it
isn’t wearing or carrying its bound sealskin.
Fey Resilience. The selkie is resistant to the charmed and Charming Escape. The selkie can take the Dash or
unconscious conditions. Disengage action, performing a chuckle, twirl, or wink as it
Hold Breath. The selkie can hold its breath for 30 minutes. does. Each creature within 5 feet must succeed on a DC 13
CHA save or be charmed until the end of its next turn.

291 MONSTER VAULT S


Shadow
A man’s shadow flickers in the firelight of the
streetlamp. The man moves further down the street,
but his shadow remains, steadily becoming more
solid as it pulls away from the cobblestones beneath
the lamp.
Covetousness Incarnate. A shadow arises
in the wake of the death of a humanoid
with an overwhelmingly
covetous nature. Cowardice,
greed, gluttony, jealousy,
miserliness, and similar
flaws cause corruption that
taints the spirit, making it linger as a shadow upon the
humanoid’s death. In undeath, covetousness turns into a
hunger for the strength and vibrance of the living. Shadows
appear much as their namesakes, but their deathly
natures manifest as monstrous, exaggerated versions of
the humanoid form, such as overlong limbs, imposing
silhouettes, fanged maws, and eyes that glow a dim red.
Hidden Danger. Shadows lurk in dark, abandoned
places, such as ruined cities, abandoned graveyards, or
dank dungeons, clinging to floors, walls, and ceilings
until living creatures foolishly or unknowingly enter their
domains. Once a potential victim is in sight, a shadow
hides as part of the victim’s mundane shadow, then strikes
when the victim is most vulnerable. A humanoid slain by a
shadow becomes a shadow itself.
Sunlight Weakness. While in sunlight, the shadow has
disadvantage on attack rolls, ability checks, and saves.
Shadow CR 1/2
Undead Nature. The shadow doesn’t require air, food,
Medium Undead drink, or sleep.
Armor Class 12 Undead Resilience. The shadow is immune to poison
Hit Points 17 damage, to exhaustion, and to the poisoned condition.
Speed 40 ft., climb 20 ft.
Perception 10 Stealth 14 ACTIONS

Vulnerable radiant Strength Drain. Melee Weapon Attack: +4 to hit, reach 5


Resistant acid, cold, fire, lightning, thunder; bludgeoning, ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the
piercing, and slashing damage from nonmagical attacks target’s STR score is reduced by 1d4. The target dies if this
reduces its STR to 0. Otherwise, the reduction lasts until
Immune necrotic | frightened, grappled, paralyzed, petrified,
the target finishes a short or long rest. If a Humanoid dies
prone, restrained | Undead Resilience
from this attack, a new shadow rises from the corpse 1d4
Senses darkvision 60 ft. hours later.
Languages understands the languages it knew in life but
can’t speak BONUS ACTIONS
Shadow Bond. One creature the shadow can see within 5
STR DEX CON INT WIS CHA feet of it must succeed on a DC 12 WIS save or the shadow
−2 +4 +1 −2 +0 −1 bonds with the target’s shadow for 1 minute. While
bonded with the target’s shadow, the shadow can use this
bonus action to teleport to an unoccupied space within 5
Amorphous. The shadow can move through a space as
feet of that creature, provided the creature is within 120
narrow as 1 inch wide without squeezing.
feet of the shadow.
Spider Climb. The shadow can climb difficult surfaces,
Shadow Stealth. The shadow takes the Hide action. It can
including upside down on ceilings, without needing to make
use this bonus action only while in dim light or darkness.
an ability check.

S MONSTER VAULT 292


Shambling Mound ACTIONS
Multiattack. The shambling mound makes two Slam attacks.
The collection of slimy vines and vegetation floating along the If both attacks hit a Medium or smaller target, the target is
grappled (escape DC 14).
top of the swamp water suddenly rises and takes on a vaguely
humanoid shape. It steps forward with a lumbering gait and Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
reaches out a dripping vine-hand. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) poison
damage.
Rotting Vegetation Incarnate. Inhabitants of
wetlands and rainforests, the shambling mound appears BONUS ACTIONS
to be a rotting mass of vines, leaves, and other vegetation, Engulf. The shambling mound engulfs a Medium or smaller
assembled in a roughly human-shaped and sized pile. creature grappled by it. In addition to being grappled, the
The shambling mound moves in a slow, awkward gait engulfed target is blinded, restrained, and unable to breathe,
appropriate to its name. and it must succeed on a DC 14 CON save at the start of
each of the mound’s turns or take 4 (1d8) bludgeoning
Omnivorous Plants. True omnivores, shambling
damage and 3 (1d6) poison damage. If the mound moves,
mounds can derive sustenance from any organic the engulfed target moves with it. The mound can have only
material, feeding on whatever is available. A shambling one creature engulfed at a time.
mound’s vines and rootlets can bore into trees and other
vegetation, drawing nutrients out of them and into itself.
When attacking or feeding on more mobile prey, the
vines comprising its body wrap around the victim, then
pull the victim into the mound’s body. A victim inside the
mound’s body is pummeled and eventually consumed
by the constantly roiling mass of vines, vegetation, and
rotting detritus.

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 —

STR DEX CON INT WIS CHA


+4 −1 +3 −3 +0 −3

Lightning Absorption. Whenever the shambling mound


is subjected to lightning damage, it takes no damage and
regains HP equal to the lightning damage dealt.
Plant Resilience. The shambling mound is resistant to
exhaustion and to the paralyzed, petrified, and
unconscious conditions.
Rotting Vegetation. The shambling mound emits the
smell of rotting vegetation. A creature that starts its turn
within 10 feet of the shambling mound must succeed on
a DC 14 CON save or be poisoned until the start of its
next turn.

293 MONSTER VAULT S


Regeneration. The shield guardian regains 10 HP at the start
Shield Guardian of its turn if it has at least 1 HP.
Spell Storing. A spellcaster who wears the shield guardian’s
A towering mechanical humanoid with one arm shaped like a amulet can cause the guardian to store one spell of 4th
shield and a body covered in glowing runes strides forward. level or lower. To do so, the wearer must cast the spell on
Crafted Protectors. The quintessential protective the guardian. The spell has no effect but is stored within the
construct, shield guardians are crafted and enchanted to guardian. When commanded to do so by the wearer or when
a situation arises that was predefined by the spellcaster, the
defend their wards at all costs. Shield guardians vary in
guardian casts the stored spell, using the appropriate action
shape and style, based on the tastes of their makers, but required by the spell, with any parameters set by the original
each shield guardian displays glowing runes and has at least caster, requiring no components. When the spell is cast or a
one shield-like limb. They can store the magical energy new spell is stored, any previously stored spell is lost.
of spellcasters, and spellcasters must be involved in the
creation of each shield guardian. A shield guardian created ACTIONS
without the assistance of a spellcaster has the statistics of a Multiattack. The shield guardian makes two Runed Fist
suit of animated armor. attacks, or it makes three Rune Bolt attacks.
Amulet Bound. When a shield guardian is constructed, Runed Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage plus 14 (4d8)
its maker also crafts an amulet that is magically linked
force damage.
to the construct. The shield guardian is bound to protect
Rune Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one
and follow the orders of the wearer of the amulet. This
target. Hit: 16 (4d6 + 2) force damage.
enables control of a shield guardian to be transferred, or
stolen, as anyone bearing the amulet can issue commands BONUS ACTIONS
to the construct and gain its protection. Some spellcasters Protective Step. The guardian teleports up to 60 feet to an
craft shield guardians specifically to sell or gift as personal unoccupied space it can see within 5 feet of the amulet’s
defenders, often to a lover, dear friend, or honored liege. wearer.

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

STR DEX CON INT WIS CHA


+4 −1 +4 −2 +2 −4

Bound. The shield guardian is magically bound to an amulet.


As long as the guardian and its amulet are on the same
plane of existence, the guardian knows the distance and
direction to the amulet’s wearer, and the amulet’s wearer
can telepathically call the guardian, teleporting the guardian
to an unoccupied space within 5 feet of the wearer after
1 minute. In addition, if the guardian is within 60 feet of
the amulet’s wearer, half of any damage the wearer takes
(rounded up) is taken by the guardian instead.
Construct Nature. The shield guardian doesn’t require air,
food, drink, or sleep.
Construct Resilience. The shield guardian is immune to
poison and psychic damage, and it is immune to exhaustion
and the charmed, frightened, paralyzed, petrified, and
poisoned conditions.

S MONSTER VAULT 294


Skeletons
Half hidden in darkness, skeletal bones clad in rusted armor and
threadbare clothing lurch forward, the creature’s bony fingers
clutched around the rotting grip of a rusted sword.
Undead Servitor. Skeletons are fleshless undead
that have been reconstructed and animated by fell magic.
Soulless, emotionless, and driven by the whims of their
master, the skeleton is an unshakable guardian. Skeletons
can be found in desecrated temples, graveyards, and
cemeteries where they can watch, completely motionless,
for eons. New and masterful necromancers use skeletons
ACTIONS
as stalwart guards and servants, though they understand
such creatures have no loyalty beyond the magic that Shortsword. Melee Weapon
Attack: +4 to hit, reach 5 ft.,
controls them.
one target. Hit: 5 (1d6 + 2)
Dark Intelligence. While lacking humanoid piercing damage.
intelligence, skeletons possess a cleverness that extends Shortbow. Ranged
beyond a mere beast. They remember how to wield Weapon Attack: +4 to
weapons and wear armor, and they collect and use weapons hit, range 80/320 ft.,
or shields taken from the recent dead. Skeletons look upon one target. Hit: 5 (1d6 +
the living with eyeless sockets and unsettling patience, 2) piercing damage.
as their instincts judge distances, tactics, and methods to
REACTIONS
separate a potential target’s flesh from their bones.
Counterattack (Recharge
Moldering Bodies. Though dried strands of tendon
6). When a creature the
or wisps of stubborn hair may cling to a skeleton, magic
skeleton can see hits it with an attack, the skeleton can make
alone is responsible for its movement. Piercing weapons one Shortsword or Shortbow attack against the attacker.
and arrows may skip from the skeleton’s hardened bone,
but heavy blows shatter them.
Minotaur Skeleton CR 2

Skeleton CR 1/4 Large Undead


Armor Class 12 (natural armor)
Medium Undead
Hit Points 63
Armor Class 13 (armor scraps)
Speed 40 ft.
Hit Points 14
Perception 9 Stealth 10
Speed 30 ft.
Vulnerable bludgeoning
Perception 9 Stealth 14
Resistant piercing
Vulnerable bludgeoning
Immune Undead Resilience
Resistant piercing
Senses darkvision 60 ft.
Immune Undead Resilience
Languages understands the languages it knew in life but
Senses darkvision 60 ft. can’t speak
Languages understands the languages it knew in life but
can’t speak
STR DEX CON INT WIS CHA
+4 +0 +2 −2 −1 −3
STR DEX CON INT WIS CHA
+0 +2 +2 −2 −1 −3
Charge. If the minotaur skeleton moves at least 10 feet
straight toward a target and then hits it with a Gore attack
False Appearance. While the skeleton remains motionless on the same turn, the target takes an extra 7 (2d6) piercing
and prone, it is indistinguishable from an inanimate damage. If the target is a creature, it must succeed on a
Humanoid skeleton. DC 14 STR save or be pushed up to 10 feet away from the
Undead Nature. The skeleton doesn’t require air, food, drink, skeleton and knocked prone.
or sleep. False Appearance. While the minotaur skeleton remains
Undead Resilience. The skeleton is immune to poison motionless and prone, it is indistinguishable from an
damage, to exhaustion, and to the poisoned condition. inanimate minotaur skeleton.

295 MONSTER VAULT S


Immune Undead Resilience
Senses darkvision 60 ft.
Languages —

STR DEX CON INT WIS CHA


+4 +1 +2 −4 +1 −3

False Appearance. While the war horse skeleton remains


motionless and prone, it is indistinguishable from an
inanimate war horse skeleton.
Undead Nature. The skeleton doesn’t require air, food, drink,
or sleep.
Undead Resilience. The skeleton is immune to poison
damage, to exhaustion, and to the poisoned condition.

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.

Labyrinthine Memories. The minotaur


skeleton has advantage on checks
and saves to avoid becoming lost or to recall a path it has
previously traveled.
Undead Nature. The skeleton doesn’t require air, food,
drink, or sleep.
Undead Resilience. The skeleton is immune to poison
damage, to exhaustion, and to the poisoned condition.

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.

War Horse Skeleton CR 1/2


Large Undead
Armor Class 13 (barding scraps)
Hit Points 25
Speed 60 ft.
Perception 11 Stealth 13
Vulnerable bludgeoning
Resistant piercing

S MONSTER VAULT 296


Specter
A ghostly, translucent figure floats into view. Its spectral hair
whips wildly as if in a windstorm, and its face is a monstrous
mask of unbridled rage.
Ghostly Undead. Specters are restless souls that can’t
move on to the afterlife. Unlike ghosts, they don’t have
unfinished business. Instead, they are denied the afterlife
for some other reason, which often can’t be resolved
outside of destruction or divine intervention. Like ghosts,
specters appear much as they did in life, but their forms
are pale and transparent. A specter’s visage is often
recognizable to those who knew the specter in life or
who might have seen a portrait or similar likeness of
the specter’s previous form.
Violent Remnants. While most specters are
remnants of malicious or selfish humanoids who died
suddenly or violently, many are the product of a terrible
death at the hands of a wraith. This restless existence wears
on specters, filling most with loathing or envy for the living,
who have the life they are being denied.
Seek Eternal Rest. Some specters remain relatively
lucid and seek release from the torment of their undead
existence. Such specters often search for humanoids and
other creatures capable of granting them this rest either
through destruction, religious rites, or magic. Unable to
clearly communicate their needs, these specters often lash
out at those that can help them, desperate for assistance. Sunlight Sensitivity.
This coupled with other specters’ violent tendences in While in sunlight, the
general toward the living give specters the reputation of specter has disadvantage
being some of the most aggressive undead. on attack rolls, and its
Perception is 5 when
perceiving by sight.
Specter CR 1
Undead Nature. The
Medium Undead specter doesn’t require air,
Armor Class 12 food, drink, or sleep.
Hit Points 27 Undead Resilience. The
Speed 0 ft., fly 50 ft. (hover) specter is immune to poison damage, to
exhaustion, and to the poisoned condition.
Perception 10 Stealth 12
Resistant acid, cold, fire, lightning, thunder; bludgeoning, ACTIONS
piercing, and slashing damage from nonmagical attacks
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one
Immune necrotic | charmed, grappled, paralyzed, petrified,
creature. Hit: 12 (3d6 + 2) necrotic damage. The target must
prone, restrained, unconscious | Undead Resilience
succeed on a DC 12 CON save or its HP maximum is reduced
Senses darkvision 60 ft. by an amount equal to the damage taken. This reduction
Languages understands the languages it knew in life but lasts until the target finishes a long rest. The target dies if this
can’t speak effect reduces its HP maximum to 0.

STR DEX CON INT WIS CHA REACTIONS


−5 +2 +0 +0 +0 +2 Retributive Shriek. When the specter takes damage from a
creature it can see within 30 feet of it, the specter can shriek
Incorporeal Movement. The specter can move through other with the fury of its tormented existence. That creature must
creatures and objects as if they were difficult terrain. It takes succeed on a DC 12 WIS save or be frightened until the end
5 (1d10) force damage if it ends its turn inside an object. of its next turn.

297 MONSTER VAULT S


Sphinxes A SPHINX’S LAIR
A sphinx’s lair is typically an ancient ruin, abandoned
A creature reclines on the ledge above. Great feathered wings rest library, long-forgotten treasury, deserted temple, or similar
folded atop a lion’s body that bears a regal humanoid head. location once inhabited by humanoids or sacred to some
extraplanar entity. These lairs are most often in deserts, but
Agents of the Divine. Sphinxes are powerful,
a sphinx lair can be anywhere humanoids once dwelled.
enigmatic, solitary creatures subject to divine or planar
forces. They are direct agents of powerful extraplanar
LAIR ACTIONS
beings, typically deities, demigods, or similar entities. The
role of a sphinx is dependent upon the being it serves and On initiative count 20 (losing initiative ties), the sphinx can
the mission on which it is sent to the Material Plane. A take a lair action to cause one of the following effects; the
sphinx might be sent as punishment, attacking and killing sphinx can’t use the same effect two rounds in a row:
the folk of a region or city, or it might be sent as a guardian • Balance Time. Time around the sphinx becomes
over something important to the extraplanar entity: a balanced. Each creature within 30 feet of the sphinx
powerful magical site, great stores of lost knowledge, or affected by a spell or other effect that lasts for more than
even a prison filled with powerful and dangerous beings. A 1 round has that effect’s duration reduced to 1 round. An
sphinx might also be tasked with overseeing an important unwilling creature must succeed on a DC 17 WIS save to
trial or test that a mortal is undertaking for the sphinx’s avoid the reduction.
superior, ensuring the trial isn’t stopped, altered, or • Enshroud. A 20-foot-radius sphere of magical
otherwise disrupted. darkness appears centered on a point the sphinx can
Lovers of Riddles. Sphinxes are most often see within 120 feet of it. While inside the sphere, the
tasked with indefinitely guarding an area or indefinitely sphinx makes no noise unless it chooses to do so. The
overseeing a trial or test that occurs regularly every few magical darkness lasts until initiative count 20 on the
years or even every few hundred years. Sphinxes typically next round.
enjoy wordplay and riddles, and sphinxes tasked with such • Sit and Listen. Up to three creatures the sphinx can
long assignments often entertain themselves in the interim see within 120 feet of it are pulled to the ground. Each
between visitors by coming up with complex riddles. They target must succeed on a DC 17 STR save or be knocked
challenge visitors to answer these riddles, and each sphinx prone and restrained until the end of its next turn. If
reacts differently to riddles being answered correctly or a target fails the save while flying, it is immediately
incorrectly. Creatures that are particularly clever with grounded, taking falling damage as normal, is knocked
riddles or wordplay might be allowed to pass through a prone, and is restrained until the end of its next turn.
guarded area they otherwise might not be allowed to enter,
• Transpose. Up to two creatures the sphinx can see
while those who fail to answer even the simplest riddle
within 120 feet of it switch places, each teleporting into
might face the wrath of an agitated sphinx.
the space of the other. The sphinx can’t target itself with
Variety of Sphinxes. Sphinxes come in a variety of this lair action.
styles, often based on the entity that created or commands
the sphinx, but the two most common types of sphinxes REGIONAL EFFECTS
are androsphinxes and gynosphinxes. Androsphinxes
The region containing a sphinx’s lair is altered by its
typically have heads that resemble masculine humanoids,
presence, which creates one or more of the following effects:
complete with well-groomed beards. They tend to be
pedantic and overly ceremonial, and they possess a magical • Defensive Storms. Dust storms are more frequent
roar that they employ most often against those who do within 5 miles of the sphinx’s lair. Creatures
not acknowledge their power or authority. Gynosphinxes intentionally seeking the lair encounter such storms
typically have heads that resemble feminine humanoids every 1d4 hours of travel in the area.
but with more feline features, such as slitted eyes or a • Guarded Secrets. A creature that finishes a short or
mouth full of sharp teeth. They tend to be quick-witted long rest within 1 mile of the sphinx’s lair must succeed
and possess considerable mental might, which they use to on a DC 13 WIS save or forget any interaction it had with
reroute or disorient unwanted visitors. the sphinx that the sphinx doesn’t want it to remember.
• Riddle Speak. For every 24 hours a creature spends
within 2 miles of a sphinx’s lair, it must succeed on a DC
13 CHA save or speak only in riddles for 8 hours.

S MONSTER VAULT 298


• Truth Manifest. Within 3 miles of the
sphinx’s lair, creatures have disadvantage
on CHA (Deception) checks, and a creature
that knowingly tells a lie suffers great pain
for 1 minute. If a creature knowingly
tells another lie while suffering this
pain, it takes 2 (1d4) psychic damage.
The sphinx is aware of the distance,
direction, and identity of a creature
that takes this damage.
If the sphinx dies, these effects fade
in 1d10 days.

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.

299 MONSTER VAULT S


• Terrifying Roar. This shrill roar tugs at
the self-preservation instincts within
creatures. Each target must succeed
on a DC 18 WIS save or be
frightened for 1 minute. While
frightened, a creature’s speed is
0. If a creature fails the save by
5 or more, it is also paralyzed
while frightened.
• Thunderous Roar. This booming roar
slams against the chosen creatures. Each
target must succeed on a DC 18 STR save or be pushed
up to 15 feet away from the sphinx, knocked prone, and
Gynosphinx CR 11
deafened for 1 minute.
Large Monstrosity
LEGENDARY ACTIONS
Armor Class 17 (natural armor)
The sphinx can take 3 legendary actions, choosing from the Hit Points 204
options below. Only one legendary action option can be
Speed 40 ft., fly 60 ft.
used at a time and only at the end of another creature’s
Perception 18 Stealth 12
turn. The sphinx regains spent legendary actions at the start
of its turn. Resistant bludgeoning, piercing, and slashing damage from
nonmagical attacks | Monstrosity Resilience
Teleport. The sphinx magically teleports, along with any
equipment it is wearing or carrying, up to 120 feet to an Immune psychic | charmed, frightened
unoccupied space it can see. Senses truesight 120 ft.
Cast a Spell (Costs 2 Actions). The sphinx uses Spellcasting. Languages Common, Sphinx, telepathy 120 ft.

Lacerating Swipe (Costs 2 Actions). The sphinx rears up


on its hind legs, wings fluttering, and swipes in a wide arc STR DEX CON INT WIS CHA
with both its forepaws. Each creature in a 15-foot cone must +8 +2 +3 +8 +8 +5
succeed on a DC 18 DEX save or take 11 (2d10) slashing
damage and suffer a bleeding wound. A creature with a Inscrutable. The sphinx is immune to any effect that would
bleeding wound loses 5 (1d10) HP at the start of each of its sense its emotions or read its thoughts, as well as any
turns. Any creature can take an action to stanch the wound divination spell that it refuses. WIS (Insight) checks made to
with a successful DC 18 WIS (Medicine) check. The wound ascertain the sphinx’s intentions or sincerity
also closes if the bleeding creature receives magical healing. have disadvantage.

