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200
Stirge
The Stirge is a Tiny beast, unaligned with the following characteristics: This horrid flying creature looks like a cross between a large bat and an oversized mosquito. Its legs end in sharp pincers, and its long, needle-like proboscis slashes the air as it seeks its next meal. Stirges feed on the blood of living creatures, attaching and draining them slowly. Although they pose little danger in small numbers, packs of stirges can be a formidable threat, reattaching as quickly as their weakening prey can pluck them off. Blood Drain: A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh while using its pincer legs to latch on to the victim. Once the stirge has sated itself, it detaches and flies off to digest its meal. . This creatures statististics are as follows: - Armor Class: 14 (Natural Armor)- Hit Points: 2 (1d4) - Speed: 10 ft., fly 40 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 9- Languages: --- Challenge Rating: 1/8 (25 XP)- Strength: 4 - Dexterity: 16 - Constitution: 11 - Intelligence: 2 - Wisdom: 8 - Charisma: 6 The Stirge has the following special abilities: NoneThe Stirge can take the following actions: <p><em><strong>Blood Drain.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one creature. <em>Hit:</em> 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.</p><p>The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.</p>
201
Stone Giant
The Stone Giant is a Huge giant, neutral with the following characteristics: . This creatures statististics are as follows: - Armor Class: 17 (Natural Armor)- Hit Points: 126 (11d12 + 55) - Speed: 40 ft. - Skills: Athletics +12, Perception +4- Senses: Darkvision 60 ft., Passive Perception 14- Languages: Giant- Challenge Rating: 7 (2,900 XP)- Strength: 23 - Dexterity: 15 - Constitution: 20 - Intelligence: 10 - Wisdom: 12 - Charisma: 9 The Stone Giant has the following special abilities: <p><em><strong>Stone Camouflage.</strong></em> The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</p>The Stone Giant can take the following actions: <p><em><strong>Multiattack.</strong></em> The giant makes two greatclub attacks. Greatclub. <em>Melee Weapon Attack:</em> +9 to hit, reach 15 ft., one target. <em>Hit:</em> 19 (3d8 + 6) bludgeoning damage. </p><p><em><strong>Rock.</strong></em> <em>Ranged Weapon Attack:</em> +9 to hit, range 60/240 ft., one target. <em>Hit:</em> 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.</p>
202
Stone Golem
The Stone Golem is a Large construct, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 17 (Natural Armor)- Hit Points: 178 (17d10 + 85) - Speed: 30 ft. - Skills: None- Senses: Darkvision 120 ft., Passive Perception 10- Languages: Understands the languages of its creator but can't speak- Challenge Rating: 10 (5,900 XP)- Strength: 22 - Dexterity: 9 - Constitution: 20 - Intelligence: 3 - Wisdom: 11 - Charisma: 1 The Stone Golem has the following special abilities: <p><em><strong>Immutable Form.</strong></em> The golem is immune to any spell or effect that would alter its form. </p><p><em><strong>Magic Resistance.</strong></em> The golem has advantage on saving throws against spells and other magical effects. </p><p><em><strong>Magic Weapons.</strong></em> The golem's weapon attacks are magical.</p>The Stone Golem can take the following actions: <p><em><strong>Multiattack.</strong></em> The golem makes two slam attacks. </p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit:</em> 19 (3d8 + 6) bludgeoning damage. </p><p><em><strong>