S MONSTER VAULT 300


Monstrosity Resilience. The sphinx is resistant to exhaustion Cast a Spell (Costs 2 Actions). The sphinx uses Spellcasting.
and to the frightened condition.
Psychic Burst (Costs 2 Actions). The sphinx sends out a
Psychic Claws. The sphinx’s Claw attacks are magical. When burst of psychic energy. Each creature within 20 feet of the
the sphinx hits with a Claw attack, the Claw deals an extra sphinx that has an INT of 8 or higher must succeed on a DC
3d6 psychic damage (included in the attack). 17 INT save or be incapacitated until the end of its next turn,
as it reels from the psychic onslaught.
ACTIONS
Multiattack. The sphinx makes three Claw attacks, or it
makes four Psychic Bolt attacks. It can replace one attack
with a use of Spellcasting.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. SPHINX RIDDLES
Hit: 15 (2d10 + 4) slashing damage plus 10 (3d6) psychic
The following riddles are examples of the types
damage.
of riddles a sphinx might ask and can be used as
Psychic Bolt. Ranged Spell Attack: +9 to hit, range 120 ft.,
inspiration for your own riddles. The answers to the
one target. Hit: 19 (4d6 + 5) psychic damage.
riddles are included at the end.
Spellcasting. The sphinx casts one of the following spells,
requiring no spell components and using CHA as the RIDDLE 1
spellcasting ability (spell save DC 17). A shining smile within the dark
At will: detect magic, minor illusion, prestidigitation And yet a disc with graceful arc
3/day each: augury (as an action), major image, suggestion,
From ‘neath the ground I do embark
tongues
A cold white fire without a spark
1/day: hallucinatory terrain (as an action)
By lovers loved
BONUS ACTIONS By wolves respected
The oceans of the world affected
Psychic Connection. One creature the sphinx can see
within 60 feet of it must succeed on a DC 17 WIS save or be I change my face with every night
mentally connected to the sphinx until the sphinx chooses From yawning dark to shining light
to end it or until the sphinx dies or the target dies. While What am I?
connected in this way, the sphinx can cause the target to
experience one of the following effects at the start of each RIDDLE 2
of the target’s turns. The effect lasts until the start of the Where you have two, I’ve many more
target’s next turn or until the connection ends. The target That keep me moving ‘cross the floor
can repeat the save at the end of each of its turns, ending
Until I cease to move at all
the connection on a success.
And spin myself a shroud
• Disoriented. When the target moves, it moves in a
The life I’ve known I leave behind
random direction.
My form and function redesigned
• Distracted. When the target casts a spell, it must
succeed on a DC 17 WIS save or be unable to cast the Tearing from within my caul
spell, using the action, bonus action, or reaction to cast I fly away, now proud
the spell but not expending the spell slot or similar What am I?
limited use of the spell.
• Seeing Double. The target has disadvantage on weapon RIDDLE 3
attack rolls. I swallow all
I hold the bones
LEGENDARY ACTIONS
Remembrances
The sphinx can take 3 legendary actions, choosing from the Spelled out with stones
options below. Only one legendary action option can be used
On hallowed ground
at a time and only at the end of another creature’s turn. The
sphinx regains spent legendary actions at the start of its turn. Where grass doth grow
Yet worms do feast
Teleport. The sphinx magically teleports, along with any
equipment it is wearing or carrying, up to 120 feet to an In soil below
unoccupied space it can see. What am I?

Riddle Answers. 1: moon; 2: caterpillar or butterfly;


3: graveyard or cemetery

301 MONSTER VAULT S


the final stage, though the fungus in their bodies continues
Sporeborn to grow, dissolving the host’s remains. If the host body
sustains serious damage or can no longer move easily, the
A low hiss emerges from the shambling form crowned with fleshy
fungus attempts to move into a dark, sheltered area so that,
fungal growth.
as the body decays, the fungus fruits and releases its spores.
The sporeborn are humanoid creatures transformed by Sunlight kills the fungus and its spores.
an infectious fungus, which takes control of victims and Skullblooms. Infected humanoids that succumb to
uses them as a vehicle to spread its spores into other hosts. the fungus become sporeborn skullblooms. Skullblooms
The apocalyptic fungus has no real intelligence, only a drive show physical signs of their transformation, as the spores
to reproduce. Humanoids can be infected by the fungus inside the host’s brain sprout into spongy stalks that
through contaminated food or water, breathing the spore break through the skull to crown the head, while patches
clouds, or the bite of an infected host. of fungus break through the cheeks and around the eye
Stages of Infection. Creatures infected by the sockets and random areas of the body. Skullblooms stalk
apocalyptic fungus go through different stages of infection or ambush victims and use cooperative tactics, such as
before they ultimately expire. Most die before reaching herding potential victims toward other skullblooms lying
in wait. Sometimes skullblooms enter periods of inertia,
lying down or leaning up against a wall or tree and allowing
the fungus to spread over them, only to burst out and
attack when a potential target passes by.
Bloatblossoms. Skullblooms eventually grow into
bloatblossoms. A riot of fungal growth makes the body of
these sporeborn broad and ungainly, with layers of tough,
fibrous growth that protect it from damage. Bloatblossoms
have better echolocation than the younger skullblooms, as
well as nodules filled with mycotoxins that they can tear
from their bodies and hurl at targets.

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

STR DEX CON INT WIS CHA


+1 +0 +2 −4 −1 −3

Heightened Hearing. The skullbloom’s Perception is 16 while


perceiving by hearing.
Plant Resilience. The skullbloom is resistant to exhaustion
and to the paralyzed, petrified, and unconscious conditions.

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).

S MONSTER VAULT 302


Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4) poison damage.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.

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 —

STR DEX CON INT WIS CHA


+3 +0 +3 −4 −1 −3

Heightened Hearing. The bloatblossom’s Perception is 16


while perceiving by hearing.
Plant Resilience. The bloatblossom is resistant to exhaustion
and to the paralyzed, petrified, and unconscious conditions.

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.

303 MONSTER VAULT S


Sprite
The sound of buzzing wings whines nearby. A tiny humanoid,
held aloft on dragonfly wings, appears as though from thin air.
Sprites are diminutive fey that protect the deepest
forests and the holiest glades. Attentive and well
trained in guerrilla tactics, sprites are among the most
aggressive and loyal fey. They may appear to travelers
and parley, uncovering interlopers’ intentions with
their Heart Sight and acting against those whose
intentions are suspect.
Unseen Warriors. Sprites travel through
the forest in bands of six to one hundred.
They mask their numbers using their
diminutive size and natural ability to turn
invisible. Though sprites have been known to turn would-
be trespassers away from their forest homes with traps,
noises, or theatrical distractions, they are armed
with arrows that can put creatures into a deep
sleep. While their quarry sleeps, they may fetch a
far more dangerous threat, retreat, or signal for
reinforcements to dissuade further hostility.
Stern Protectors. Unlike many fey,
sprites are serious, even-tempered, and intent
on doing as little harm as possible. Those they
judge worthy might find themselves protected within the
sprites’ territory, while those found wanting could walk
headlong into ambushes, traps, and enraged beasts. Sprites
refrain from tricks and mischief, and they suffer no evil
within their domains.

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.

S MONSTER VAULT 304


Aberrant Resilience. The star crow is resistant to the
Star Crow charmed, frightened, paralyzed, and stunned conditions, and
it has advantage on saves against spells or effects that would
A tiny, pulsing mote weaves through the night. As it approaches, alter its form.
its phosphorescent glow slowly dims into blackness. Seconds later, Illumination. The star crow sheds bright light in a 20-foot
the thing erupts with a blinding flash. radius and dim light for an additional 20 feet.
Star crows are tiny, formless alien beings that lack
ACTIONS
sentience or emotion. These glowing creatures are drawn
to sentient beings, feeding ravenously on the beings’ Radiant Touch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) radiant damage, and the star
thoughts. They have also been known to carry and transfer
crow attaches to the target. While attached, the star crow can
memories of one sentient creature to another. Star crows use only the Thought Share action and Blinding Burst bonus
transmit these thoughts as a powerful illusory experience, action, and it moves with the target whenever the target
a pastiche of raw emotion, color, images, and sounds. moves, requiring none of the star crow’s movement. The star
Some star crows bear the wisdom of primordial beings, crow can detach itself by spending 5 feet of its movement.
while others deliver incomprehensible knowledge of A creature, including the target, can take its action to detach
long‑dead beings from the Void. the star crow by succeeding on a DC 13 STR check.
Messengers of the Void. Prophets of the void lords Thought Share. The star crow learns some of the attached
hail star crows as the primordial connection between target’s memories, and the attached target experiences a
rapid sequence of memories from other creatures the star
reality and mind and name them for the messages they
crow has encountered. The target takes 5 (2d4) psychic
exist to deliver. They believe star crows carry ancient damage and must succeed on a DC 13 CHA save or be
scars from elder beings, lost and forgotten memories of stunned until the end of its next turn.
dead gods, and tempestuous recountings of a world’s
final moments. Deal mongers from the Lower Planes BONUS ACTIONS
who collect demonic dreams, angelic nightmares, and Blinding Burst (Recharge 5–6). The star crow dims then
unspeakable words of power have a great interest in star suddenly bursts with blinding light. Each creature within 30
crows. Cultists prize the forbidden or forgotten knowledge feet of the star crow must succeed on a DC 13 CON save or
star crows carry. be blinded until the end of its next turn.
Immortal. Star crows have an infinite lifespan. They
do not age and do not require food, water, air, or rest. The
memories each star crow carries degrade, combine, or
interlace with the eons of visions a single star crow may
possess. A star crow reproduces by splitting, making a
perfect copy of itself, when it acquires too many memories
to handle without corruption. A newly spawned
star crow assumes about a fourth of the information,
lessening the burden of its parent.

Star Crow CR 1/4


Tiny Aberration
Armor Class 15 (natural armor)
Hit Points 12
Speed 20 ft., fly 60 ft. (hover)
Perception 13 Stealth 15
Vulnerable poison
Resistant Aberrant Resilience
Immune psychic, radiant | blinded, exhaustion, prone
Senses truesight 120 ft.
Languages —

STR DEX CON INT WIS CHA


−2 +3 +1 −5 +3 −5

305 MONSTER VAULT S


Stirge
A small, bat-winged insectoid descends, grasping with claw‑like
legs and stabbing with a long, sharp proboscis.
Mammalian Insect. About the size of a house cat, a
stirge is a strange amalgam of mammal and insect. The
stirge’s body is covered in a coarse, sparse hair, and its
multi‑jointed legs extend from its sides like a pair of claws.
Two pairs of round, black eyes adorn its wedge‑shaped head,
which ends in a long, flexible proboscis with a needle‑like
bone tip. It flits through the air on leathery wings, halting
only long enough to drink its fill from a creature.
Hematophagous. Stirges feed on the blood of other
creatures to survive. They use their claw-like legs to latch Dark Nests.
onto a victim, then stab their proboscises into their victims Stirges prefer to
to feast. They typically hunt in large groups, allowing them create nests in dark,
to easily overwhelm and subdue prey while sustaining the quiet locations, such as
colony. Once a stirge has drunk its fill, it detaches from the abandoned buildings, hillside
victim and returns to its nest. caves, or even the dimly lit undergrowth of a rainforest.
These nests can include dozens to hundreds of the
creatures and their eggs, which require regular injections
of blood through the soft shell to remain viable.

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 —

STR DEX CON INT WIS CHA


−3 +2 +0 −4 −1 −2

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.

S MONSTER VAULT 306


Succubus
The sultry humanoid steps forward, its humanoid features slowly
melting away to reveal red, leathery wings, curling horns, black
claws, and red, glowing eyes.
Fiendish Tempters. Succubi are preeminent
tempters, working against the resolve of mortal creatures.
Like most fiends, they seek to corrupt mortal souls to
eventually use as currency in the Lower Planes. Succubi
corrupt mortals, typically through temptations of the
heart or flesh, by convincing them to seek their deepest
desires without thought to the consequences.
Mediating Fiends. Neither demon nor devil, and
subsisting on mortal passion rather than mortal souls,
the succubus holds a unique place among the fiends of
the Lower Planes. Able to move freely among demons
and devils, succubi are often employed as neutral parties
between archdevils and demon lords.

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.

307 MONSTER VAULT S


action or a bonus action, not both. Regardless of the
Tarrasque creature’s abilities or magic items, a creature overcome
with hunger can’t make more than one melee or ranged
A tremendous reptilian beast thunders across the landscape, its
attack during its turn.
crashing steps and thrashing spiked tail leaving destruction in
its wake. • Growling Stomach. A rumble shakes the ground and
an earthen maw opens on a point the tarrasque can see
Massive Predator. The mighty tarrasque is a massive, within 120 feet of it. Each creature on the ground within
six-legged, reptilian predator that towers over even the 30 feet of that point must succeed on a DC 27 DEX save
tallest buildings and whose thunderous steps shake or be knocked prone. Each creature that failed the save
mountains. Its body is covered in scales and armored plates while within 10 feet of that point is also restrained as it
with spines and spikes running the length of its shell-like becomes half-buried by the earth. A creature, including
back. Its jaws are filled with razor-sharp fangs that can the restrained creature, can take an action to free the
splinter trees and swallow whole herds of deer in one restrained creature by succeeding on a DC 27 STR check.
swallow, and its forelimbs end in huge claws that dig out
• Overfull. The bloated sensation of an overfull belly
swaths of land when it burrows.
overwhelms up to three creatures the tarrasque can see
Ancient Hunger Manifest. The tarrasque is the within 120 feet of it. Each target must succeed on a DC
manifestation of the last breath of a dying god of hunger. 27 CON save or feel overfull until initiative count 20 on
The tarrasque is all that remains of that deity, and many of the next round. A creature that feels overfull takes a −2
the cults that once worshiped it now worship the tarrasque, penalty to AC and DEX checks and DEX saves, and its
unaware there was ever a god before the tarrasque. As the speed is halved.
embodiment of that deity, the tarrasque is filled with near-
endless hunger, but it still has a corporeal form that can REGIONAL EFFECTS
consume only so much at any one time.
The region containing a tarrasque’s lair is warped by its
Slumbering Terror. Because its corporeal form takes hungering presence, which creates one or more of the
ages to digest its massive meals, the tarrasque spends most following effects:
of its life in hibernation deep in the earth for centuries
• Food Aplenty. Flora and fauna, especially prey animals
at a time. When it awakens, it surfaces for a few days or
and crops, within 10 miles of the lair are more abundant,
weeks and carves a swathe of destruction across the land,
producing up to half again as much as normal animals
devouring everything organic it can catch and obliterating
and plants of their type.
anything in its way. Its infrequent appearance leads many
to believe there is only one, timeless tarrasque, while • Sated and Sleepy. Creatures near the lair become more
others believe the tarrasque is purely a myth to frighten the complacent and sleepier after eating. A creature that
gullible—until it comes calling at their doorstep. eats a meal within 5 miles of the lair is vulnerable to the
charmed and unconscious conditions for up to 1 hour
after eating.
A TARRASQUE’S LAIR • Seeping Hunger. The tarrasque’s hunger seeps into the
A tarrasque’s lair is typically a cave or cavern it has dug countryside around its lair. Prepared food within 1 mile
into the side of a mountain or deep beneath the surface of the lair spoils faster, some of it magically consumed
of the earth. Imbued over millennia with the tarrasque’s by the slumbering tarrasque.
otherworldly hunger, the lair reacts to intruders as hungrily
If the tarrasque dies, these effects fade in 1d10 days, except
as its master. A tarrasque’s lair is often littered with the
for Food Aplenty, which fades within 1 year.
undigestible wood, metal, and stone that it coughs up
during its centuries-long slumber.
Tarrasque CR 30
LAIR ACTIONS Gargantuan Monstrosity
On initiative count 20 (losing initiative ties), the tarrasque Armor Class 25 (natural armor)
can take a lair action to cause one of the following effects; Hit Points 680
the tarrasque can’t use the same effect two rounds in a row: Speed 40 ft., burrow 30 ft.
• Endless Hunger. The tarrasque’s nigh-endless hunger Perception 19 Stealth 13
spreads to up to three creatures it can see within 120 Vulnerable thunder
feet of it. Each target must succeed on a DC 27 CON Resistant Monstrosity Resilience
save or be overcome with hunger until initiative count Immune fire, poison; bludgeoning, piercing, and slashing
20 on the next round. A creature overcome with hunger damage from nonmagical attacks | charmed, frightened,
can’t use reactions, and on its turn, it can use either an paralyzed, poisoned

T MONSTER VAULT 308


Senses keensense 120 ft. for it, the creature is immune to the tarrasque’s Frightful
Languages — Presence for the next 24 hours.

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

309 MONSTER VAULT T


Treant
A massive tree stands on two trunk-like legs and
feet of twisting roots. A gnarled humanoid face
protrudes from the bark beneath its canopy, and two
massive branch-like arms reach out from its sides.
Sentient Trees. Denizens of ancient forests,
treants are powerful defenders of the arboreal
lands they call home. These sentient plants are
often solitary folk. A treant acts as steward of its
woodland home, wandering and ensuring that
the forest remains healthy and thriving. Greater
ranges of woodland may have a pair of treants
as wardens. Even larger tracts, or especially
ancient or magical woodlands, can have
three or more treant guardians, who refer to
themselves collectively as the Grove.
Wise Defenders. Treants are sedentary
creatures, prone to long periods of immobility.
Wise and powerful, they often withdraw into their
minds for intensive contemplation and meditation.
When their homelands are in direct danger, however,
treants are swift to both anger and action. They embody
the power of nature itself and can easily reduce buildings
and defenses to rubble, allowing nature to retake the land.

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.

T MONSTER VAULT 310


ACTIONS
Troll Multiattack. The troll makes one Bite attack and two Claw
attacks.
This hunched giant stares hungrily with wide eyes. Baring
massive fangs, it reaches out with long, hooked claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
Variable Appearance. Troll appearance varies widely,
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one
and they are prone to a variety of cosmetic mutations. Skin
target. Hit: 11 (2d6 + 4) piercing damage.
tones and body types include scaled or slimy, broad and
rangy, and even somewhat twiggy or stonelike in some BONUS ACTIONS
cases. Some sport shaggy mops of hair and even beards, Ravenous Frenzy (52 HP or Fewer). Desperate for a meal
while others are completely hairless. as its injuries mount, the troll moves up to half its speed
Bullies. Trolls are natural bullies, killing to sate their and makes one Bite attack against a creature it can see
appetites. They enjoy extorting food and wealth from within range. The troll then regains HP equal to half the
weaker creatures through threats of violence. damage dealt.

Regeneration. The troll’s most notable feature is


its powerful regenerative capabilities. Given time, a
troll can recover from nearly any wound, even complete
dismemberment or beheading. Only wounds delivered VARIANT: STONE SKIN TROLL
with acid or fire can overcome a troll’s regeneration. Some trolls are turned to stone by sunlight or by spells
that create sunlight. Such a troll’s Regeneration trait
Troll CR 5 is suppressed when it takes radiant damage, not fire
damage. In addition, if a stone skin troll takes 20 or
Large Giant
more radiant damage on a turn, it must succeed on a
Armor Class 15 (natural armor)
DC 15 CON save or be petrified.
Hit Points 94
Speed 30 ft.
Perception 12 Stealth 13
Vulnerable Giant Attributes
Resistant Giant Attributes
Senses darkvision 60 ft.
Languages Giant

STR DEX CON INT WIS CHA


+4 +1 +5 −2 −1 −2

Giant Attributes. The troll is resistant to the


stunned condition, and it is vulnerable to the
prone condition.
Heightened Smell. The troll’s Perception is 17 while
perceiving by smell.
Regeneration. The troll regains 10 HP at the
start of its turn. If the troll takes acid or fire
damage, this trait doesn’t function at the
start of the troll’s next turn. The troll
dies only if it starts its turn with 0 HP
and doesn’t regenerate.

311 MONSTER VAULT T


Unicorn
The white coat of this noble, equine form
shimmers like moonlight on water.
A pearlescent, spiraling horn rises
from its head above glowing eyes.
Solitary. Unicorns are solitary
creatures. They shun contact
with most other creatures and
even avoid more than casual
contact with the animals of their
domain. Predators instinctively
avoid unicorns, giving them a wide berth
when hunting. Unicorns can tolerate the
presence of fey, druids, and clerics devoted
to nature and the preservation of the
forest, though a unicorn’s full trust often
takes years to earn.
Cleansing Protectors.
Stalwart opponents of
corruption, unicorns allow
no taint of unnatural forces
to encroach on their home,
nor do they allow any
lasting damage to be done
by ignorant trespassers. The
unicorn typically ignores
creatures that come into its
realm to hunt, gather herbs
and fruits, or on similar missions without malice. Those
without corruption or true malice in their hearts who
unknowingly despoil or deforest the unicorn’s domain are
swiftly turned away and urged never to return. Creatures
of corruption, undeath, and similar forces that pervert LAIR ACTIONS
or destroy the natural world, however, are met with the
On initiative count 20 (losing initiative ties), the unicorn
unicorn’s full might and wrath.
can take a lair action to cause one of the following effects;
Mythical Magic. Many legends surround unicorns, the unicorn can’t use the same effect two rounds in a row:
especially with regards to the restorative magic within their • Grasping Vines. Vines reach out from the ground and
horns. Many seek out unicorns, hoping to have an illness trees in the lair toward up to two creatures the unicorn
cured or a fatal injury reversed, though only supplicants can see within 60 feet of it. Each target must succeed
with the purest of hearts ever seem to find the elusive on a DC 14 DEX save or take 5 (2d4) piercing damage
unicorn. Those seeking the unicorn’s power without pure and be restrained. While restrained, a creature takes 5
intent risk a fatal encounter with a unicorn. (2d4) piercing damage at the end of each of its turns. A
creature, including the restrained creature, can take its
A UNICORN’S LAIR action to free the restrained creature by succeeding on a
A unicorn’s lair is a place of serene, solitary beauty: a DC 14 STR check.
fern-filled grotto, an oaken bower dripping with mistletoe, • Light Beam. A beam of sunlight or moonlight,
a sunlit glade alive with wildflowers, a clearing where a whichever is appropriate for the time of day, shines
waterfall plummets into a clear pool, and similar. When down in a 10-foot-radius, 20-foot-high cylinder
encountered in its lair, the unicorn has a challenge rating of centered on a point the unicorn can see within 120 feet
6 (2,300 XP). of it. A creature that enters the beam’s area for the first
time on a turn or starts its turn there must succeed on

U MONSTER VAULT 312


a DC 14 CON save or take 7 (2d6) radiant damage. Sense the Unnatural. The unicorn can pinpoint the location
The unicorn can choose if this beam harms Beasts and of Aberrations and Undead within 60 feet of it.
Plants in its area. The beam lasts until the unicorn uses Speak with Beasts and Plants. The unicorn can
this lair action again or until the unicorn dies. communicate with Beasts and Plants as if they shared a
language.
• Shimmering Coat. All the light in the lair bends
toward the unicorn, reflecting off its brilliant coat. Each Woodland Walk. Difficult terrain composed of nonmagical
plants doesn’t cost the unicorn extra movement. In addition,
hostile creature within 15 feet of the unicorn and that
the unicorn can pass through nonmagical plants without
can see it must make a DC 14 DEX save. On a failure, a
being slowed by them and without taking damage from
creature takes 14 (4d6) radiant damage and is blinded them if they have thorns, spines, or a similar hazard.
until the end of its next turn. On a success, a creature
takes half the damage and isn’t blinded. ACTIONS
Multiattack. The unicorn makes one Hooves attack and one
REGIONAL EFFECTS Horn attack, or it makes two Horn Bolt attacks.
The region containing a unicorn’s lair is altered by its Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one
protective presence, which creates one or more of the target. Hit: 11 (2d6 + 4) bludgeoning damage.
following effects. Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
• Abundant Flora. Plant growth is more abundant Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) radiant
damage.
within 1 mile of the unicorn’s lair, making the area
difficult terrain for all except the unicorn. Horn Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one
target. Hit: 13 (3d6 + 3) radiant damage.
• Hinder Corruption. Aberrations and Undead within 3
Unicorn Magic. The unicorn can cast the dancing lights and
miles of the lair are hindered while moving through the
druidcraft cantrips at will, requiring no material components
area. Roots rise to trip them, vines hang in their path, and using WIS as the spellcasting ability.
predators harry them, and similar small occurrences
Healing Touch (3/Day). The unicorn touches another
happen regularly, disrupting the creatures’ movement
creature with its horn. The target magically regains 11 (2d8
deeper into the forest. + 2) HP and is freed from all curses, diseases, and poisons
• Vibrant Fauna and Flora. The animals and plants afflicting it.
within 10 miles of the lair are healthier, carry and suffer
fewer diseases, and provide up to 50 percent more REACTIONS
nourishment than standard animals and plants of their Shimmering Shield. When a creature the unicorn can see
sizes and types to creatures that consume them. within 30 feet of it, including the unicorn, is attacked, the
unicorn can surround it with a shimmering shield of radiant
light. The target adds 3 to its AC against the attack.
Unicorn CR 5
Large Celestial LEGENDARY ACTIONS
Armor Class 12 The unicorn can take 3 legendary actions, choosing from the
Hit Points 92 options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
Speed 50 ft.
unicorn regains spent legendary actions at the start of its turn.
Perception 16 Stealth 12
Canter. The unicorn moves up to half is speed without
Resistant Celestial Resilience
provoking opportunity attacks.
Immune poison | charmed, frightened, paralyzed, poisoned
Radiant Stomp (Costs 2 Actions). The unicorn raises its
Senses darkvision 60 ft. hooves glowing with golden light and brings them down
Languages Celestial, Elvish, Sylvan, telepathy 60 ft. with a reverberating stomp. Each hostile creature within 10
feet of the unicorn must make a DC 14 STR save. On a failure,
STR DEX CON INT WIS CHA a creature takes 10 (3d6) radiant damage and is knocked
+4 +2 +2 +0 +6 +6 prone. On a success, a creature takes half the damage and
isn’t knocked prone.
Heal Self (Costs 3 Actions). The unicorn magically regains 11
Celestial Resilience. The unicorn is resistant to radiant
(2d8 + 2) HP.
damage.
Magic Resistance. The unicorn has advantage on saves
against spells and other magical effects.
Magic Weapons. The unicorn’s weapon attacks are magical.

313 MONSTER VAULT U


LAIR ACTIONS
Vampires On initiative count 20 (losing initiative ties), the vampire
The humanoid in regal clothing speaks in a soft, soothing voice. A can take a lair action to cause one of the following effects;
smile splits its pale face, revealing glistening fangs. the vampire can’t use the same effect two rounds in a row:

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.

V MONSTER VAULT 314


creature coated in magical blood, the vampire regains 5 Hungry Dead Nature. The vampire doesn’t require air
(2d4) HP. The rain lasts for 1 minute, until the vampire or sleep. In addition, it must consume at least 80 ounces
uses this lair action, or until the vampire dies. of blood (approximately half the blood in a Medium
Humanoid’s body) every 24 hours, or it loses its immunity to
• Shrieking Storm. A 30-foot radius cloud of shrieking exhaustion and risks starvation until it does so. While it has
bats briefly appears centered on a point the vampire any levels of exhaustion from starvation, the vampire can’t
can see within 120 feet of it. Each creature in the cloud remove levels of exhaustion until it consumes at least 160
must succeed on a DC 17 DEX save or be deafened ounces of blood.
until initiative count 20 on the next round. If a Legendary Resistance (3/Day). If the vampire fails a save, it
creature in the cloud is concentrating on a spell, the can choose to succeed instead.
creature must succeed on a DC 17 CON save or lose Misty Escape. When it drops to 0 HP outside its resting place,
concentration on the spell. the vampire transforms into a cloud of mist (as in the Mist
Form bonus action) instead of falling unconscious, provided
REGIONAL EFFECTS it isn’t in sunlight or running water. If it can’t transform, it is
destroyed. While it has 0 HP in mist form, it can’t revert to
The region containing a vampire’s lair is changed by its vampire form, and it must reach its resting place within 2
its deathly presence, which creates one or more of the hours or be destroyed. Once in its resting place, it reverts to
following effects: its vampire form. It is then paralyzed until it regains at least
• Grave Visions. Within 5 miles of the lair, an illusion of 1 HP. After spending 1 hour in its resting place with 0 HP, it
the vampire occasionally hovers above graves, corpses, regains 1 HP.
or piles of bones. The vampire knows the direction Regeneration. The vampire regains 20 HP at the start of its
turn if it has at least 1 HP and isn’t in sunlight or running
and distance to any creature that speaks to, touches,
water. If the vampire takes radiant damage or damage from
attacks, or otherwise interacts with such an illusion. holy water, this trait doesn’t function at the start of the
Once touched or attacked, the illusion shatters into vampire’s next turn.
a swarm of bats or rats that remains for 1d4 rounds Resting Place. The vampire has a coffin, grave, sarcophagus,
before scattering. or similar location just large enough for it to lie down
• Healthy Stock. A Humanoid that spends at least 1 designated as its resting place. While in its resting place, the
year within 5 miles of the lair is resistant to diseases vampire doesn’t suffer exhaustion levels from starvation and
and poisons while within 5 miles of the lair. This effect has keensense out to a range of 120 feet.
ends if the Humanoid spends more than 7 days outside Spider Climb. The vampire can climb difficult surfaces,
this area. including upside down on ceilings, without needing to make
an ability check.
• Predator’s Temper. Within 10 miles of the lair,
Vampire Weaknesses. The vampire has the following flaws:
bats, rats, and wolves reflect the vampire’s current
Forbiddance. The vampire can’t enter a residence without an
mood. They are more aggressive when the vampire
invitation from one of the occupants.
is angry, friendlier when the vampire is happy, vocal
Harmed by Running Water. The vampire takes 20 acid
with excessive howls and shrieks when the vampire is damage if it ends its turn in running water.
sullen, and similar.
Stake to the Heart. If a piercing weapon made of wood
If the vampire dies, these effects fade in 1d10 days. is driven into the vampire’s heart while the vampire is
incapacitated in its resting place, the vampire is paralyzed
Vampire CR 13 until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant
Medium Undead (Shapechanger) damage when it starts its turn in sunlight. While in sunlight,
Armor Class 16 (natural armor) it has disadvantage on attack rolls and ability checks.
Hit Points 177 Vampiric Resilience. The vampire is immune to exhaustion.
Speed 30 ft., climb 30 ft. (40 ft. in wolf form, fly 30 ft. in bat
form, swim 20 ft. in rat form) ACTIONS
Perception 17 Stealth 19 Multiattack. The vampire can use Charm. It then makes three
Resistant necrotic; bludgeoning, piercing, and slashing Bite or Claw attacks. It can replace one attack with a Draining
damage from nonmagical attacks | charmed Bite attack. If two Claw attacks hit one Large or smaller
Immune Vampiric Resilience creature, the target is grappled (escape DC 17).
Senses darkvision 120 ft. Bite (Bat, Rat, or Wolf Form Only). Melee Weapon Attack:
Languages the languages it knew in life +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing
damage plus 14 (4d6) necrotic damage.
STR DEX CON INT WIS CHA Claw (Vampire Form Only). Melee Weapon Attack: +9 to hit,
+4 +9 +4 +3 +7 +9 reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus
14 (4d6) necrotic damage.

315 MONSTER VAULT V


Draining Bite (Bat or Vampire Form Only). Melee Weapon Move. The vampire moves up to its speed without provoking
Attack: +9 to hit, reach 5 ft., one willing creature, or a opportunity attacks.
creature that is grappled by the vampire, incapacitated, or Call Children (Costs 2 Actions). The vampire uses Children
restrained. Hit: 9 (2d4 + 4) piercing damage plus 14 (4d6) of the Night.
necrotic damage. The target’s HP maximum is reduced by
Excessive Bleeding (Costs 2 Actions). Each creature within
an amount equal to the necrotic damage taken, and the
15 feet of the vampire that doesn’t have all its HP must
vampire regains HP equal to that amount. The reduction
succeed on a DC 17 CON save or lose 14 (4d6) HP as its
lasts until the target finishes a long rest. The target dies if
wounds bleed profusely. Before the end of its next turn,
this effect reduces its HP maximum to 0. A Humanoid slain
the vampire has advantage on the next attack roll it makes
in this way and then fed at least one drop of the vampire’s
against a creature that failed this save.
blood rises the following night as a vampire spawn under
the vampire’s control.
Charm (Vampire Form Only). One Humanoid the vampire Vampire Spawn CR 5
can see within 30 feet of it must succeed on a DC 17 WIS Medium Undead
save or be magically charmed for 1 day, until the vampire
Armor Class 15 (natural armor)
dies, or until the vampire takes a bonus action to end the
effect. The charmed target obeys the vampire’s verbal Hit Points 91
commands and is a willing target for the vampire’s Draining Speed 30 ft., climb 30 ft.
Bite attack. If the target suffers any harm or receives a Perception 13 Stealth 16
suicidal command, it can repeat the save, ending the effect Resistant necrotic; bludgeoning, piercing, and slashing
on itself on a success. damage from nonmagical attacks
The vampire can have up to two creatures charmed in Immune Vampiric Resilience
this way at a time. If it charms a third, the effect on the first
Senses darkvision 60 ft.
target ends.
Languages the languages it knew in life
Children of the Night. The vampire magically calls 2d4
swarms of bats or rats, provided that the sun isn’t up.
While outdoors, the vampire can call 3d6 wolves instead.
The called creatures arrive in 1d4 rounds, acting as allies
of the vampire and obeying its spoken commands. The
Beasts remain for 1 hour, until the vampire dies, or until the
vampire dismisses them as a bonus action. The vampire can
have any number of such Beasts under its control at one
time, provided the combined total CR of the Beasts is no
higher than 4.

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.

V MONSTER VAULT 316


STR DEX CON INT WIS CHA
+3 +6 +3 +0 +3 +1

Hungry Dead Nature. As the vampire.


Regeneration. The vampire spawn regains 10 HP at the
start of its turn if it has at least 1 HP and isn’t in sunlight
or running water. If the vampire takes radiant damage or
damage from holy water, this trait doesn’t function at the
start of the vampire’s next turn.
Resting Place. As the vampire.
Spider Climb. As the vampire
Vampire Weaknesses. As the vampire.
Vampiric Resilience. The vampire is immune to exhaustion.

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.

317 MONSTER VAULT V


Voidling
Writhing black tendrils stretch from this indistinct orb of pure
shadow. The faintest flicker of something green appears for a
moment in the center of the globe.
Called from Darkness. Voidlings are creatures
of the Void that are drawn to mortal realms by foul,
corrupt magic. They are typically summoned by
those hungry for power at any cost, and—despite
their dark reputation— they serve well for years
or even decades, until one day they turn on their
summoners. If they slay their summoner, they
grow in strength and return to the Void, in
this way growing from lesser to fully fledged
voidlings. Exactly what voidlings seek when
they have not been summoned—and what
triggers their betrayals—is a mystery.
Cold Tendrils. Creatures of utter
darkness, voidlings consist of lashing
tendrils of shadow. The tendrils meet at a
central sphere in which something like an
eye appears intermittently.
Sustained by Darkness. Voidlings are said to devour
life and knowledge, and they subsist on darkness. The
places they inhabit are known for their dank chill and
obscurity.
through air.
Lesser Voidling CR 4
ACTIONS
Small Aberration
Multiattack. The lesser voidling makes three Shadow Tendril
Armor Class 13
or Necrotic Bolt attacks.
Hit Points 93
Speed 0 ft., fly 30 ft. (hover) Shadow Tendril. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 7
Perception 15 Stealth 16
(2d6) necrotic damage.
Resistant Aberrant Resilience
Necrotic Bolt. Ranged Spell Attack: +5 to hit, range 120 ft.,
Immune necrotic | exhaustion, petrified, prone
one target. Hit: 10 (2d6 + 3) necrotic damage.
Senses truesight 60 ft.
Necrotic Burst (Recharge 5–6). The voidling releases a burst
Languages Void Speech, telepathy 60 ft.
of necrotic energy. Each creature within 10 feet of it must
make a DC 13 WIS save, taking 21 (6d6) necrotic damage on
STR DEX CON INT WIS CHA a failed save, or half as much damage on a successful one.
+0 +3 +2 +3 +3 +0

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

V MONSTER VAULT 318


The voidling releases a wave of small, grasping tendrils of
STR DEX CON INT WIS CHA shadow. Each creature within 20 feet of it must make a DC
+2 +5 +6 +6 +7 +4 17 DEX save. On a failure, a creature takes 49 (14d6) necrotic
damage and is restrained by tendrils of shadow for 1 minute.
Aberrant Resilience. The voidling is resistant to the On a success, a creature takes half the damage and isn’t
charmed, frightened, paralyzed, and stunned conditions, and restrained. A creature can repeat the save at the end of each
it has advantage on saves against spells or effects that would of its turns, ending the effect on itself on a success.
alter its form.
Darkness Regeneration. While in an area of dim light or
darkness, the voidling regains 5 HP at the start of its turn if it
has at least 1 HP.
Magic Resistance. The voidling has advantage on saves
against spells and other magical effects..
Void Dweller. The voidling doesn’t require air, food,
drink, sleep, or ambient pressure, and it is immune
to the effects of Void terrain. In addition, it can fly
through the Void as if through air.

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.

319 MONSTER VAULT V


Wickerbeast
A human-like figure made of woven branches squats in the
underbrush. A small mirror between its bramble horns flashes
briefly with a glint of light.
Wooden Fey. Enigmatic fey, wickerbeasts are a rare but
chilling sight. Living in remote regions, these creatures
subsist on the souls of other beings. They take the shapes of
various humanoids or animals completely made of woven
wooden branches, but regardless of their form, each carries
an ornate, golden mirror embedded in its body.
Cursed Origins. The true origins of the wickerbeast
are unknown, but fey scholars generally agree that these
creatures suffer from some form of curse. The wickerbeasts
endlessly search for souls to possess, navigating
life through what they can perceive in their
mirrors. However, since these creatures
are incapable of speech, their exact
motivations remain a mystery.
Captured Souls. The inside
of a wickerbeast’s woven body is
hollow, and the souls they capture float inside this
space. Wickerbeasts do not have defined facial features, but
when they possess a captured soul, light shines through the
branches of their faces, creating an imitation of eyes. Many
believe that a creature is safe from a passing wickerbeast if ACTIONS
they can see its two eyes glowing. Multiattack. The wickerbeast makes two Soul-Rending
Slam attacks. If both attacks hit one creature, the target
must succeed on a DC 15 CHA save or have its soul partially
Wickerbeast CR 6
rent from its body for 1 minute. While the creature’s soul is
Medium Fey rent in this way, it has disadvantage on saves against the
Armor Class 16 wickerbeast’s Capture Souls.
Hit Points 114 Soul-Rending Slam. Melee Weapon Attack: +7 to hit, reach 5
Speed 30 ft., climb 30 ft. ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10
Perception 15 Stealth 14 (3d6) psychic damage.
Resistant bludgeoning, piercing, and slashing damage from Capture Souls (Recharge 5–6). The wickerbeast absorbs
nonmagical attacks | Fey Resilience the souls of nearby creatures. Each creature within 15 feet of
Immune psychic | frightened it that isn’t a Celestial, Construct, or Fiend must make a DC
15 CON save. On a failure, a creature takes 28 (8d6) psychic
Senses keensense 60 ft.
damage, and its soul is stolen by the wickerbeast. On a
Languages understands Sylvan but can’t speak success, a creature takes half the damage, and its soul isn’t
stolen. A creature with a stolen soul can’t regain HP, and if it
STR DEX CON INT WIS CHA dies while its soul is stolen, it can’t be restored to life. Stolen
+4 +1 +3 +0 +2 −1 souls are returned to their owners, ending the effect, when
the wickerbeast dies or if the wickerbeast wills a stolen soul
returned (no action required).
Creeping Growth. The wickerbeast’s presence causes
nearby creeping vines and roots to rapidly grow along the
BONUS ACTIONS
ground around it. The area within 15 feet of the wickerbeast
is difficult terrain. This difficult terrain doesn’t cost the Enchant. The wickerbeast turns its mirror toward one creature
wickerbeast extra movement. it can see within 30 feet of it. If the target can see the
wickerbeast’s mirror, the target must succeed on a DC 15
Fey Resilience. The wickerbeast is resistant to the charmed
CHA save or have its speed reduced to 0 and be charmed
and unconscious conditions.
until the end of its next turn, as it witnesses in the mirror
Magic Resistance. The wickerbeast has advantage on saves some great wrong it has committed, might commit, or that
against spells and other magical effects. was committed against it.

W MONSTER VAULT 320


Life Drain. Melee Spell Attack: +5 to hit, reach 5 ft., one
Wight creature. Hit: 10 (2d6 + 3) necrotic damage. The target must
succeed on a DC 13 CON save or its HP maximum is reduced
The armored corpse strides with purpose, clutching a bared blade. by an amount equal to the damage taken. This reduction
The withered flesh of its face is twisted with rage, and its eyes are lasts until the target finishes a long rest. The target dies if this
ablaze with ethereal light. effect reduces its HP maximum to 0.
A Humanoid slain by this attack rises 24 hours later as a
Deathly Warriors. A wight can rise from the corpse
zombie under the wight’s control, unless the Humanoid is
of an individual that died a sudden and extremely violent restored to life or its body is destroyed. The wight can have
death, or it can rise from the corpse of a cruel and merciless no more than twelve zombies under its control at one time.
individual who lived a violent life. Regardless of the Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
circumstances, wights naturally arise only from the corpses target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3)
of soldiers, warriors, or similar martially adept individuals slashing damage if used with two hands.
who died violently. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
Familiar Countenance. A wight appears much ft., one target. Hit: 11 (2d8 + 2) piercing damage.
as it did in life, but its flesh is decayed or desiccated in
BONUS ACTIONS
places. Wights are intelligent warriors, retaining many
of the memories from their lives, and mindless undead Command Horde. The wight commands up to five friendly
instinctively follow their commands, making them highly skeletons or zombies to do one of the following:
desirable as lieutenants for undead armies. • Protect. Until the start of the wight’s next turn, each time
a friendly creature within 5 feet of a target is attacked,
Graveyard Terrors. Wights can drain the essence of
the target can use its reaction to intercept the attack,
the living with a touch. When a wight kills a humanoid by becoming the target instead.
draining all its essence, the humanoid rises as a zombie that
• Overwhelm. Until the start of the wight’s next turn, each
instinctively follows the wight’s commands.
target has advantage on attack rolls against a creature
on its turn if at least one other target is within 5 feet of
Wight CR 3 the creature and the allied target isn’t incapacitated.

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

STR DEX CON INT WIS CHA


+3 +2 +3 +0 +1 +2

Martial Adept. A manufactured weapon, such as a sword or


bow, deals one extra die of its damage when the wight hits
with it (included in the attack).
Sunlight Sensitivity. While in sunlight, the wight has
disadvantage on attack rolls, and its Perception is 8 when
perceiving by sight.
Undead Nature. The wight doesn’t require air, food, drink, or
sleep.
Undead Resilience. The wight is immune to poison damage,
to exhaustion, and to the poisoned condition.

ACTIONS
Multiattack. The wight makes two Longsword or Longbow
attacks. It can replace one attack with a Life Drain attack.

321 MONSTER VAULT W


Will-o’-Wisp
A faintly glowing sphere of light bobs gently in the air.
Lonely Remnants. Will-o’-wisps are the
remnants of wicked souls that died alone,
their final moments filled with panic and
misery. In undeath, they hunger for the fear
and despair of the living. They are attracted
to areas that make the living afraid
and uncomfortable, such as bogs and
swamps, barren wastelands, crumbling
crags, forgotten battlefields, and locations
thought to be cursed.
Dangerous Lure. Will-o’-wisps use their
natural light and their ability to change the
color of that light to appear like a distant
traveler or a candlelit window in the
distance, enticing weary travelers to follow
the light to presumed safety. In this way,
they lure hapless travelers into danger,
such as a monster’s den, quicksand, thin
ice over deep waters, and unstable ruins.
Enjoying the taste of fear and pain, they
prefer to lure victims into areas where
death doesn’t come quickly.

Will-o’-Wisp CR 2 Undead Nature. The will-o’-wisp doesn’t require air, food,


drink, or sleep.
Tiny Undead
Undead Resilience. The will-o’-wisp is immune to poison
Armor Class 17 (Ephemeral) damage, to exhaustion, and to the poisoned condition.
Hit Points 31
Speed 0 ft., fly 50 ft. (hover) ACTIONS
Perception 13 Stealth 14 Multiattack. The will-o’-wisp makes two Shock attacks.
Resistant acid, cold, fire, necrotic, thunder; bludgeoning, Shock. Melee Spell Attack: +5 to hit, reach 5 ft., one target.
piercing, and slashing damage from nonmagical attacks Hit: 10 (2d6 + 3) lightning damage.
Immune lightning | grappled, paralyzed, prone, restrained, Invisibility. The will-o’-wisp and its light magically become
unconscious | Undead Resilience invisible until it attacks or uses its Beckon, or until its
Senses darkvision 120 ft. concentration ends (as if concentrating on a spell).
Languages the languages it knew in life
BONUS ACTIONS
STR DEX CON INT WIS CHA Beckon. The will-o’-wisp pulses its lightly gently toward
−5 +4 +0 +1 +3 +0 one creature it can see within 30 feet of it. The target must
succeed on a DC 13 WIS save or use its reaction to move up
to its speed toward the will-o’-wisp by the most direct route.
Ephemeral. The will-o’-wisp can’t wear or carry anything. In
It doesn’t avoid opportunity attacks or damaging terrain
addition, it adds its WIS modifier to its AC (included above).
when moving.
Incorporeal Movement. The will-o’-wisp can move through
other creatures and objects as if they were difficult terrain. REACTIONS
It takes 5 (1d10) force damage if it ends its turn inside an
Consume Life. When a creature the will-o’-wisp can see
object.
within 15 feet of it is reduced to 0 HP, the will-o’-wisp can
Variable Illumination. The will-o’-wisp sheds bright light in consume some of that creature’s fading life. The will-o’-
a 5- to 20-foot radius and dim light for an additional number wisp gains 7 (2d6) temporary HP, and the creature has
of feet equal to the chosen radius. The will-o’-wisp can alter disadvantage on the next death save it makes before the end
the radius as a bonus action. of the wisp’s next turn.

W MONSTER VAULT 322


Winter Wolf ACTIONS
Multiattack. The winter wolf makes two Bite attacks.
Snow dots the back of this large wolf, blending in with its thick, Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
gray-white fur. Its open mouth reveals sharp, powerful teeth, and Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) cold damage.
a cunning awareness lights its blue eyes. If the target is a creature, it must succeed on a DC 13 STR
save or be knocked prone.
Freezing Breath. Winter wolves are large, aggressive
Cold Breath (Recharge 5–6). The winter wolf exhales a blast
wolves who live in arctic environments. Their fur keeps
of freezing wind in a 15-foot cone. Each creature in that area
them warm in the freezing temperatures and provides must make a DC 13 DEX save, taking 18 (4d8) cold damage
them camouflage in the icy terrain. Like wolves, they hunt on a failed save, or half as much damage on a successful one.
in packs, but unlike wolves, they possess a freezing breath
that they use to soften up prey before moving in for the kill. BONUS ACTIONS
Cunning Hunters. Winter wolves are smarter than Freezing Nose. The winter wolf touches its nose to a creature
normal wolves and can even speak, though their words it can see within 5 feet of it. The target must succeed on a
are punctuated with howls and growls. They are valued for DC 13 CON save or one of the following parts of its body (the
their cunning and strength by a variety of arctic humanoids winter wolf’s choice) is encased in ice for 1 minute. The target
can repeat the save at the end of each of its turns, ending the
and giants, particularly frost giants, and they are frequently
effect on itself on a success. If the target takes fire damage, it
found as guards and companions of such creatures. When has advantage on the next save it makes to end the effect.
not living among other creatures, winter wolves roam their
• Body. The target has disadvantage on CON saves and is
wintry home with their pack or leading packs of wolves. vulnerable to the first instance of cold damage it takes
Legendary Origins. While winter wolves don’t have each turn.
a formal religion, they believe they are descended from • Head. The target can’t breathe or speak.
a long-forgotten god of winter and wind, owing their • Lower Limb. The target’s speed is reduced to 0, and it has
unique breath to that god’s divine blood flowing in their disadvantage on DEX checks and DEX saves.
veins. Some winter wolves take this claim literally, name • Upper Limb. The target has disadvantage on weapon
themselves an avatar of some existing wintry deity, and attack rolls made with that limb.
gather scores of faithful around themselves to bring the
ultimate winter upon the world.

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

STR DEX CON INT WIS CHA


+3 +1 +2 −2 +1 −1

Heightened Hearing and Smell. The winter wolf’s


Perception is 20 when perceiving by hearing or smell.
Monstrosity Resilience. The winter wolf is resistant to
exhaustion and to the frightened condition.
Pack Tactics. The winter wolf has advantage on attack rolls
against a creature if at least one of the winter wolf’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.
Snow Camouflage. The winter wolf’s Stealth is 18 while in
snowy terrain.

323 MONSTER VAULT W


Wood Herald
This bipedal, human-shaped tree wears leaves and grasses woven
together in imitation clothing, and it wields an axe carved from a
single piece of wood.
Forest Spirit. When a forest needs a creature to
visit the outside world, it grows a specialized plant. This
growth might be a reaction to recent use of fire or axes
in the forest, or it could be a scout created by an ancient
forest powered by primeval intelligence. This wood herald
often seeks to evoke empathy from those it meets on its
journey to aid its forest home—though a few are vengeful,
especially those born in fire. Some druid circles and ancient
treants have learned the secret to fashioning their own
wood heralds.
Voice of the Forest. As ambassadors for
the woodlands, wood heralds are often the first
sentient beings encountered by visitors to the
forest. They patrol woodland borders and greet
visitors to their homes. Within their forests,
the heralds guide and heal lost or imperiled
travelers to spread a warm regard for the woods.
Wood heralds advocate for the woods and
advise against taking timber from ancient groves.
Though wood heralds seek to be good neighbors, they
ultimately owe fealty to the forests and have no qualms
about destroying those who refuse to uphold ancient
bargains.
Wooden Weapons. To protect their forest homes,
wood heralds don’t cut down trees. They harvest broken
branches, dead trees, and fallen leaves for their clothing
and weaponry, and some use flint or stone in clubs or
spears. In ancient forests where wood heralds are plentiful,
some wooden weapons pass from one herald to another
Plant Resilience. The wood herald is resistant to exhaustion
when an ancient herald returns to the forest. and to the paralyzed, petrified, and unconscious conditions.
Woodland Walk. Difficult terrain composed of nonmagical
Wood Herald CR 1/2 plants doesn’t cost the wood herald extra movement. In
addition, the herald can pass through nonmagical plants
Small Plant
without being slowed by them and without taking damage
Armor Class 13 (natural armor)
from them if they have thorns, spines, or a similar hazard.
Hit Points 27
Speed 20 ft., climb 20 ft. ACTIONS
Perception 11 Stealth 13 Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Vulnerable fire Hit: 7 (2d4 + 2) bludgeoning damage.
Resistant Plant Resilience Wooden Greataxe. Melee Weapon Attack: +4 to hit, reach 5
Senses darkvision 60 ft. ft., one target. Hit: 8 (1d12 + 2) slashing damage.
Languages Common, Sylvan Hurl Thorn. Ranged Weapon Attack: +3 to hit, range 30/120
ft., one target. Hit: 6 (2d4 + 1) piercing damage.
STR DEX CON INT WIS CHA
REACTIONS
+2 +1 +1 +0 +1 +0
Brambly Bark. When a creature the wood herald can see
Plant Camouflage. The wood herald’s Stealth is 18 while in hits it with a melee attack while within 5 feet of it, the herald
any terrain with ample, obscuring plant life. can extend sharp brambles along its body, dealing 2 (1d4)
piercing damage to the attacker.

W MONSTER VAULT 324


Worg Worg
Large Monstrosity (Animal)
CR 1/2

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.

325 MONSTER VAULT W


Wraith
A flowing darkness hovers in the air, vaguely resembling
a humanoid form in a tattered shroud. Only its eyes, two
flickering points of hateful, red light, are clear.
Unlife Incarnate. Of all undead, wraiths are the closest
to the true antithesis to life. Little more than necrotic energy
given form and the fractured sentience of a tortured soul,
wraiths are typically hateful creatures that seek to snuff out
any life, especially humanoid life, they encounter. A wraith’s
touch drains the vitality of the living, and humanoids killed
by a wraith return as spirits bound to its service.
Life Torn Asunder. Life can’t survive long in the
presence of a wraith. Plants wither as it passes, water dries
along its path, and even the algae growing on a building
shrivels ever so slightly as it slips through the wall. Animals
flee before it, sensing its antithetical nature, and those who
can’t flee fast enough leave bones in its wake. Only the
light of the sun gives a wraith pause.

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.

W MONSTER VAULT 326


divination spell, except it can’t be used to answer a specific
Wyrdling creature’s question more than once every 3 days, regardless
if the creature asks a different question.
This dusky, hairless humanoid stands calmly, staring with eyes
that seem to take in everything. ACTIONS

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

STR DEX CON INT WIS CHA


+0 +2 +1 +1 +5 +2

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

327 MONSTER VAULT W


Wyvern
A great draconic beast wheels
overhead, flexing the claws at the
ends of its two legs and whipping
a long, sinewy tail tipped with a
wickedly curved stinger.
Cousin of Dragons. A
distant cousin of true dragons,
the wyvern is unique among its kin in that its
forelimbs operate as both forelimbs and wings.
Instead of a true dragon’s breath weapon,
it has a venom-filled stinger on its tail,
which it uses to quickly down its
prey. A wyvern’s skin and scales
tend towards colors that allow
it to better blend in with the
terrain of its environment:
sandy browns and oranges in
arid or desert climes, brows
and deep blues in temperate
mountains, and muddy browns
and deep greens in heavily
forested areas.
Instinct-Driven Predator.
Less intelligent than their draconic
cousins, wyverns are still
cunning hunters. They keep
to the air while hunting,
using the height and mobility
of flight to slash with their claws and inject prey with the
poison in their long, stinging tails. Without the additional
forelimbs of its cousins, the wyvern is slower and clumsier
when grounded and must use stealth and ambushes to
ACTIONS
catch prey. Wyverns are most active at dusk and dawn and
primarily subsist on deer, elk, and similar prey. Multiattack. The wyvern makes one Bite attack and one
Stinger attack. While flying, it can replace one attack with a
Claws attack.
Wyvern CR 6 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Large Dragon Hit: 11 (2d6 + 4) piercing damage.
Armor Class 13 (natural armor) Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit Points 147 Hit: 13 (2d8 + 4) slashing damage.
Speed 20 ft., fly 80 ft. Stinger. Melee Weapon Attack: +7 to hit, reach 15 ft., one
Perception 14 Stealth 10 creature. Hit: 15 (2d10 + 4) piercing damage plus 18 (4d8)
Vulnerable Clumsy poison damage. The target must succeed on a DC 15 CON
save or be poisoned for 1 minute. A poisoned creature can
Immune poison | poisoned
repeat the save at the end of each of its turns, ending the
Senses darkvision 60 ft. effect on itself on a success.
Languages —
REACTIONS
STR DEX CON INT WIS CHA Reflexive Tail Whip. When a creature moves into a space
+4 +0 +3 −3 +1 −2 within 15 feet of the wyvern, it can whip its tail at the
creature. The target must succeed on a DC 15 STR save or be
Clumsy. While not flying, the wyvern is vulnerable to the knocked prone.
grappled, prone, and restrained conditions.

W MONSTER VAULT 328


Stone Camouflage. The xorn’s Stealth is 18 while in rocky
Xorn terrain.
Treasure Sense. The xorn can pinpoint, by scent, the location
This broad, stony creature has a strange symmetry, with three of precious metals and stones, such as coins and gems,
arms, legs, and eyes evenly spaced around its barrel-like body. A within 60 feet of it.
massive, toothy maw opens atop its body.
ACTIONS
Earthen Creatures. Denizens of the Plane of Earth,
the average xorn has a rotund body nearly as wide across Multiattack. The xorn makes one Bite attack and three Claw
as it is tall, supported on three stocky legs with broad, attacks, or it makes three Lob Stone attacks.
three-toed feet. Atop the body is a huge mouth full of Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
teeth. Below the mouth are three large, round eyes, each Hit: 13 (3d6 + 3) piercing damage.
positioned directly above a leg. Three powerful arms, Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
placed equidistant between the eyes, emerge from the Hit: 8 (2d4 + 3) slashing damage.
body, ending in clawed, three-fingered hands. Its entire Lob Stone. Ranged Weapon Attack: +6 to hit, range 20/60 ft.,
body is rocky and commonly colored in earth tones, one target. Hit: 12 (2d8 + 3) bludgeoning damage.
predominantly shades of brown or gray.
BONUS ACTIONS
Earth Eaters. Xorn move through the earth as if
Shard Belch. The xorn belches a mixture of stomach gas
swimming through water. Though they can subsist on
and crystalline shards in a 15-foot cone. Each creature in
standard stone, raw gemstones, crystals, and precious the area must succeed on a DC 14 DEX save or be coated
metals are not only tasty to the xorn, but provide it with in miniscule, crystalline shards until the end of its next
additional nutrients not found in standard stone. On their turn. A creature coated in shards suffers bouts of pain each
home plane, they flow through miles of stone each day, time it moves, reducing its speed by 10 feet and imposing
seeking these delicacies. When on the Material Plane or disadvantage on all weapon attack rolls.
when their preferred raw meals are scarce, they settle for
refined precious metals and gemstones, often putting them
at odds with adventurers and merchants with pouches full
of gold coins. Xorn are capable of speech, and when not
starving, xorn are usually willing to negotiate or bargain
with others for any gemstones or metals they might
possess.

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

STR DEX CON INT WIS CHA


+3 +0 +6 +0 +0 +0

Earth Glide. The xorn can burrow through nonmagical,


unworked earth and stone. While doing so, the xorn
doesn’t disturb the material through which it moves.

329 MONSTER VAULT X


bloated and sagging. Some necromancers use whatever is
Zombies at hand. Others may choose the most disgusting corpses
to add an additional fear factor for those that must face the
A rotting corpse shambles forward, arms outstretched and flailing. zombies in combat.
Animated Bodies. Zombies are the animated corpses Dim Intellect. Zombies have no personality and little
of the dead, brought to unlife by necromantic magic, intellect, following only the most basic commands. They
creating tireless, fearless servants that obey without can wield weapons if armed but simply batter an opponent
hesitation. Occasionally, zombies are produced by other with its limbs if not. They do not have the intellect to avoid
methods. Victims of wights, for example, often rise as even obvious hazards, shambling into open pits if they
zombies under command of the undead that killed them. exist between them and a target or walking heedlessly
Sometimes an enduring source of necromantic magic through a fire to attack, unless commanded otherwise in
corrupts an area, causing nearby corpses to spontaneously that moment. When not under specific orders, a zombie
rise as zombies. simply stands awaiting commands, though if a living
Decayed Corpses. The appearance of zombies varies creature comes close enough for it to detect, it attacks, as
widely, depending upon the condition of the corpse prior the dark magics animating a zombie make it malicious
to animation. A corpse dead from natural causes and stolen toward the living.
from an undertaker may be well-preserved, if obviously not Non-Human Zombies. Zombies are most commonly
alive, while a zombie animated from a drowning victim is animated human remains, but the flesh of any living thing
can be animated as a zombie. Zombie giants, for example,
would be stronger and harder to kill than a human zombie.
They would attack like other zombies, though they could
throw rocks like a living giant if commanded to do so. Non-
humanoid zombies typically attack as they did when living.
A zombie dragon, for example, would attack with claws
and teeth, and it could still fly if its wings were intact.

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

STR DEX CON INT WIS CHA


+2 −2 +3 −4 +0 −3

Undead Fortitude. If damage reduces the zombie 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 zombie drops to 1 HP instead.
Undead Nature. The zombie doesn’t require air, food, drink,
or sleep.
Undead Resilience. The zombie is immune to poison
damage, to exhaustion, and to the poisoned condition.

Z MONSTER VAULT 330


ACTIONS
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage. The target
is grappled (escape DC 12) if it is a Medium or smaller
creature, and the zombie doesn’t already have a creature
grappled.

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

STR DEX CON INT WIS CHA


+4 −2 +4 −4 −2 −3

Undead Fortitude. If damage reduces the zombie 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 zombie drops to 1 HP instead.
Undead Nature. The zombie doesn’t require air, food, drink,
or sleep.
Undead Resilience. The zombie is immune to poison
Lumbering Charge (Recharge 5–6). The ogre zombie
damage, to exhaustion, and to the poisoned condition.
shoulders its weapon and charges forward, shoving into
creatures on its way. It moves up to 20 feet in a straight line
ACTIONS
and can move through the space of any Medium or smaller
Multiattack. The ogre zombie makes two Greatclub attacks. creature. The first time it enters a creature’s space during
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one this move, that creature must make a DC 14 STR save. On a
target. Hit: 13 (2d8 + 4) bludgeoning damage. failure, a creature takes 14 (4d6) bludgeoning damage and
is knocked prone. On a success, a creature takes half the
damage and isn’t knocked prone.

331 MONSTER VAULT Z


APPENDIX: ANIMALS
This appendix contains statistics for various beasts and ACTIONS
vermin, many of which regularly find homes as beasts of Multiattack. The ape makes two Fist attacks. If both Fist
burden or livestock to various Humanoids across the world attacks hit one Medium or smaller creature, the target is
or as loyal companions to adventurers. grappled (escape DC 13), and the ape can’t grapple another
Familiars. Some of the creatures listed in this appendix creature.
can be called to serve a spellcaster via the create familiar Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
spell. These creatures are: bat, cat, crab, frog (toad), hawk, Hit: 5 (1d4 + 3) bludgeoning damage.
lizard, octopus, owl, poisonous snake, fish (quipper), rat, Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one
raven, seahorse, spider, or weasel. target. Hit: 7 (1d8 + 3) bludgeoning damage.
In addition, this book features other familiars that
might have specific requirements, such as only serving
Ape, Giant CR 7
spellcasters, or might require permission from a GM before
choosing them as familiars. The Additional Familiars table Huge Beast
lists where these familiars can be found in this book. Armor Class 12
Hit Points 176
ADDITIONAL FAMILIARS
Speed 40 ft., climb 40 ft.
FAMILIAR PAGE
Perception 14 Stealth 12
Blink Dog 63
Resistant stunned
Demon, Quasit 88 Senses —
Devil, Imp 101 Languages —
Dragonette, Pseudodragon 158
Homunculus 218 STR DEX CON INT WIS CHA
Mephit, Dust 249 +8 +2 +4 −2 +1 −2
Mephit, Ice 250
Mephit, Magma 250 ACTIONS
Mephit, Steam 251
Multiattack. The ape makes two Fist or Rock attacks. If both
Robot, Drone 278 Fist attacks hit one Large or smaller creature, the target
is grappled (escape DC 16). The ape has two fists, each of
which can grapple only one target.

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

MONSTER VAULT 332


Awakened Shrub CR 0
Small Plant
Armor Class 10
Hit Points 9
Speed 20 ft.
Perception 10 Stealth 10
Vulnerable fire
Resistant piercing | Plant Resilience
Senses —
Languages one language known by its creator

STR DEX CON INT WIS CHA


−4 +0 +0 +0 +0 −2

False Appearance. While the shrub remains motionless, it is


indistinguishable from a normal shrub.
Plant Resilience. The shrub is resistant to exhaustion and to
the paralyzed, petrified, and unconscious conditions.

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.

333 MONSTER VAULT


Pack Tactics. The baboon has advantage on attack rolls
against a creature if at least one of the baboon’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.

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 —

STR DEX CON INT WIS CHA


−3 0 +1 −4 +1 −3
is within range or moving to it doesn’t cause the badger to
Grumpy. When in combat, the badger attacks the creature provoke opportunity attacks. The badger otherwise attacks
that most recently dealt damage to it, provided that creature the nearest hostile creature.
is within range or moving to it doesn’t cause the badger to
Heightened Smell. The badger’s Perception is 16 when
provoke opportunity attacks. The badger otherwise attacks
perceiving by smell.
the nearest hostile creature.
Heightened Smell. The badger’s Perception is 16 when ACTIONS
perceiving by smell.
Multiattack. The badger makes one Bite attack and one
Claws attack.
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 4 (1d6 + 1) piercing damage.
Hit: 2 (1d4) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) slashing damage.
Badger, Giant CR 1/4
Medium Beast Bat CR 0
Armor Class 10
Tiny Beast
Hit Points 15
Armor Class 11
Speed 30 ft., burrow 15 ft.
Hit Points 8
Perception 11 Stealth 10
Speed 5 ft., fly 30 ft.
Resistant frightened
Perception 11 Stealth 13
Senses darkvision 30 ft.
Vulnerable deafened
Languages —
Resistant blinded
Senses keensense 60 ft.
STR DEX CON INT WIS CHA
Languages —
+1 +0 +2 −4 +1 −3

STR DEX CON INT WIS CHA


Grumpy. When in combat, the badger attacks the creature
−4 +1 −1 −4 +1 −3
that most recently dealt damage to it, provided that creature

MONSTER VAULT 334


Echolocation. The bat can’t use its keensense while deafened. Cacophonous Swarm. A creature in the swarm’s space that
Heightened Hearing. The bat’s Perception is 16 when casts a spell with a verbal component must succeed on a DC
perceiving by hearing. 12 CON save or the spell fails to cast, expending the action
required to cast it but not the spell slot or daily use.
ACTIONS Echolocation. The swarm can’t use its keensense while
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. deafened.
Hit: 3 (1d4 + 1) piercing damage. Heightened Hearing. The swarm’s Perception is 16 when
perceiving by hearing.
Bat, Giant CR 1/4 Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening
Large Beast large enough for a Tiny bat. The swarm can’t regain HP or
Armor Class 12 gain temporary HP.
Hit Points 15 Swarm Resilience. The swarm is resistant to bludgeoning,
Speed 10 ft., fly 60 ft. piercing, and slashing damage, and it is immune to the
Perception 11 Stealth 14 charmed, frightened, grappled, paralyzed, petrified, prone,
Vulnerable deafened restrained, and stunned conditions.
Resistant blinded
ACTIONS
Senses keensense 60 ft.
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature
Languages —
in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6)
piercing damage if the swarm has half of its HP or fewer.
STR DEX CON INT WIS CHA
+2 +2 +0 −4 +1 −2
Bear, Black CR 1/2
Echolocation. The bat can’t use its keensense while deafened. Medium Beast
Heightened Hearing. The bat’s Perception is 16 when Armor Class 11 (natural armor)
perceiving by hearing. Hit Points 25
Speed 40 ft., climb 30 ft.
ACTIONS
Perception 13 Stealth 10
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Senses —
Hit: 5 (1d6 + 2) piercing damage. Languages —
BONUS ACTIONS
STR DEX CON INT WIS CHA
Dizzying Screech. The bat releases a dizzying screech at one +2 +0 +2 −4 +1 −2
creature within 10 feet of it. If the target can hear the screech,
it must succeed on a DC 12 CON save or be disoriented until
the end of its next turn. When a disoriented creature moves, Heightened Smell. The bear’s Perception is 18 when
it moves in a random direction. perceiving by smell.

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


−3 +2 +0 −4 +1 −3

335 MONSTER VAULT


Bear, Brown CR 1 Boar CR 1/4
Large Beast Medium Beast
Armor Class 11 (natural armor) Armor Class 11 (natural armor)
Hit Points 44 Hit Points 15
Speed 40 ft., climb 30 ft. Speed 40 ft.
Perception 13 Stealth 10 Perception 9 Stealth 10
Senses — Senses —
Languages — 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.

Bear, Polar CR 2 Boar, Giant CR 2


Large Beast Large Beast
Armor Class 12 (natural armor) Armor Class 12 (natural armor)
Hit Points 60 Hit Points 63
Speed 40 ft., swim 30 ft. Speed 40 ft.
Perception 13 Stealth 10 Perception 8 Stealth 10
Resistant cold Senses —
Senses — Languages —
Languages —
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA +3 +0 +3 −4 −2 −3
+5 +0 +3 −4 +1 −2
Charge. If the boar moves at least 20 feet straight toward a
Heightened Smell. The bear’s Perception is 18 when target and then hits it with a Tusk attack on the same turn,
perceiving by smell. the target takes an extra 7 (2d6) slashing damage. If the
target is a creature, it must succeed on a DC 13 STR save or
ACTIONS be knocked prone.
Multiattack. The polar bear makes one Bite attack and one Relentless (Recharges after a Short or Long Rest). If the
Claws attack. If both attacks hit one creature, the target is boar takes 10 damage or less that would reduce it to 0 HP, it
grappled (escape DC 15). The bear can grapple only one is reduced to 1 HP instead.
creature at a time.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. ACTIONS
Hit: 9 (1d8 + 5) piercing damage. Multiattack. The giant boar makes two Tusk attacks. If both
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. attacks hit one creature, the target must succeed on a DC 13
Hit: 12 (2d6 + 5) slashing damage. STR save or be knocked prone.
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.

MONSTER VAULT 336


BONUS ACTIONS BONUS ACTIONS
Challenging Snort. The boar snorts and stomps its feet at Charming Mewl. The cat emits a soft, high-pitched meow
a creature it can see within 30 feet of it. The target must at a creature it can see within 10 feet of it. The target must
succeed on a DC 13 WIS save or be frightened until the end succeed on a DC 11 CHA save or be charmed until the end
of its next turn and have disadvantage on the next save it of its next turn. If a creature’s save is successful or the effect
makes against being knocked prone by the boar. ends for it, the creature is immune to the cat’s Charming
Mewl for the next 24 hours.

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.

337 MONSTER VAULT


ACTIONS ACTIONS
Pincer. Melee Weapon Attack: +4 to hit, reach 5 ft., one Multiattack. The crocodile makes one Bite attack and one
creature. Hit: 5 (1d6 + 2) bludgeoning damage, and the Tail attack.
target is grappled (escape DC 12). The crab has two pincers, Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
each of which can grapple only one target. Hit: 21 (3d10 + 5) piercing damage, and the target is
grappled (escape DC 16). Until this grapple ends, the target
BONUS ACTIONS is restrained, and the crocodile can’t Bite another target.
Pincer Pinch. One breathing creature grappled by the crab Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target
must succeed on a DC 12 STR save or be unable to speak or not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning
cast spells with verbal components and begin suffocating, as damage. If the target is a creature, it must succeed on a DC
the crab squeezes the air from the target’s lungs. This effect 16 STR save or be knocked prone.
lasts until the grapple ends.
BONUS ACTIONS

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.

MONSTER VAULT 338


Seabird. The eagle can swim
up to 30 feet on its turn,
but 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 10 CON save or it
immediately begins to sink and
suffocate. A suffocating eagle
must succeed on a DC 8 STR
check to fly out of the substance
where it is sinking.

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.

339 MONSTER VAULT


BONUS ACTIONS Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Trunk Grab. The elephant grabs one Large or smaller
creature within 10 feet of it. The target must succeed on a DC Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
15 STR save or be grappled (escape DC 15). The elephant can Hit: 9 (2d4 + 4) bludgeoning damage, and the target must
grapple only one creature at a time. succeed on a DC 14 STR save or be pushed up to 15 feet
away from the elk.

Elk CR 1/4 BONUS ACTIONS

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

MONSTER VAULT 340


ACTIONS
grappled (escape DC 12). Until Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
this grapple ends, the target is Hit: 8 (1d10 + 3) piercing damage plus 5 (1d10) poison
restrained, and the frog can’t damage, and the target is grappled (escape DC 13). Until this
Bite another target. grapple ends, the target is restrained, and the frog can’t Bite
Swallow. The frog another target.
makes one Bite Swallow. The frog makes one Bite attack against a Medium
attack against a Small or smaller target it is grappling. If the attack hits, the target
or smaller target it is swallowed, and the grapple ends. The swallowed target
is grappling. If the attack is blinded and restrained, it has total cover against attacks
hits, the target is swallowed, and the grapple ends. The and other effects outside the frog, and it takes 7 (2d6) acid
swallowed target is blinded and restrained, it has total cover damage at the start of each of the frog’s turns. The frog can
against attacks and other effects outside the frog, and it have only one target swallowed at a time.
takes 5 (2d4) acid damage at the start of each of the frog’s If the frog takes any damage from the swallowed creature,
turns. The frog can have only one target swallowed at a time. the frog must succeed on a DC 11 CON save at the end of
If the frog takes any damage from the swallowed creature, that turn or regurgitate the creature, which falls prone in a
the frog must succeed on a DC 10 CON save at the end of space within 5 feet of the frog. If the frog dies, a swallowed
that turn or regurgitate the creature, which falls prone in a creature is no longer restrained by it and can escape from
space within 5 feet of the frog. If the frog dies, a swallowed the corpse using 5 feet of movement, exiting prone.
creature is no longer restrained by it and can escape from
the corpse using 5 feet of movement, exiting prone. BONUS ACTIONS
Reeling Tongue. The frog lashes out its tongue at one Large
BONUS ACTIONS
or smaller creature it can see within 20 feet of it. The target
Reeling Tongue. The frog lashes out its tongue at one must succeed on a DC 13 STR save or be pulled up to 15 feet
Medium or smaller creature it can see within 15 feet of it. The closer to the frog.
target must succeed on a DC 12 STR save or be pulled up to
10 feet closer to the frog.
Goat CR 0

Frog, Giant Poisonous CR 1 Medium Beast


Armor Class 10
Large Beast
Hit Points 8
Armor Class 11
Speed 40 ft.
Hit Points 44
Perception 10 Stealth 10
Speed 30 ft., swim 30 ft.
Resistant prone
Perception 10 Stealth 11
Senses —
Senses darkvision 30 ft.
Languages —
Languages —

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
+1 +0 +0 −4 +0 −3
+3 +1 +1 −4 +0 −4

Charge. If the goat moves at least 20 feet straight toward a


Amphibious. The frog can breathe air and water. target and then hits it with a Ram attack on the same turn,
Standing Leap. The frog’s long jump is up to 20 feet and its the target takes an extra 2 (1d4) bludgeoning damage. If the
high jump is up to 10 feet, with or without a running start. target is a creature, it must succeed on a DC 11 STR save or
Toxic Skin. The frog’s skin is coated in a hallucinogenic toxin. be knocked prone.
A creature that touches the frog or hits it with a melee attack
while within 5 feet of it must make a DC 13 CON save. On a ACTIONS
failure, a creature is poisoned until the end of its next turn Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
and experiences mild hallucinations while poisoned. Hit: 3 (1d4 + 1) bludgeoning damage.

341 MONSTER VAULT


Goat, Giant CR 1/2 Hawk, Blood CR 1/8
Large Beast Small Beast
Armor Class 11 (natural armor) Armor Class 12
Hit Points 25 Hit Points 8
Speed 40 ft. Speed 10 ft., fly 60 ft.
Perception 11 Stealth 10 Perception 14 Stealth 12
Resistant prone Senses —
Senses — Languages —
Languages —
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA −2 +2 +0 −4 +2 −3
+3 +0 +1 −4 +1 −2
Heightened Sight. The hawk’s Perception is 19 when
Charge. If the goat moves at least 20 feet straight toward a perceiving by sight.
target and then hits it with a Ram attack on the same turn, Pack Tactics. The hawk has advantage on attack rolls against
the target takes an extra 5 (2d4) bludgeoning damage. If the a creature if at least one of the hawk’s allies is within 5 feet of
target is a creature, it must succeed on a DC 13 STR save or the creature and the ally isn’t incapacitated.
be knocked prone.
ACTIONS
ACTIONS
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Hit: 8 (2d4 + 3) bludgeoning damage.
BONUS ACTIONS
REACTIONS
Evasive Flight. The hawk takes the Disengage or Dodge
Terrifying Scream. When the goat takes damage, it can action. It can use this bonus action only while flying.
release a high-pitched scream, frightening creatures within
10 feet of it. Each creature in that area that can hear the
scream must succeed on a DC 13 WIS save or be frightened Horse, Draft CR 1/4
until the end of its next turn. A creature frightened in this Large Beast
way can’t be frightened by this goat’s Terrifying Scream
Armor Class 10
again for the next 24 hours.
Hit Points 15
Speed 40 ft.
Hawk CR 0 Perception 12 Stealth 10
Tiny Beast Vulnerable frightened
Armor Class 11 Senses —
Hit Points 7 Languages —
Speed 10 ft., fly 60 ft.
Perception 14 Stealth 11 STR DEX CON INT WIS CHA
Senses — +4 +0 +1 −4 +0 −2
Languages —
Draft Animal. The draft horse can push, drag, or lift weight
STR DEX CON INT WIS CHA in pounds equal to three times its carrying capacity.
−3 +1 −1 −4 +2 −2
ACTIONS

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.

MONSTER VAULT 342


Horse, Riding CR 1/4 Hyena CR 0
Large Beast Medium Beast
Armor Class 10 Armor Class 10
Hit Points 15 Hit Points 8
Speed 60 ft. Speed 50 ft.
Perception 10 Stealth 10 Perception 13 Stealth 10
Vulnerable frightened Senses —
Senses — Languages —
Languages —
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA +0 +0 +1 −4 +1 −3
+3 +0 +1 −4 +0 −2
Cackling Chorus. If three or more hyenas are all within 30
Easy Gait. The horse’s steps are smooth and steady. A feet of each other, their cackling, grunts, whoops, and yips
creature riding the horse has advantage on saves against create a deafening chorus. A creature that starts its turn
exhaustion caused by a Forced March (see Traveling in within 10 feet of such a hyena must succeed on a DC 10 CON
Chapter 6 of Player’s Guide). save or be deafened until the start of its next turn. The DC is
equal to 8 plus the number of participating hyenas.
ACTIONS Pack Tactics. The hyena has advantage on attack rolls against
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one a creature if at least one of the hyena’s allies is within 5 feet
target. Hit: 6 (1d6 + 3) bludgeoning damage. of the creature and the ally isn’t incapacitated.

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 —

Trampling Charge. If the horse moves at least 20 feet


STR DEX CON INT WIS CHA
straight toward a creature and then hits it with a Hooves
attack on the same turn, that target must succeed on a DC +3 +2 +2 −4 +1 −2
14 STR save or be knocked prone. If the target is prone, the
horse can make another Hooves attack against it as a bonus Cackling Chorus. If three or more hyenas are all within 30
action. feet of each other, their cackling, grunts, whoops, and yips
create a deafening chorus. A creature that starts its turn
ACTIONS within 10 feet of such a hyena must succeed on a CON save
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one or be deafened until the start of its next turn. The DC is
target. Hit: 8 (1d8 + 4) bludgeoning damage. equal to 8 plus the number of participating hyenas.

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.

343 MONSTER VAULT


REACTIONS
Rampage. When the hyena reduces a creature to 0 HP, it
can move up to half its speed and make one Bite attack. If it
does, attack rolls against it have advantage until the start of
its next turn.

Insect, Giant Centipede CR 1/4


Small Beast
Armor Class 13 (natural armor)
Hit Points 14
Speed 30 ft., climb 30 ft.
Perception 10 Stealth 12
Resistant prone
Senses keensense 30 ft.
Languages —

STR DEX CON INT WIS CHA


−3 +2 +1 −5 −2 −4

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.

MONSTER VAULT 344


Insect, Giant Wasp CR 1/2 Insect, Swarm of Insects CR 1/2
Medium Beast Medium Swarm of Tiny Beasts
Armor Class 12 Armor Class 12 (natural armor)
Hit Points 25 Hit Points 24
Speed 10 ft., fly 50 ft. Speed 20 ft., climb 20 ft.
Perception 10 Stealth 12 Perception 8 Stealth 11
Senses — Resistant Swarm Resilience
Languages — Immune Swarm Resilience
Senses keensense 10 ft.
STR DEX CON INT WIS CHA Languages —
+0 +2 +0 −5 +0 −4
STR DEX CON INT WIS CHA
ACTIONS −4 +1 +0 −5 −2 −5

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one


creature. Hit: 6 (1d8 + 2) piercing damage, and the target Crawling Swarm. A creature in the swarm’s space is covered
must succeed on a DC 12 CON save or take 10 (3d6) poison in crawling and buzzing insects. If the creature casts a spell
damage. If the poison damage reduces the target to 0 with a somatic component, it must succeed on a DC 11 CON
HP, the target is stable but poisoned for 1 hour, even after save or the spell fails to cast, expending the action required
regaining HP, and is paralyzed while poisoned in this way. to cast it but not the spell slot or daily use.
Swarm. The swarm can occupy another creature’s space and
REACTIONS vice versa, and the swarm can move through any opening
Assailing Pheromone. When the wasp takes damage, it can large enough for a Tiny insect. The swarm can’t regain HP or
release a scent perceptible only to other wasps. Each wasp gain temporary HP.
within 10 feet of this wasp has advantage on the next attack Swarm Resilience. The swarm is resistant to bludgeoning,
roll it makes before the end of its next turn. piercing, and slashing damage, and it is immune to the
charmed, frightened, grappled, paralyzed, petrified, prone,
restrained, and stunned conditions.
Insect, Scorpion CR 0
Tiny Beast ACTIONS
Armor Class 11 (natural armor) Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in
Hit Points 8 the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4)
Speed 10 ft. piercing damage if the swarm has half of its HP or fewer.
Perception 9 Stealth 12
Resistant poison | poisoned
Senses keensense 10 ft.
Languages —

STR DEX CON INT WIS CHA


−4 +0 −1 −5 −1 −4

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.

345 MONSTER VAULT


Jackal CR 0 Running Leap. With a 10-foot running start, the lion can long
jump up to 25 feet.
Small Beast
Armor Class 11 ACTIONS
Hit Points 8 Multiattack. The lion makes one Bite attack and one Claws
Speed 40 ft. attack.
Perception 13 Stealth 11 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Senses — Hit: 7 (1d8 + 3) piercing damage.
Languages — Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
STR DEX CON INT WIS CHA
BONUS ACTIONS
−1 +1 +0 −4 +1 −2
Rattling Roar (Recharge 4–6). The lion releases a
bone‑shaking roar in a 15-foot cone. Each creature in
Heightened Hearing and Smell. The jackal’s Perception is 18 the area must succeed on a DC 13 CON save or have
when perceiving by hearing or smell. disadvantage on attack rolls until the end of its next turn.
Pack Tactics. The jackal has advantage on attack rolls against
a creature if at least one of the jackal’s allies is within 5 feet
Lizard CR 0
of the creature and the ally isn’t incapacitated.
Tiny Beast
ACTIONS Armor Class 10
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit Points 9
Hit: 3 (1d4 + 1) piercing damage, and the target must Speed 20 ft., climb 20 ft.
succeed on a DC 10 CON save or contract shriveling fever Perception 9 Stealth 12
disease, named for the way the disease causes an infected
Senses darkvision 30 ft.
creature’s muscles to shrivel. Until the disease is cured, the
creature is poisoned, and at the end of each long rest, the Languages —
infected creature must succeed on a DC 10 CON save or its
STR score is reduced by 1d4. This reduction lasts until the STR DEX CON INT WIS CHA
creature finishes a long rest after the disease is cured. If the −4 +0 +0 −5 −1 −4
disease reduces the creature’s STR to 0, the creature dies.
A creature that succeeds on two saves recovers from the ACTIONS
disease.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 2 (1d4) piercing damage.
Lion CR 1
REACTIONS
Large Beast
Armor Class 12 Detach Tail (5 HP or Fewer, Recharges after a Short or
Hit Points 42 Long Rest). When the lizard takes damage, it can detach its
tail, reducing the damage by 2 (1d4), and immediately move
Speed 50 ft.
up to its speed without provoking opportunity attacks.
Perception 13 Stealth 16
Senses —
Lizard, Giant CR 1/4
Languages —
Large Beast
STR DEX CON INT WIS CHA Armor Class 12 (natural armor)
+3 +2 +1 −4 +1 −1 Hit Points 15
Speed 30 ft., climb 30 ft.
Heightened Smell. The lion’s Perception is 18 when Perception 10 Stealth 13
perceiving by smell. Senses darkvision 30 ft.
Pack Tactics. The lion has advantage on attack rolls against Languages —
a creature if at least one of the lion’s allies is within 5 feet of
the creature and the ally isn’t incapacitated. STR DEX CON INT WIS CHA
Pounce. If the lion moves at least 20 feet straight toward a +2 +1 +1 −4 +0 −3
creature and then hits it with a Claws attack on the same
turn, that target must succeed on a DC 13 STR save or be ACTIONS
knocked prone. If the target is prone, the lion can make one
Bite attack against it as a bonus action. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 6 (1d8 + 2) piercing damage.

MONSTER VAULT 346


REACTIONS
Detach Tail (9 HP or Fewer, Recharges after
a Short or Long Rest). When the lizard takes
damage, it can detach its tail, reducing the
damage by 4 (1d8), and immediately move up to its
speed without provoking opportunity attacks.

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 —

STR DEX CON INT WIS CHA


+6 −1 +5 −4 +0 −2

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.

347 MONSTER VAULT


Octopus CR 0 ACTIONS

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.

MONSTER VAULT 348


Owl CR 0
Tiny Beast
Armor Class 11
Hit Points 8
Speed 5 ft., fly 60 ft.
Perception 13 Stealth 13
Senses darkvision 120 ft.
Languages —

STR DEX CON INT WIS CHA


−4 +1 −1 −4 +1 −2

Flyby. The owl doesn’t provoke opportunity attacks when it


flies out of an enemy’s reach.
Heightened Hearing and Sight. The owl’s Perception is 18
when perceiving by hearing or sight.
Quiet Wings. The owl’s Stealth is 18 while flying.

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.

349 MONSTER VAULT


ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.

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 —

STR DEX CON INT WIS CHA


+2 +0 +1 −4 +0 −2

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.

MONSTER VAULT 350


ACTIONS Rat, Giant CR 1/4
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one Small Beast
creature in the swarm’s space. Hit: 18 (4d8) piercing damage,
Armor Class 13
or 9 (2d8) piercing damage if the swarm has half of its HP
Hit Points 14
or fewer, and the target must succeed on a DC 13 DEX
save or have its flesh shredded by the attack. A creature Speed 30 ft., swim 30 ft.
with shredded flesh loses 4 (1d8) HP at the start of each of Perception 10 Stealth 15
its turns as the wound bleeds profusely. Any creature can Senses darkvision 60 ft.
take an action to stanch the wound with a successful DC 10 Languages —
WIS (Medicine) check. The wound also closes if the target
receives magical healing.
STR DEX CON INT WIS CHA
−2 +3 +0 −4 +0 −3
Rat CR 0
Tiny Beast Accustomed to Filth. The rat has advantage on saves against
Armor Class 10 contracting diseases.
Hit Points 9 Heightened Smell. The rat’s Perception is 15 while perceiving
Speed 20 ft., swim 20 ft. by smell.
Perception 10 Stealth 12 Pack Tactics. The rat has advantage on attack rolls against a
Senses darkvision 30 ft. creature if at least one of the rat’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
Languages —
ACTIONS
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
−4 +0 −1 −4 +0 −3 Hit: 5 (1d4 + 3) piercing damage. If the target is a creature,
it must make a DC 13 CON save. On a failure, the target
Accustomed to Filth. The rat has advantage on saves against contracts the rat plague disease (see Diseased Rats sidebar)
contracting diseases. or is poisoned until the end of its next turn (the GM’s choice).
Heightened Smell. The rat’s Perception is 15 while perceiving
by smell.

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.

351 MONSTER VAULT


Rat, Swarm of Rats CR 1/4 Mimicry. The raven can mimic simple sounds it has heard,
such as a chord of a flute melody, a baby crying, or an animal
Medium Swarm of Tiny Beasts chittering. A creature that hears the sounds can tell they are
Armor Class 10 imitations with a successful DC 10 WIS (Insight) check.
Hit Points 14 Recollection. The raven knows up to 20 words in any
Speed 30 ft., swim 30 ft. language it has heard and can repeat those words in the
Perception 10 Stealth 12 voices it heard them, using its Mimicry trait.
Resistant Swarm Resilience
ACTIONS
Immune Swarm Resilience
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Senses darkvision 30 ft.
Hit: 3 (1d4 + 1) piercing damage.
Languages —

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.

Carrion Sense. The raven can pinpoint, by scent, the


location of carrion, dead creatures, and Undead without the
Incorporeal Movement trait within 60 feet of it.

MONSTER VAULT 352


Rhinoceros CR 2 Seahorse, Giant CR 1/2
Large Beast Large Beast
Armor Class 11 (natural armor) Armor Class 13 (natural armor)
Hit Points 63 Hit Points 25
Speed 40 ft. Speed 0 ft., swim 40 ft.
Perception 11 Stealth 9 Perception 11 Stealth 14
Resistant bludgeoning | stunned Senses —
Senses — Languages —
Languages —
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA +1 +2 +0 −4 +1 −3
+5 −1 +2 −4 +1 −2
Charge. If the seahorse moves at least 20 feet straight toward
Charge. If the rhinoceros moves at least 20 feet straight a target and then hits it with a Ram attack on the same turn,
toward a target and then hits it with a Gore attack on the the target takes an extra 5 (2d4) bludgeoning damage. If the
same turn, the target takes an extra 7 (2d6) piercing damage. target is a creature, it must succeed on a DC 12 STR save or
If the target is a creature, it must succeed on a DC 15 STR be knocked prone.
save or be pushed up to 10 feet away from the rhinoceros Underwater Camouflage. The seahorse’s Stealth is 19 while
and knocked prone. underwater.
Water Breathing. The seahorse can breathe only underwater.
ACTIONS
Multiattack. The rhinoceros makes two Gore attacks. ACTIONS
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) bludgeoning damage. Hit: 7 (2d4 + 2) bludgeoning damage.

BONUS ACTIONS BONUS ACTIONS

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 —

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
−5 +0 −1 −5 +0 −4
+0 +2 +0 −4 +1 +0

Underwater Camouflage. The seahorse’s Stealth is 17 while


Hold Breath. The seal can hold its breath for 1 hour.
underwater.
Water Breathing. The seahorse can breathe only ACTIONS
underwater. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage.
ACTIONS
Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. BONUS ACTIONS
Hit: 2 (1d4) bludgeoning damage. Charming Escape. The seal can take the Dash or Disengage
action, clapping its flippers, barking, or twirling as it does.
Each creature within 5 feet must succeed on a DC 12 CHA
save or be charmed until the end of its next turn.

353 MONSTER VAULT


Shark, Giant CR 5 Electrical Sensitivity. Whenever the shark takes lightning
damage, it must succeed on a DC 12 CON save or be
Huge Beast incapacitated until the end of its next turn.
Armor Class 13 (natural armor) Water Breathing. The shark can breathe only underwater.
Hit Points 126
Speed 0 ft., swim 50 ft. ACTIONS
Perception 13 Stealth 10 Multiattack. The shark makes two Bite attacks.
Senses keensense 60 ft. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Languages — Hit: 12 (2d8 + 3) piercing damage.

STR DEX CON INT WIS CHA BONUS ACTIONS


+6 +0 +5 −5 +0 −3 Swift Hunter. The shark moves up to half its speed toward
a hostile creature that it can see. This movement doesn’t
Blood Frenzy. The shark has advantage on melee attack rolls provoke opportunity attacks.
against any creature that doesn’t have all its HP.
Blood Sense. The shark can pinpoint, by scent, the location of Shark, Reef CR 1/2
creatures that don’t have all of their HP within 120 feet of it
Medium Beast
and can sense the general direction of such creatures within
1 mile of it. Armor Class 12 (natural armor)
Hit Points 27
Electrical Sensitivity. Whenever the shark takes lightning
damage, it must succeed on a DC 15 CON save or be Speed 0 ft., swim 40 ft.
incapacitated until the end of its next turn. Perception 12 Stealth 11
Water Breathing. The shark can breathe only underwater. Senses keensense 30 ft.
Languages —
ACTIONS
Multiattack. The shark makes two Bite attacks. STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. +2 +1 +1 −5 +0 −3
Hit: 19 (3d8 + 6) piercing damage.
Blood Sense. The shark can pinpoint, by scent, the location
BONUS ACTIONS of creatures that don’t have all of their HP within 60 feet of it
Swift Hunter. The shark moves up to half its speed toward and can sense the general direction of such creatures within
a hostile creature that it can see. This movement doesn’t 1 mile of it.
provoke opportunity attacks. Electrical Sensitivity. Whenever the shark takes lightning
damage, it must succeed on a DC 11 CON save or be
incapacitated until the end of its next turn.

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 —

STR DEX CON INT WIS CHA


+3 +1 +2 −5 +0 −3

Blood Frenzy. The shark has advantage on melee attack rolls


against any creature that doesn’t have all its HP.
Blood Sense. The shark can pinpoint, by scent, the location
of creatures that don’t have all of their HP within 60 feet of it
and can sense the general direction of such creatures within
1 mile of it.

MONSTER VAULT 354


Pack Tactics. The shark has advantage on attack rolls against ACTIONS
a creature if at least one of the shark’s allies is within 5 feet of
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
the creature and the ally isn’t incapacitated.
creature. Hit: 3 (1d4 + 1) piercing damage, and the target
Water Breathing. The shark can breathe only underwater. must succeed on a DC 11 CON save or take 5 (2d4) poison
damage.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. REACTIONS
Hit: 6 (1d8 + 2) piercing damage. Reflexive Escape. When a creature the snake can see attacks
it, the snake can move up to 5 feet. If this movement puts
BONUS ACTIONS
the snake out of reach of the attack, the attack misses.
Stealthy Hunter. The shark takes the Hide action.

Snake, Giant Constrictor CR 2


Snake, Constrictor CR 1/4
Huge Beast
Large Beast Armor Class 12
Armor Class 12 Hit Points 63
Hit Points 15 Speed 30 ft., swim 30 ft.
Speed 30 ft., swim 30 ft. Perception 12 Stealth 12
Perception 10 Stealth 12 Senses keensense 10 ft.
Senses keensense 10 ft. Languages —
Languages —
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA +3 +2 +1 −5 +0 −4
+2 +2 +1 −5 +0 −4

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.

355 MONSTER VAULT


ACTIONS Snake, Swarm of Poisonous Snakes CR 2
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one Medium Swarm of Tiny Beasts
creature. Hit: 5 (1d6 + 2) piercing damage, and the target
Armor Class 14
must make a DC 11 CON save, taking 5 (2d4) poison damage
Hit Points 48
on a failed save, or half as much damage on a successful one.
Speed 30 ft., swim 30 ft.
REACTIONS Perception 10 Stealth 14
Reflexive Nip. When a creature the snake can see hits it with Resistant poison | poisoned | Swarm Resilience
a melee attack while within 5 feet of it, the snake can make a Immune Swarm Resilience
quick nip at the creature. The attacker must succeed on a DC Senses keensense 10 ft.
11 CON save or be poisoned until the end of its next turn. Languages —

Snake, Poisonous CR 1/8 STR DEX CON INT WIS CHA


−1 +4 +0 −5 +0 −4
Tiny Beast
Armor Class 11
Hit Points 9 Poisonous Swarm. The hissing, spitting, and constant
nipping of snakes in the swarm leaves the swarm’s space
Speed 30 ft., swim 30 ft.
dripping with poison. A creature that starts its turn in the
Perception 10 Stealth 13 swarm’s space must succeed on a DC 14 CON save or be
Resistant poison | poisoned poisoned until the start of its next turn.
Senses keensense 10 ft. Swarm. The swarm can occupy another creature’s space and
Languages — vice versa, and the swarm can move through any opening
large enough for a Tiny snake. The swarm can’t regain HP or
STR DEX CON INT WIS CHA gain temporary HP.
−4 +1 +0 −5 +0 −4 Swarm Resilience. The swarm is resistant to bludgeoning,
piercing, and slashing damage, and it is immune to the
ACTIONS charmed, frightened, grappled, paralyzed, petrified, prone,
restrained, and stunned conditions.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4 + 1) piercing damage, and the target ACTIONS
must succeed on a DC 10 CON save or take 2 (1d4) poison
damage. Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one
creature in the swarm’s space. Hit: 10 (4d4) piercing damage,
REACTIONS or 5 (2d4) piercing damage if the swarm has half of its HP
or fewer. The target must make a DC 14 CON save, taking
Reflexive Nip. When 18 (4d8) poison damage on a failed save, or half as much
a creature the damage on a successful one.
snake can see hits it
with a melee attack
while within 5 feet Spider CR 0
of it, the snake can
Tiny Beast
make a quick nip
Armor Class 12 (natural armor)
at the creature.
The attacker must Hit Points 8
succeed on a DC Speed 20 ft., climb 20 ft.
10 CON save or be Perception 10 Stealth 14
poisoned until the Senses darkvision 30 ft.
end of its next turn.
Languages —

STR DEX CON INT WIS CHA


−4 +0 −1 −5 +0 −4

Spider Climb. The spider can climb difficult surfaces,


including upside down on ceilings, without needing to make
an ability check.
Web Sense. While in contact with a web, the spider knows
the exact location of any other creature in contact with the
same web.

MONSTER VAULT 356


Web Walker. The spider ignores movement restrictions Spider, Giant Wolf CR 1/4
caused by webbing.
Medium Beast
ACTIONS Armor Class 13 (natural armor)
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit Points 14
Hit: 2 (1d4) piercing damage, and the target must succeed Speed 40 ft., climb 40 ft.
on a DC 9 CON save or take 2 (1d4) poison damage. Perception 13 Stealth 16
Senses keensense 10 ft., darkvision 60 ft.
BONUS ACTIONS
Languages —
Web Shot (Recharge 4–6). The spider launches a gob of
webbing at one creature it can see within 15 feet of it. The
STR DEX CON INT WIS CHA
target must succeed on a DC 9 DEX save or have its speed
reduced by 10 feet. A creature can take an action to remove +2 +2 +1 −4 +1 −3
the webbing, ending the effect.
Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to make
Spider, Giant CR 1 an ability check.
Large Beast Standing Leap. The spider’s long jump is up to 20 feet and
Armor Class 15 (natural armor) its high jump is up to 10 feet, with or without a running start.
Hit Points 40
ACTIONS
Speed 30 ft., climb 30 ft.
Perception 10 Stealth 17 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Senses keensense 10 ft., darkvision 60 ft. creature. Hit: 5 (1d6 + 2) piercing damage, and the target
must succeed on a DC 12 CON save or take 5 (2d4) poison
Languages —
damage. If the poison damage reduces the target to 0
HP, the target is stable but poisoned for 1 hour, even after
STR DEX CON INT WIS CHA regaining HP, and is paralyzed while poisoned in this way.
+2 +3 +1 −4 +0 −3
BONUS ACTIONS
Spider Climb. The spider can climb difficult surfaces, Hunter’s Leap. The spider jumps up to 20 feet horizontally
including upside down on ceilings, without needing to make or up to 10 feet vertically toward a hostile creature that it can
an ability check. see. This movement doesn’t provoke opportunity attacks.
Web Sense. While in contact with a web, the spider knows
the exact location of any other creature in contact with the Tiger CR 1
same web.
Large Beast
Web Walker. The spider ignores movement restrictions
caused by webbing. Armor Class 12
Hit Points 38
ACTIONS Speed 40 ft.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Perception 13 Stealth 16
Hit: 7 (1d8 + 3) piercing damage, and the target must make Senses darkvision 60 ft.
a DC 13 CON save, taking 10 (3d6) poison damage on a Languages —
failed save, or half as much damage on a successful one. If
the poison damage reduces the target to 0 HP, the target is
STR DEX CON INT WIS CHA
stable but poisoned for 1 hour, even after regaining HP, and
is paralyzed while poisoned in this way. +3 +2 +2 −4 +1 −1

BONUS ACTIONS Heightened Smell. The tiger’s Perception is 18 when


Web (Recharge 4–6). The spider launches a gob of webbing perceiving by smell.
at one creature it can see within 30 feet of it. The target must Pounce. If the tiger moves at least 20 feet straight toward
succeed on a DC 12 DEX save or be restrained. A creature, a creature and then hits it with a Claws attack on the same
including the restrained target, can take its action to free turn, that target must succeed on a DC 13 STR save or be
the target from the webbing by succeeding on a DC 12 STR knocked prone. If the target is prone, the tiger can make one
check. The webbing can also be attacked and destroyed Bite attack against it as a bonus action.
(AC 10; HP 5; vulnerability to fire damage; immunity to
bludgeoning, poison, and psychic damage). ACTIONS
Multiattack. The tiger makes one Bite attack and one Claws
attack. If both attacks hit one creature, the target must

357 MONSTER VAULT


succeed on a DC 13 CON save at the start of its next turn or Carrion Sense. The vulture can pinpoint, by scent, the
lose 5 (2d4) HP, as the wound continues bleeding. location of carrion, dead creatures, and Undead without the
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Incorporeal Movement trait within 60 feet of it.
Hit: 6 (1d6 + 3) piercing damage. Heightened Sight and Smell. The vulture’s Perception is 18
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. when perceiving by sight or smell.
Hit: 5 (1d4 + 3) slashing damage. Pack Tactics. The vulture has advantage on attack rolls
against a creature if at least one of the vulture’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.
Tiger, Saber-Toothed CR 2
Large Beast ACTIONS
Armor Class 12 Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit Points 63 Hit: 2 (1d4) piercing damage.
Speed 40 ft.
REACTIONS
Perception 13 Stealth 16
Senses — Defensive Bile. When a creature the vulture can see hits it
Languages — with a melee attack while within 5 feet of it, the vulture can
spit partially digested carrion at the creature. The attacker
must succeed on a DC 11 CON save or be incapacitated until
STR DEX CON INT WIS CHA
the end of its next turn.
+4 +2 +2 −4 +1 −1

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.

MONSTER VAULT 358


Weasel CR 0 Wolf CR 1/4
Tiny Beast Medium Beast
Armor Class 11 Armor Class 13 (natural armor)
Hit Points 8 Hit Points 14
Speed 30 ft. Speed 40 ft.
Perception 13 Stealth 13 Perception 11 Stealth 14
Senses — Senses —
Languages — Languages —

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

Heightened Hearing and Smell. The weasel’s Perception is


18 when perceiving by hearing or smell. Heightened Hearing and Smell. The wolf’s Perception is 18
when perceiving by hearing or smell.
ACTIONS Pack Tactics. The wolf has advantage on an attack roll
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. against a creature if at least one of the wolf’s allies is within 5
Hit: 5 (1d4 + 3) piercing damage. Instead of dealing damage, feet of the creature and the ally isn’t incapacitated.
the weasel can steal one item the target is wearing or
ACTIONS
carrying, provided the item weighs no more than 10 pounds,
isn’t a weapon, and isn’t wrapped around or firmly attached Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
to the target. For example, a weasel could steal a hat or belt Hit: 12 (2d8 + 3) piercing damage. If the target is a creature,
pouch but not a creature’s shirt or armor. it must succeed on a DC 13 STR save or be knocked prone.

REACTIONS BONUS ACTIONS


Repellent Spray. When a creature the weasel can see moves Hungry Growl. The wolf stares down and growls at one
to a space within 15 feet of it, the weasel can release a creature it can see within 30 feet of it. The target must
pungent spray at the creature. The target must succeed on succeed on a DC 13 WIS save or be frightened until the end
a DC 13 CON save or be poisoned until the end of its next of its next turn. The wolf has advantage on the next attack
turn. While poisoned, the creature can’t move to a space roll it makes against the frightened creature.
within 5 feet of the weasel.

359 MONSTER VAULT


APPENDIX: NPCS
This appendix contains statistics for various humanoids. NPC. Then, adjust the NPC’s statistics according to the
From faithful apostles to crude thugs, these NPCs can be information in those columns. The Traits column lists
found across the world, breathing life into any place the which traits and passive features, such as darkvision, from
PCs wander. The stat blocks are presented alphabetically that Humanoid should be added to the NPC’s statistics,
and assume no lineage. To make an NPC of a specific and the Features column lists which actions, bonus
lineage that is available to PCs, add that lineage’s traits, actions, and reactions from that Humanoid should be
such as darkvision, to the stat block. added to the NPC’s statistics.
For example, a powerful spellcaster might send its goblin
NPC FEATURES TABLE mage apprentice to stop PCs meddling in their plans.
When an NPC’s statistics include the note “Humanoid To create a goblin mage apprentice, use the statistics of
(Any Lineage)” as the creature type, you can adjust those the mage apprentice as the starting point. Give the mage
statistics as described in the NPC Features table to create apprentice darkvision out to a range of 60 feet and the
an NPC of the type of Humanoid detailed in the table. In Nimble Escape bonus action from the goblin’s stat block,
this way, you can fill a city, town, or village with a particular as noted in the NPC Features table.
Humanoid, such as goblins, while still using variable NPC Features, Save DCs, and CR. Adding new traits
statistics and differing challenges. and features to a creature’s statistics can increase the
To use the table, choose a set of NPC statistics, such creature’s Challenge Rating. When adjusting statistics by
as the mage apprentice, and reference the Humanoid using the NPC Features table, use the higher of the two
column for the Humanoid you want to rework as that CRs between the NPC statistics you are adjusting and
the lowest-CR version of the Humanoid you are using. In

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

MONSTER VAULT 360


addition, increase any save DCs to match the save DCs in poison, or thunder damage (included in the attack), the
the higher-CR creature’s statistics. In the above example, archdruid’s choice.
the goblin mage apprentice’s Challenge Rating is 1, as the
ACTIONS
mage apprentice’s CR (1) is higher than the lowest-CR
goblin (1/4). Multiattack. The archdruid makes three Thorned Staff or
Nature’s Wrath attacks. It can replace one attack with a use
of Spellcasting.
Acolyte CR 1/4
Thorned Staff. Melee Weapon Attack: + 7 to hit, reach 5.
Medium Humanoid (Any Lineage) ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 18
Armor Class 10 (4d8) cold, fire, lightning, poison, or thunder damage (the
Hit Points 15 archdruid’s choice).
Speed 30 ft. Nature’s Wrath. Ranged Spell Attack: + 9 to hit, range 120 ft.,
Perception 13 Stealth 10 one target. Hit: 27 (5d8 + 5) cold, fire, lightning, poison, or
Senses — thunder damage (the archdruid’s choice).
Languages any one language (usually Common) Spellcasting. The archdruid casts one of the following spells,
using WIS as the spellcasting ability (spell save DC 17).
STR DEX CON INT WIS CHA At will: animal friendship, druidcraft, entangle, speak with
animals
+0 +0 +0 +0 +4 +0
3/day each: heat metal, spike growth, plant growth, speak
with plants
Divine Providence. Each friendly creature within 20 feet of
1/day each: polymorph, insect plague
the acolyte that isn’t a Construct or Undead has advantage
on death saves. BONUS ACTIONS

ACTIONS Change Shape. The archdruid magically transforms into a


Beast that has a challenge rating no higher than its own, or
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
back into its true form, which is Humanoid. Any equipment
Hit: 3 (1d6) bludgeoning damage plus 3 (1d6) necrotic or
radiant damage (the acolyte’s choice).
Radiant Bolt. Ranged Spell Attack: +6 to hit, range 60 ft.,
one target. Hit: 6 (1d4 + 4) radiant damage.
Spellcasting. The acolyte casts one of the following spells
using WIS as the spellcasting ability (spell save DC 13).
At will: light, thaumaturgy
3/day each: bless, cure wounds, sanctuary

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

STR DEX CON INT WIS CHA


+3 +2 +1 +6 +9 +1

Nature's Champion. While the archdruid is conscious,


wearing no armor, and in a natural environment or terrain,
such as a desert, forest, or mountain, it adds its WIS modifier
to its AC (included above). In addition, it is resistant to cold,
fire, lightning, poison, and thunder damage.
Nature's Weapons. When the archdruid hits with any
weapon, the weapon deals an extra 4d8 cold, fire, lightning,

361 MONSTER VAULT


it is wearing or carrying transforms with it. It reverts to its BONUS ACTIONS
true form if it dies. In a new form, the archdruid retains its
HP, ability to speak, proficiencies, and INT, WIS, and CHA Shimmering Step. The archmage teleports, along with any
modifiers, as well as this bonus action. Its statistics and equipment it is wearing or carrying, up to 30 feet to an
capabilities are otherwise replaced by those of the new form, unoccupied space it can see. Sparks of arcane energy appear
except any class features or legendary actions of that form. at the origin and destination when it uses this bonus action.
The archdruid can choose to instead magically transform REACTIONS
into an Elemental that has a challenge rating no higher
than 6, or back into its true form. If it transforms into an Counter Spell. When a creature the archmage can see within
Elemental, the archdruid can remain in that form for up to 30 feet of it casts a spell, the archmage can counter the
6 hours then must finish a short or long rest before it can spell, interrupting the casting. This reaction works like the
transform into an Elemental again. counterspell spell with a +5 spellcasting ability check, except
the archmage must always make the ability check, regardless
of the spell’s circle. The archmage has advantage on this
Archmage CR 12 check if the spell is on the Arcane source spell list.
Medium Humanoid (Any Lineage)
Armor Class 17 (Magic Ward) Assassin CR 8
Hit Points 212 Medium Humanoid (Any Lineage)
Speed 30 ft. Armor Class 15 (studded leather)
Perception 16 Stealth 12 Hit Points 157
Resistant Magic Ward Speed 30 ft.
Senses — Perception 13 Stealth 19
Languages any six languages Resistant poison | poisoned
Senses —
STR DEX CON INT WIS CHA
Languages Thieves’ Cant plus any two languages
+0 +2 +1 +9 +6 +3
STR DEX CON INT WIS CHA
Magic Resistance. The archmage has advantage on saves +0 +6 +2 +4 +0 +0
against spells and other magical effects.
Magic Ward. While the archmage is conscious, wearing no Evasion. If the assassin is subjected to an effect that allows it
armor, and not inside of an antimagic effect, it adds its INT to make a DEX save to take only half damage, the assassin
modifier to its AC (included above). In addition, it is resistant instead takes no damage if it succeeds on the save, and only
to force damage. half damage if it fails.
ACTIONS Poisoned Weapons. The assassin’s weapons are coated in
poison. When it hits with any weapon, the weapon deals
Multiattack. The archmage makes three Arcane Blast attacks. an extra 3d8 poison damage (included in the attack). In
It can replace one attack with a use of Spellcasting. addition, at the start of each of its turns, the assassin can
Arcane Blast. Melee or Ranged Spell Attack: +9 to hit, reach choose which of the following poisons is active on its
5 ft. or range 60 ft., one target. Hit: 27 (4d10 + 5) force weapons. The poison remains on the weapons until the start
damage, and the target must succeed on a DC 17 STR save of the assassin’s next turn.
or be pushed up to 10 feet away from the archmage and • Assassin’s Friend. A creature poisoned by a weapon
knocked prone. coated with this poison takes an extra 4 (1d8) poison
Burst of Magic (Recharge 5–6). The archmage releases a damage each time it takes damage while poisoned.
burst of swirling, multicolored, magical energy on a point • Buyer’s Mercy. A creature poisoned by a weapon coated
it can see within 60 feet of it. Each creature within 20 feet with this poison falls unconscious while poisoned or until
of that point must make a DC 17 DEX save, taking 33 (6d10) it takes damage or another creature uses an action to
force damage and 18 (4d8) acid, cold, fire, lightning, or wake it.
thunder damage (the archmage’s choice) on a failed save, or
• Meddler’s Fate. A creature poisoned by a weapon coated
half as much damage on a successful one.
with this poison has its speed halved while poisoned.
Spellcasting. The archmage casts one of the following spells,
using INT as the spellcasting ability (spell save DC 17). ACTIONS
At will: detect magic, disguise self, mage hand, Multiattack. The assassin makes three Shortsword or Hand
prestidigitation Crossbow attacks.
3/day each: charm, dispel magic, fly, invisibility (self only), Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
mirror image target. Hit: 6 (1d6 + 3) piercing damage plus 13 (3d8) poison
1/day each: dimension door, greater hold, wall of force damage, and the target must succeed on a DC 14 CON save
or be poisoned for 1 minute. A poisoned creature can repeat

MONSTER VAULT 362


the save at the end of each of its turns, ending the effect on Opportunist. The bandit captain has advantage on
itself on a success. opportunity attacks.
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range
ACTIONS
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus
13 (3d8) poison damage, and the target must succeed on a Multiattack. The bandit captain makes one Dagger attack
DC 14 CON save or be poisoned for 1 minute. A poisoned and two Scimitar attacks, or it makes three Dagger attacks.
creature can repeat the save at the end of each of its turns, Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5
ending the effect on itself on a success. ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing
damage.
BONUS ACTIONS
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Hidden Step. The assassin magically teleports, along with target. Hit: 7 (1d6 + 4) slashing damage.
any equipment it is wearing or carrying, up to 30 feet to an
unoccupied space it can see and takes the Hide action. BONUS ACTIONS
Reposition Forces (Recharge 5–6). Each friendly bandit
Bandit CR 1/8 and thug under the bandit captain’s command moves up
to half its speed in a direction of the captain’s choice. This
Medium Humanoid (Any Lineage)
movement doesn’t provoke opportunity attacks.
Armor Class 12 (leather armor)
Steal Item. The bandit captain steals an object from one
Hit Points 9
creature it can see within 5 feet of it. The target must
Speed 30 ft. succeed on a DC 14 DEX save or lose one object it is wearing
Perception 10 Stealth 13 or carrying of the bandit captain’s choice. The object must
Senses — weigh no more than 10 pounds, can’t be a weapon, and can’t
Languages any one language (usually Common) be wrapped around or firmly attached to the target, such as
a shirt or armor.
STR DEX CON INT WIS CHA
REACTIONS
+0 +1 +1 +0 +0 +0
Parry. The bandit captain adds 2 to its AC against one melee
attack that would hit it. To do so, the captain must see the
Opportunist. The bandit has advantage on opportunity attacker and be wielding a melee weapon.
attacks.

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.

363 MONSTER VAULT


ACTIONS Commoner CR 0
Multiattack. The bard makes two Rapier or Hand Crossbow Medium Humanoid (Any Lineage)
attacks. It can replace one attack with a use of Spellcasting. Armor Class 10
Rapier. Melee Weapon Attack: +6 to hit, reach 5. ft., one Hit Points 8
target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) Speed 30 ft.
damage of the type determined by Artistic Expression.
Perception 10 Stealth 10
Hand Crossbow. Ranged Weapon Attack: + 6 to hit, range
Senses —
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage
Languages any one language (usually Common)
plus 13 (3d8) damage of the type determined by Artistic
Expression.
STR DEX CON INT WIS CHA
Dissonant Outburst (Recharge 4–6). Each creature within
30 feet of the bard and that can see or hear it must make +0 +0 +0 +0 +0 +0
a DC 15 WIS save. On a failure, a creature takes 14 (4d6)
thunder damage and 7 (2d6) psychic damage and has ACTIONS
disadvantage on attack rolls and ability checks until the
end of its next turn. On a success, a creature takes half the Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
damage and doesn’t have disadvantage on attack rolls and Hit: 2 (1d4) bludgeoning damage.
ability checks. Sling. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one
Spellcasting. The bard casts one of the following spells, using target. Hit: 2 (1d4) bludgeoning damage.
CHA as the spellcasting ability (spell save DC 15). Angry Mob (1/Day). The commoner moves up to half its
At will: dancing lights, mage hand, message speed toward a creature it can see. Each friendly commoner
3/day each: faerie fire, hold, suggestion within 30 feet of the commoner can use its reaction to join
the angry mob and move up to half its speed toward the
1/day each: confusion, greater invisibility
same target. This movement doesn’t provoke opportunity
attacks. If the initiating commoner is within 5 feet of the
Berserker CR 2 target, the target must make a DC 10 DEX save, taking 2
(1d4) bludgeoning damage on a failed save, or half as much
Medium Humanoid (Any Lineage) damage on a successful one. For each commoner after the
Armor Class 13 (hide armor) first that participated in the angry mob and that is within 10
Hit Points 60 feet of the target, the damage increases by 1 as stones, clubs,
Speed 30 ft. sticks, and similar “weapons” fly at the target from all angles.
Perception 10 Stealth 11 Afterwards, each commoner after the first that participated
in the mob can’t use Angry Mob until it finishes a short or
Senses —
long rest.
Languages any one language (usually Common)

STR DEX CON INT WIS CHA Cultist CR 1/8


+4 +1 +3 −1 +0 −1 Medium Humanoid (Any Lineage)
Armor Class 13 (studded leather)
Reckless. At the start of its turn, the berserker can gain Hit Points 9
advantage on all melee weapon attack rolls it makes during Speed 30 ft.
that turn, but attack rolls against it have advantage until the Perception 11 Stealth 11
start of its next turn.
Resistant Dark Devotion
Stalwart. If the berserker starts its turn afflicted by an Senses —
ongoing effect that allows for a repeated save to end the
Languages any one language (usually Common)
effect, such as the hold spell or the poison from an ettercap’s
Bite, the gladiator can make the save at the start of the turn
instead of the end and has advantage on the save. STR DEX CON INT WIS CHA
+0 +1 +1 +0 +1 +2
ACTIONS
Multiattack. The berserker makes two Greataxe attacks. Dark Devotion. The cultist is resistant to the charmed and
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one frightened conditions.
target. Hit: 10 (1d12 + 4) slashing damage.
ACTIONS
Sacrificial Dagger. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d4 + 1) slashing damage. If the target
is paralyzed, prone, stunned, or unconscious, it takes an
extra 2 (1d4) slashing damage.

MONSTER VAULT 364


ACTIONS
Multiattack. The fanatic makes two Sacrificial Dagger or
Unholy Bolt attacks.
Sacrificial Dagger. Melee Weapon Attack: +4 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) slashing
damage plus 7 (2d6) fire damage or necrotic damage (the
fanatic’s choice). If the target is paralyzed, prone, stunned, or
unconscious, it takes an extra 2 (1d4) slashing damage.
Unholy Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one
target. Hit: 10 (2d6 + 3) fire damage or necrotic damage (the
fanatic’s choice).
Spellcasting. The fanatic casts one of the following spells,
using WIS as the spellcasting ability (spell save DC 13).
At will: light, thaumaturgy
3/day each: bane, command
2/day: hold

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

365 MONSTER VAULT


is Humanoid. Any equipment it is wearing or carrying
Guard CR 1/8
transforms with it. It reverts to its true form if it dies. In a new
form, the druid retains its HP, ability to speak, proficiencies, Medium Humanoid (Any Lineage)
and INT, WIS, and CHA modifiers, as well as this bonus Armor Class 14 (chain shirt)
action. Its statistics and capabilities are otherwise replaced Hit Points 8
by those of the new form, except any class features or Speed 30 ft.
legendary actions of that form.
Perception 13 Stealth 11
Senses —
Gladiator CR 5 Languages any one language (usually Common)
Medium Humanoid (Any Lineage)
Armor Class 16 (studded leather, shield) STR DEX CON INT WIS CHA
Hit Points 108 +1 +1 +1 +0 +1 +0
Speed 30 ft.
Perception 11 Stealth 12 ACTIONS
Resistant frightened Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5
Senses — ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing
Languages any one language (usually Common) damage, or 5 (1d8 + 1) piercing damage if used with two
hands to make a melee attack.
STR DEX CON INT WIS CHA
REACTIONS
+7 +2 +6 +0 +1 +2
Protector’s Parry. When a friendly creature the guard can
see within 5 feet of it is the target of an attack, the guard can
Brutal. A melee weapon deals one extra die of its damage
interpose its weapon between the creature and the attacker.
when the gladiator hits with it (included in the attack).
The friendly creature adds 2 to its AC against that attack. To
ACTIONS
use this reaction, the guard must be able to see the attacker
and be wielding a melee weapon.
Multiattack. The gladiator makes two Shield Bash attacks
and two Spear attacks, or it makes three Spear attacks.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is
a Medium or smaller creature, it must succeed on a DC 15
STR save or be knocked prone.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5


ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing
damage, or 13 (2d8 + 4) piercing damage if used with two
hands to make a melee attack.

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.

MONSTER VAULT 366


Knight CR 3
Medium Humanoid (Any Lineage)
Armor Class 18 (plate)
Hit Points 68
Speed 30 ft.
Perception 13 Stealth 5 (10 without armor)
Resistant charmed, frightened
Senses —
Languages Common and one other language

STR DEX CON INT WIS CHA


+3 +0 +2 +1 +1 +2

Chivalrous Presence. The knight exudes a powerful


presence. At the start of each of the knight’s turns, it chooses
one of the following presences, which lasts until the start of
the knight’s next turn.
• Empowering Presence. Each friendly creature that starts
its turn within 15 feet of the knight has advantage on the
first attack roll it makes before this presence ends.
• Protective Presence. Hostile creatures have
disadvantage on attack rolls against friendly creatures
within 5 feet of the knight.
• Unwavering Presence. Each friendly creature within
15 feet of the knight is resistant to the charmed and
frightened conditions.

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.

Mage CR 6 Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft.


or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage
Medium Humanoid (Any Lineage) plus 13 (3d8) force damage.
Armor Class 10 (13 with mage armor) Arcane Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one
Hit Points 140 target. Hit: 16 (3d8 + 3) force damage.
Speed 30 ft. Spellcasting. The mage casts one of the following spells,
Perception 11 Stealth 12 using INT as the spellcasting ability (spell save DC 14).
Senses — At will: detect magic, light, mage hand, prestidigitation
Languages any four languages 3/day each: fly, mage armor, mirror image
2/day each: fireball, haste, slow
STR DEX CON INT WIS CHA 1/day each: cone of cold, greater invisibility
−1 +0 +0 +6 +1 +0

367 MONSTER VAULT


Mage Apprentice CR 1 The concoction then causes one of the following effects of
the master alchemist’s choice.
Medium Humanoid (Any Lineage)
• Disorienting Vapors. Overly sweet-smelling, pink vapors
Armor Class 10 (13 with mage armor)
erupt from where the concoction hit the target. The
Hit Points 40 target and each creature within 5 feet of it must make
Speed 30 ft. a DC 15 INT save. When a creature that failed this save
Perception 11 Stealth 11 moves on its next turn, it moves in a random direction.
Senses — • Poisonous Cloud. An acrid-smelling, green gas pours
Languages any two languages out from where the concoction hit the target. The gas fills
a 10-foot-radius sphere centered on the target. The gas
STR DEX CON INT WIS CHA spreads around corners, and its area is lightly obscured.
A creature that enters the gas for the first time on a turn
−1 +1 +1 +4 +1 +0
or starts its turn there must succeed on a DC 15 CON
save or be poisoned until the end of its next turn. The
Arcane Weapons. The mage apprentice’s weapon attacks are gas disperses at the start of the master alchemist’s next
magical. When the mage hits with any weapon, the weapon turn.
deals an extra 2d8 force damage (included in the attack). • Slick Floor. A thick, purple foam bursts out from where
Reckless Show-Off. If it can see a fellow apprentice or its the concoction hit the target. The floor within 10 feet of
magical teacher at the start of its turn, the mage apprentice the target is coated in slick goop until the start of the
has advantage on the first spell attack roll it makes during master alchemist’s next turn, when the foam dries. For
that turn, but attack rolls against it also have advantage until the duration, when a creature moves through the area, it
the start of its next turn. must succeed on a DC 15 DEX save or fall prone.
When the master alchemist makes a Hasty Concoction attack,
ACTIONS it can choose to target a point on the ground it can see
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. within 60 feet instead. If it does so, the concoction causes
or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage only one of the above effects centered on that point instead
plus 9 (2d8) force damage. of dealing damage.
Arcane Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one Explosive Flask (Recharge 5–6). The master alchemist
target. Hit: 11 (2d8 + 2) force damage. throws an explosive flask at a point it can see within 30 feet
of it. Each creature within 10 feet of that point must make a
Spellcasting. The mage apprentice casts one of the following
DC 15 DEX save, taking 31 (7d8) fire damage on a failed save,
spells, using INT as the spellcasting ability (spell save DC 12).
or half as much damage on a successful one.
At will: mage hand, minor illusion
Healing Unguent (3/Day). The master alchemist rubs a
1/day each: color spray, mage armor, sleep
greasy unguent on a creature’s wounds. The target regains
14 (4d6) HP.
Master Alchemist CR 7
BONUS ACTIONS
Medium Humanoid (Any Lineage)
Protective Draught (Recharge 4–6). The master alchemist
Armor Class 16 (studded leather)
drinks one of its brews and gains resistance to acid, cold, fire,
Hit Points 152
or poison damage (the master alchemist’s choice) until the
Speed 30 ft. end of its next turn.
Perception 11 Stealth 14
Senses — Mechanist CR 2
Languages any two languages
Medium Humanoid (Any Lineage)
Armor Class 15 (scale mail)
STR DEX CON INT WIS CHA
Hit Points 60
+0 +4 +6 +7 +1 +2
Speed 30 ft.
Perception 10 Stealth 11
Tools of the Trade. The master alchemist is proficient with
alchemist’s supplies and doubles its proficiency bonus for any Senses —
ability check it makes with alchemist’s supplies. Languages Common, plus any two languages

ACTIONS STR DEX CON INT WIS CHA


Multiattack. The master alchemist makes three Hasty +3 +1 +1 +5 +0 +0
Concoction attacks.
Hasty Concoction. Melee or Ranged Weapon Attack: +7 to Tools of the Trade. The mechanist is proficient with tinker
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 17 (3d8 + tools and doubles its proficiency bonus for any ability check
4) acid, cold, fire, or poison damage (the alchemist’s choice). it makes with tinker tools.

MONSTER VAULT 368


ACTIONS Priest CR 2
Multiattack. The mechanist makes two Warhammer or Light Medium Humanoid (Any Lineage)
Crossbow attacks. Armor Class 13 (chain shirt)
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one Hit Points 57
target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) Speed 30 ft.
bludgeoning damage if used with two hands.
Perception 15 Stealth 10
Light Crossbow. Ranged Weapon Attack: +3 to hit, range
Resistant Divine Blessing
80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Senses —
Repair (Recharge 4–6). The mechanist touches one friendly
Construct it can see. The target regains 5 (2d4) HP. Languages any two languages

BONUS ACTIONS STR DEX CON INT WIS CHA


Quick Creation (Recharge 4–6). The mechanist cobbles +1 +0 +1 +1 +5 +1
together various machine parts it is carrying and creates a
Tiny Construct. The Construct obeys the mechanist’s spoken Divine Blessing. The priest is resistant to necrotic damage or
commands. It uses the statistics of a solodron but it isn’t a radiant damage, as appropriate for the priest’s deity.
mechadron or part of the Plan. The mechanist can have up Divine Weapons. The priest’s weapons are shrouded in dark
to two such Constructs under its control at one time. Each or golden flames, as appropriate for the priest’s deity. When
Construct remains for 1 minute, until the mechanist dies, or the priest hits with any weapon, the weapon deals an extra
until the mechanist uses this bonus action again to dismiss 2d6 necrotic damage or radiant damage (included in the
one or both of them. attack), the priest’s choice.

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

STR DEX CON INT WIS CHA


+0 +1 +0 +1 +2 +5

Impenetrable Ego. While the noble is conscious and wearing


no armor and wielding no shield, it adds its CHA modifier
to its AC (included above). In addition, it is resistant to the
charmed and frightened conditions.

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.

369 MONSTER VAULT


ACTIONS
Spy CR 1
Multiattack. The priest makes two Mace or Divine Bolt
Medium Humanoid (Any Lineage)
attacks.
Armor Class 13
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) necrotic Hit Points 40
damage or radiant damage (the priest’s choice). Speed 30 ft.
Divine Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one Perception 16 Stealth 17
target. Hit: 10 (2d6 + 3) necrotic damage or radiant damage Senses —
(the priest’s choice). Languages any two languages
Spellcasting. The priest casts one of the following spells,
using WIS as the spellcasting ability (spell save DC 13). STR DEX CON INT WIS CHA
At will: guidance, light, thaumaturgy +0 +5 +0 +1 +2 +3
2/day each: bane, bless, cure wounds
1/day each: dispel magic, restoration ACTIONS
Multiattack. The spy makes two Shortsword or Hand
Scout CR 1/2 Crossbow attacks.
Medium Humanoid (Any Lineage) Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Armor Class 13 (leather armor) target. Hit: 6 (1d6 + 3) piercing damage.
Hit Points 25 Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
Speed 30 ft. 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Perception 13 Stealth 16
BONUS ACTIONS
Senses —
Languages any one language (usually Common) Cunning Action. The spy takes the Dash, Disengage, or Hide
action.

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 Thug CR 1/2


Multiattack. The scout makes two Shortsword or Shortbow Medium Humanoid (Any Lineage)
attacks. Armor Class 11 (leather armor)
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Hit Points 25
target. Hit: 5 (1d6 + 2) piercing damage. Speed 30 ft.
Shortbow. Ranged Weapon Attack: +4 to hit, ranged 80/320 Perception 10 Stealth 12
ft., one target. Hit: 5 (1d6 + 2) piercing damage. Senses —
Languages any one language (usually Common)
BONUS ACTIONS
Escape to Report. The scout takes the Dash or Disengage STR DEX CON INT WIS CHA
action.
+2 +0 +2 +0 +0 +0

Brutal. A melee weapon deals one extra die of its damage


when the thug hits with it (included in the attack).
Pack Tactics. The thug has advantage on attack rolls against
a creature if at least one of the thug’s allies is within 5 feet of
the creature and the ally isn’t incapacitated.

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.

MONSTER VAULT 370


BONUS ACTIONS
Sucker Punch. The thug employs unscrupulous tactics to hit
its opponent in a vulnerable spot. One creature the thug can
see within 5 feet of it must make a DC 12 DEX save. On a
failure, the target takes 2 (1d4) bludgeoning 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

STR DEX CON INT WIS CHA


+5 +2 +2 +0 +0 +0

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.

REACTIONS Home in the Wilds. The wild warrior automatically


discerns true north when outside, and checks to follow its
Parry. The veteran adds 2 to its AC against one melee attack tracks in forest, grassland, hills, or mountain terrain have
that would hit it. To do so, the veteran must see the attacker disadvantage, unless the wild warrior chooses to leave
and be wielding a melee weapon. obvious signs of its passage.
Pack Tactics. The wild warrior has advantage on attack rolls
Wild Warrior CR 1/8 against a creature if at least one of the warrior’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.
Medium Humanoid (Any Lineage)
Armor Class 12 (hide armor) ACTIONS
Hit Points 9
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5
Speed 30 ft. ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing
Perception 12 Stealth 12 damage, or 5 (1d8 + 1) piercing damage if used with two
Senses — hands to make a melee attack.
Languages any one language
BONUS ACTIONS

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.

371 MONSTER VAULT


APPENDIX: CREATURES BY CHALLENGE
Challenge 0 (10 XP) Mechadron, Solodron Frog, Giant Gnoll
Camel Fungi, Violet Gnome, Deep
Awakened Plant, Shrub
Cultist Goblin, Goblin Goat, Giant
Badger
Guard Grimlock Goblin, Hobgoblin
Bat
Hawk, Blood Horse, Draft Gray Ooze
Cat
Kobold Horse, Riding Horse, War
Commoner
Mastiff Insect, Giant Centipede Insect, Giant Wasp
Crab
Merfolk Lizard, Giant Insect, Swarm of Insects
Deer
Mule Owl, Giant Kobold, Tinkerer
Eagle
Noble Panther Lizardfolk
Frog
Pony Rat, Giant Magmin
Fungi, Shrieker
Snake, Flying Rat, Swarm of Rats Mechadron, Dupladron
Goat
Snake, Poisonous Raven, Swarm of Ravens Mephit, Dust
Hawk
Stirge Seal Mephit, Ice
Hyena
Wild Warrior Skeleton Mephit, Magma
Insect, Giant Fire Beetle
Snake, Constrictor Mephit, Steam
Insect, Scorpion
Challenge 1/4 (50 XP) Snake, Giant Poisonous Mycolid, Commoner
Jackal
Spider, Giant Wolf Orc
Lizard Acolyte
Sprite Robot, Drone
Octopus Animated Objects, Flying
Sword Star Crow Rust Monster
Owl
Axe Beak Weasel, Giant Sahuagin
Quipper
Badger, Giant Wolf Satyr
Rat
Bat, Giant Zombie Scout
Raven
Bat, Swarm of Bats Seahorse, Giant
Seahorse
Blink Dog Challenge 1/2 (100 XP) Shadow
Spider
Boar Shark, Reef
Vulture Ape
Crab, Giant Skeleton, War Horse
Weasel Bear, Black
Demon, Dretch Sporeborn, Skullbloom
Cockatrice
Derro Thug
Challenge 1/8 (25 XP) Crimson Jelly
Devil, Lemure Wood Herald
Baboon Crocodile
Dragonette, Pseudodragon Worg
Bandit Darkmantle
Elf, Drow
Lantern Hagfish Dinosaur, Velociraptor
Elk

MONSTER VAULT 372


Challenge 1 (200 XP) Berserker Challenge 3 (700 XP) Goblin, Bugbear Champion
Boar, Giant Lamia
Animated Objects, Animated Basilisk
Armor Centaur Lizardfolk, Ruler
Derro, Void Eater
Bear, Brown Cultist, Fanatic Lycanthrope, Wereboar
Devil, Bearded
Death Dog Dinosaur, Plesiosaurus Lycanthrope, Weretiger
Doppelganger
Demon, Quasit Dragon, Black, Wyrmling Mechadron, Tripladron
Dragon, Blue, Wyrmling
Devil, Imp Dragon, Bronze, Wyrmling Orc, Warlord
Dragon, Gold, Wyrmling
Dragon, Brass, Wyrmling Dragon, Green, Wyrmling Sahuagin, Monarch
Dragon, Red, Wyrmling
Dragon, Copper, Wyrmling Dragon, Silver, Wyrmling Selang
Feral Hunter
Dryad Dragon, Void, Wyrmling Succubus
Goblin, Hobgoblin
Dwarf, Duergar Dragon, White, Wyrmling Commander Voidling, Lesser
Eagle, Giant Dragon, Yellow Wyrmling Hag, Green
Flinderbeast Druid Hell Hound Challenge 5 (1,800 XP)
Frog, Giant Poisonous Elk, Giant Insatiable Brood
Bard
Ghoul Ettercap Insect, Giant Scorpion
Bulette
Goblin, Bugbear Gargoyle Knight
Chol, Czol
Goblin, Goblin Captain Gelatinous Cube Kobold, Swiftblade
Crocodile, Giant
Harpy Ghoul, Ghast Lycanthrope, Werewolf
Demon, Mire Fiend
Hippocampus Gibbering Mouther Manticore
Demon, Unska
Hippogriff Goblin, Hobgoblin Conjurer Minotaur
Demon, Wrack
Homunculus Grick Mordovermis
Devil, Barbed
Hyena, Giant Griffon Mummy
Dinosaur, Triceratops
Lion Grimlock, Morlock Mycolid, Spore Lord
Elemental, Air
Mage Apprentice Hag, Sea Nightmare
Elemental, Earth
Octopus, Giant Lizardfolk, Shaman Orca
Elemental, Fire
Quipper, Swarm of Quippers Lycanthrope, Wererat Owlbear
Elemental, Water
Satarre Mechanist Phase Spider
Fey Guardian
Specter Merfolk, Merrow Robot, Warden
Giant, Hill
Spider, Giant Mimic Satarre, Destroyer
Gladiator
Spy Nimbostratus Spirit Selkie
Golem, Flesh
Tiger Ochre Jelly Veteran
Gorgon
Vampire, Thrall Ogre Wight
Hag, Night
Vulture, Giant Pegasus Winter Wolf
Hivebound
Wolf, Dire Priest
Kobold, Witch
Wyrdling Rhinoceros Challenge 4 (1,100 XP)
Lycanthrope, Werebear
Sahuagin, Captain
Black Pudding Moon Knight
Challenge 2 (450 XP) Shark, Hunter
Chuul Otyugh
Skeleton, Minotaur
Animated Objects, Rug of Couatl Roper
Smothering Snake, Giant Constrictor
Demon, Husk Salamander
Ankheg Snake, Swarm of Poisonous
Snakes Dinosaur, Ankylosaurus Shambling Mound
Awakened Plant, Tree
Sporeborn, Bloatblossom Elephant Shark, Giant
Azer
Tiger, Saber-Toothed Ettin Troll
Bandit Captain
Will-o'-Wisp Ghost Unicorn
Bear, Polar
Zombie, Ogre Ghoul, Necrophage Ghast Vampire, Spawn

373 MONSTER VAULT


Wraith Challenge 9 (5,000 XP) Challenge 13 (10,000 XP) Challenge 19 (22,000 XP)
Xorn Demon, Nalfeshnee Demon, Balor
Chol, Uulgol
Deathless Dragon, Brass, Adult Dragon, Bronze, Ancient
Challenge 6 (2,300 XP)
Demon, Glabrezu Dragon, White, Adult Dragon, Green, Ancient
Balara Devil, Bone Giant, Storm
Chimera Dragon, Blue, Young Rakshasa Challenge 20 (25,000 XP)
Demon, Vrock Dragon, Silver, Young Vampire
Devil, Pit Fiend
Dragon, Brass, Young Dragon, Void, Young
Dragon, Black, Ancient
Dragon, White, Young Giant, Cloud Challenge 14 (11,500 XP) Dragon, Blue, Ancient
Drake, Scorch Giant, Dirgesinger
Devil, Ice Dragon, Silver, Ancient
Drider Giant, Fire
Dragon, Black, Adult Dragon, Yellow Ancient
Invisible Stalker Golem, Clay
Dragon, Copper, Adult
Mage Hag, Ambush
Challenge 21 (33,000 XP)
Mammoth Treant
Challenge 15 (13,000 XP) Angel, Solar
Mechadron, Tetradron
Medusa Dragon, Bronze, Adult Dragon, Gold, Ancient
Challenge 10 (5,900 XP)
Wickerbeast Dragon, Green, Adult Lich
Aboleth Living Colossus
Wyvern
Angel, Deva Mummy Lord Challenge 22 (41,000 XP)
Dragon, Gold, Young Purple Worm
Challenge 7 (2,900 XP)
Dragon, Void, Ancient
Dragon, Red, Young
Ape, Giant
Golem, Stone
Challenge 16 (15,000 XP)
Demon, Golmana Challenge 23 (50,000 XP)
Naga, Guardian
Dragon, Black, Young Angel, Planetar
Kraken
Dragon, Copper, Young Demon, Marilith
Challenge 11 (7,200 XP)
Giant, Stone Dragon, Blue, Adult
Behir
Challenge 24 (62,000 XP)
Grick, Advanced Dragon, Silver, Adult

Master Alchemist Devil, Horned Dragon, Void, Adult Dragon, Red, Ancient

Oni Genie, Djinni Dragon, Yellow Adult

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

Dragon, Green, Young Archmage


Challenge 18 (20,000 XP)
Dragon, Yellow Young Chol, Icthol
Astral Destroyer
Giant, Frost Devil, Erinyes
Dragon, Copper, Ancient
Hydra Lich, Virtuoso

Naga, Spirit

MONSTER VAULT 374


APPENDIX: CREATURES BY TAG
Animal CR Outsider (Angel) CR Outsider (Devil) CR

Ankheg 2 Deva 10 Barbed 5

Death Dog 1 Planetar 16 Bearded 3


Griffon 2 Solar 21 Bone 9

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

375 MONSTER VAULT


APPENDIX: CREATURES BY TERRAIN
Any CR Badlands CR
Commoner 0 (10 XP) Lizard 0 (10 XP)
Bandit, Cultist, Guard, Kobold, Noble 1/8 (25 XP) Snake (Poisonous) 1/8 (25 XP)
Acolyte, Elf (Drow), Skeleton, Star Crow 1/4 (50 XP) Lizard (Giant ), Snake (Giant Poisonous) 1/4 (50 XP)
Scout, Thug 1/2 (100 XP) Robot (Drone), Worg 1/2 (100 XP)
Mage Apprentice, Spy, Vampire (Thrall) 1 (200 XP) Wyrdling 1 (200 XP)
Bandit Captain, Berserker, Cultist (Fanatic), Snake (Swarm of Poisonous Snakes), Will-o'-
2 (450 XP) 2 (450 XP)
Druid, Mechanist, Nimbostratus Spirit, Priest Wisp
Knight, Kobold (Swiftblade), Veteran 3 (700 XP) Robot (Warden) 3 (700 XP)
Bard, Chol (Czol), Fey Guardian, Gladiator 5 (1,800 XP) Lamia, Selang 4 (1,100 XP)
Mage 6 (2,300 XP) Drake (Scorch) 6 (2,300 XP)
Master Alchemist 7 (2,900 XP) Selang (Void Piper) 7 (2,900 XP)
Assassin 8 (3,900 XP)
Chol, Uulgol 9 (5,000 XP) Coastal CR
Sphinx (Gynosphinx) 11 (7,200 XP) Crab, Eagle, Lizard 0 (10 XP)
Archmage, Chol (Icthol) 12 (8,400 XP) Merfolk, Snake (Poisonous) 1/8 (25 XP)
Living Colossus 15 (13,000 XP) Crab (Giant), Lizard (Giant), Snake (Giant
1/4 (50 XP)
Chol (Trillipol), Sphinx (Androsphinx) 17 (18,000 XP) Poisonous)
Sahuagin 1/2 (100 XP)
Arctic CR Eagle (Giant), Frog (Giant Poisonous), Harpy,
1 (200 XP)
Owl 0 (10 XP) Hippocampus
Dinosaur (Plesiosaurus), Dragon (Bronze,
Owl (Giant) 1/4 (50 XP)
Wyrmling), Griffon, Hag (Sea), Merfolk
Mephit (Ice) 1/2 (100 XP) 2 (450 XP)
(Merrow), Sahuagin (Captain), Snake (Swarm of
Bear (Brown) 1 (200 XP) Poisonous Snakes)
Bear (Polar), Dragon (White, Wyrmling), Tiger Dragon (Blue, Wyrmling), Selkie 3 (700 XP)
2 (450 XP)
(Saber-Toothed) Sahuagin (Monarch) 4 (1,100 XP)
Winter Wolf 3 (700 XP)
Elemental (Water) 5 (1,800 XP)
Lycanthrope (Werebear) 5 (1,800 XP)
Dragon (Bronze, Young) 8 (3,900 XP)
Dragon (White, Young), Mammoth 6 (2,300 XP)
Dragon (Blue, Young) 9 (5,000 XP)
Giant (Frost) 8 (3,900 XP)
Genie (Djinni), Genie (Sila), Roc 11 (7,200 XP)
Remorhaz 11 (7,200 XP)
Giant (Storm) 13 (10,000 XP)
Dragon (White, Adult) 13 (10,000 XP)
Dragon (Bronze, Adult) 15 (13,000 XP)
Dragon (White, Ancient) 17 (18,000 XP)
Dragon (Blue, Adult) 16 (15,000 XP)

MONSTER VAULT 376


Dragon Turtle 17 (18,000 XP) Wickerbeast 6 (2,300 XP)
Dragon (Bronze, Ancient) 19 (22,000 XP) Hag (Ambush) 9 (5,000 XP)
Dragon (Blue, Ancient) 20 (25,000 XP) Tarrasque 30 (155,000 XP)

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)

Ghoul (Necrophage Ghast) 4 (1,100 XP) Archdruid 12 (8,400 XP)

Demon (Unska), Moon Knight 5 (1,800 XP) Dragon (Green, Adult) 15 (13,000 XP)

377 MONSTER VAULT


Dragon (Gold, Adult) 17 (18,000 XP) Hills CR
Dragon (Green, Ancient) 19 (22,000 XP) Eagle, Goat, Hawk, Hyena, Owl, Raven, Vulture,
0 (10 XP)
Dragon (Gold, Ancient) 21 (33,000 XP) Weasel

Tarrasque 30 (155,000 XP) Baboon, Hawk (Blood), Mastiff, Mule, Snake


1/8 (25 XP)
(Poisonous), Stirge, Wild Warrior
Axe Beak, Bat (Swarm of Bats), Boar, Elk, Goblin,
Grassland CR
Owl (Giant), Panther, Raven (Swarm of Ravens), 1/4 (50 XP)
Cat, Deer, Eagle, Goat, Hyena, Jackal, Vulture,
0 (10 XP) Spider (Giant Wolf), Weasel (Giant), Wolf
Weasel
Goat (Giant), Goblin (Hobgoblin), Insect (Swarm
Mule, Pony, Snake (Flying), Snake (Poisonous), 1/2 (100 XP)
1/8 (25 XP) of Insects), Orc, Worg
Stirge, Wild Warrior
Dragon (Copper, Wyrmling), Eagle (Giant),
Axe Beak, Boar, Elk, Goblin, Horse (Draft), Horse
Goblin (Bugbear), Goblin (Goblin Captain),
(Riding), Panther, Snake (Giant Poisonous), 1/4 (50 XP) 1 (200 XP)
Harpy, Hippogriff, Hyena (Giant), Lion, Vulture
Spider (Giant Wolf), Weasel (Giant), Wolf
(Giant), Wolf (Dire), Wyrdling
Cockatrice, Dinosaur (Velociraptor), Gnoll, Goat
Boar (Giant), Dragon (Yellow, Wyrmling), Elk
(Giant), Goblin (Hobgoblin), Insect (Giant Wasp), 1/2 (100 XP)
(Giant), Goblin (Hobgoblin Conjurer), Griffon,
Insect (Swarm of Insects), Orc, Worg 2 (450 XP)
Ogre, Pegasus, Snake (Swarm of Poisonous
Death Dog, Eagle (Giant), Goblin (Bugbear), Snakes), Zombie (Ogre)
Goblin (Goblin Captain), Hippogriff, Hyena 1 (200 XP)
Basilisk, Dragon (Red, Wyrmling), Goblin
(Giant), Lion, Tiger, Vulture (Giant)
(Hobgoblin Commander), Hag (Green),
Ankheg, Boar (Giant), Centaur, Dragon (Yellow, 3 (700 XP)
Lycanthrope (Werewolf), Manticore, Owlbear,
Wyrmling), Elk (Giant), Goblin (Hobgoblin Phase Spider
Conjurer), Nimbostratus Spirit, Ogre, Pegasus, 2 (450 XP)
Dinosaur (Ankylosaurus), Ettin, Goblin (Bugbear
Rhinoceros, Skeleton (Minotaur), Snake (Swarm
Champion), Lamia, Lycanthrope (Wereboar), Orc 4 (1,100 XP)
of Poisonous Snakes), Zombie (Ogre)
(Warlord)
Dragon (Gold, Wyrmling), Goblin (Hobgoblin
Bulette, Giant (Hill), Gorgon, Lycanthrope
Commander), Manticore, Minotaur, Phase 3 (700 XP) 5 (1,800 XP)
(Werebear), Troll
Spider
Chimera, Wickerbeast, Wyvern 6 (2,300 XP)
Couatl, Dinosaur (Ankylosaurus), Elephant,
Goblin (Bugbear Champion), Lycanthrope Dragon (Copper, Young), Giant (Stone) 7 (2,900 XP)
4 (1,100 XP)
(Wereboar), Lycanthrope (Weretiger), Orc Dragon (Yellow, Young) 8 (3,900 XP)
(Warlord) Giant, Fire 9 (5,000 XP)
Bulette, Dinosaur (Triceratops), Gorgon, Dragon, Red, Young 10 (5,900 XP)
5 (1,800 XP)
Hivebound
Genie (Hinn), Roc 11 (7,200 XP)
Balara, Chimera, Drake (Scorch), Wickerbeast 6 (2,300 XP)
Dragon (Copper, Adult) 14 (11,500 XP)
Dinosaur (Tyrannosaurus Rex), Dragon (Yellow,
8 (3,900 XP) Dragon (Yellow, Adult) 16 (15,000 XP)
Young)
Dragon (Red, Adult) 17 (18,000 XP)
Dragon (Gold, Young) 10 (5,900 XP)
Dragon (Copper, Ancient) 18 (20,000 XP)
Archdruid 12 (8,400 XP)
Dragon (Yellow, Ancient) 20 (25,000 XP)
Dragon (Yellow, Adult) 16 (15,000 XP)
Dragon (Red, Ancient) 24 (62,000 XP)
Dragon (Gold, Adult) 17 (18,000 XP)
Tarrasque 30 (155,000 XP)
Dragon (Yellow, Ancient) 20 (25,000 XP)
Dragon (Gold, Ancient) 21 (33,000 XP)

MONSTER VAULT 378


Mountain CR Devil (Horned), Infernal Champion, Voidling 11 (7,200 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)

379 MONSTER VAULT


Dwarf (Duergar), Frog (Giant Poisonous), Urban CR
Ghoul, Goblin (Bugbear), Goblin (Goblin 1 (200 XP) Cat, Commoner, Goat, Rat, Raven, Spider 0 (10 XP)
Captain), Specter, Spider (Giant)
Bandit, Cultist, Guard, Kobold, Mastiff, Mule, 1/8 (25 XP)
Gargoyle, Gelatinous Cube, Ghoul (Ghast),
Noble, Pony, Snake (Flying), Snake (Poisonous),
Gibbering Mouther, Goblin (Hobgoblin
Stirge
Conjurer), Grick, Grimlock (Morlock), Mimic, 2 (450 XP)
Acolyte, Animated Objects (Flying Sword), 1/4 (50 XP)
Ochre Jelly, Ogre, Skeleton (Minotaur),
Dragonette (Pseudodragon), Horse (Draft),
Sporeborn (Bloatblossom), Zombie (Ogre)
Horse (Riding), Rat (Giant), Rat (Swarm of Rats),
Basilisk, Derro (Void Eater), Doppelganger,
Raven (Swarm of Ravens), Skeleton, Snake
Goblin (Hobgoblin Commander), Hell Hound,
3 (700 XP) (Giant Poisonous), Zombie
Kobold (Swiftblade), Minotaur, Mordovermis,
Crocodile, Gray Ooze, Horse (War), Insect 1/2 (100 XP)
Mycolid (Spore Lord), Phase Spider, Wight
(Giant Wasp), Insect (Swarm of Insects), Kobold
Black Pudding, Chuul, Ettin, Ghost, Ghoul
(Tinkerer), Robot (Drone), Shadow, Skeleton
(Necrophage Ghast), Goblin (Bugbear 4 (1,100 XP)
(War Horse), Sporeborn (Skullbloom), Thug
Champion), Orc (Warlord)
Animated Objects (Animated Armor), Ghoul, 1 (200 XP)
Elemental (Earth), Kobold (Witch), Otyugh,
Homunculus, Mage Apprentice, Satarre,
Roper, Salamander, Troll, Vampire (Spawn), 5 (1,800 XP)
Specter, Spider (Giant), Spy, Vampire (Thrall)
Wraith, Xorn
Animated Objects (Rug of Smothering), Bandit 2 (450 XP)
Drider 6 (2,300 XP) Captain, Berserker, Cultist (Fanatic), Dragon
Giant (Stone), Grick (Advanced) 7 (2,900 XP) (Silver, Wyrmling), Druid, Gargoyle, Ghoul
Cloaker, Naga (Spirit) 8 (3,900 XP) (Ghast), Lycanthrope (Wererat), Mechanist,
Mimic, Ogre, Priest, Skeleton (Minotaur), Snake
Giant (Dirgesinger), Giant (Fire) 9 (5,000 XP)
(Swarm of Poisonous Snakes), Sporeborn
Aboleth 10 (5,900 XP) (Bloatblossom), Will-o'-Wisp, Zombie (Ogre)
Behir, Genie (Hinn) 11 (7,200 XP) Doppelganger, Knight, Kobold (Swiftblade), 3 (700 XP)
Vampire 13 (10,000 XP) Minotaur, Mummy, Phase Spider, Robot
Purple Worm 15 (13,000 XP) (Warden), Satarre (Destroyer), Veteran, Wight
Couatl, Ghost, Ghoul (Necrophage Ghast), 4 (1,100 XP)
Tarrasque 30 (155,000 XP)
Succubus
Bard, Demon (Unska), Gladiator, Golem (Flesh), 5 (1,800 XP)
Underwater CR
Hag (Night), Kobold (Witch), Vampire (Spawn),
Crab, Octopus, Quipper, Seahorse 0 (10 XP) Wraith
Merfolk, Snake (Poisonous) 1/8 (25 XP) Invisible Stalker, Mage, Medusa 6 (2,300 XP)
Crab (Giant), Seal, Snake (Giant Poisonous) 1/4 (50 XP) Master Alchemist, Oni, Shield Guardian 7 (2,900 XP)
Crimson Jelly, Sahuagin, Seahorse (Giant), 1/2 (100 XP) Assassin, Death Knight 8 (3,900 XP)
Shark (Reef)
Deathless, Dragon (Silver, Young), Golem (Clay) 9 (5,000 XP)
Hippocampus, Octopus (Giant), Quipper 1 (200 XP)
Golem (Stone) 10 (5,900 XP)
(Swarm of Quippers)
Archmage, Lich (Virtuoso) 12 (8,400 XP)
Dinosaur (Plesiosaurus), Hag (Sea), Merfolk 2 (450 XP)
(Merrow), Sahuagin (Captain), Shark (Hunter), Rakshasa, Vampire 13 (10,000 XP)
Snake (Swarm of Poisonous Snakes) Mummy (Lord) 15 (13,000 XP)
Orca, Selkie 3 (700 XP) Dragon (Silver, Adult), Golem (Iron) 16 (15,000 XP)
Chuul, Sahuagin (Monarch) 4 (1,100 XP) Dragon (Silver, Ancient) 20 (25,000 XP)
Elemental (Water), Shark (Giant) 5 (1,800 XP) Lich 21 (33,000 XP)
Aboleth 10 (5,900 XP)
Genie (Sila) 11 (7,200 XP)
Giant (Storm) 13 (10,000 XP)
Dragon Turtle 17 (18,000 XP)
Kraken 23 (50,000 XP)

MONSTER VAULT 380


HEED THE CALL
OF THE VALIANT!

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DUNGEONS

MAP TILES
Draw your players deeper into your encounters
and battles with Kobold Press’s Map Tiles.
These two-sided, 7"× 7" dry-erasable map tiles COLOR MAP

MAP TILES
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feature a variety of fantasy locations, from


CAVES & CA
idyllic villages to shadow-haunted forests and VE RNS

more! Perfect for GMs and players who need a


quick stage for adventure and excitement!

24 FULL-COL
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AN ENOR MAP TILE
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©2024 Open Design LLC. The Kobold Press logo is a trademark of Open Design LLC.
NEXT-LEVEL GUIDANCE
Build better games with the guidance of seasoned Kobold Guide to Dungeons: Deepen your
designers, developers, and writers with Kobold dungeon design and make every room count!
Guides. These collections of essays offer opportunities
Kobold Guide to Worldbuilding, Volume 2:
to enhance your tabletop experience with the wisdom
Build vibrant and exciting worlds with advice
of game professionals like Wolfgang Baur, Keith
from the industry’s best worldsmiths!
Ammann, Sadie Lowry, Michael E. Shea and more!
COMPLETE Kobold Guide to Game Design:
Built for travel and portability, these guides are
The expanded second edition of the ENnie
perfect for taking to a friend’s house, digging into over
Award‑winning title, Guide to Game Design
a coffee break, or brainstorming in the classroom!
is a must have for aspiring creators. Build
comprehensive magic systems, tell compelling
stories, and more!
Kobold Guide to Roleplaying: Spin fascinating
characters, cook up character arcs, and build
intriguing villains to drive your stories!

©2024 Open Design LLC. The Kobold Press logo is a trademark of Open Design LLC.
©2024 Open Design LLC. Tales of the Valiant and the Kobold Press logo are trademarks of Open Design LLC.
Epic Stories
Call for Epic
Storytellers!
Take your game beyond the basics with the
Tales of the ValiantTM Game Master’s Guide!
This critical addition to the library of any Game Master
includes everything you need to turn any story into
your story. Master homebrewing magic items and
monsters for any occasion. Gain valuable insight into
worldbuilding, setting the scene, and running the game.
Learn the tips and tricks of the Game Master’s art and
become the ultimate tabletop storyteller.

Improve Your 5E Campaign with New Options!

COMING SOON!
www.koboldpress.com • www.talesofthevaliant.com
HEROES NEED
MONSTERS!
Tales of the Valiant™ Monster Vault crawls with over
400 hero-makers—claws out. All the classic monsters
you know and many new surprises lurk inside!
• Spring new threats on players like
ambush hags and sporeborn.
• Bring the corrupting Void to your
table with star crows and the mighty
void dragon.
• Stay in the action with streamlined
stat blocks for faster play.
• Keep players on their toes with the new Doom mechanic!
Plus, get thorough advice and details on creating encounters,
customizing monsters, and beefing up challenges tailored to
your world.

Be Cruel. Be Cold. Be Villainous.

$59.99
KOB 9771
PO Box 2811 | Kirkland WA 98083 Printed in China
www.koboldpress.com ISBN: 978-1-950789-77-1

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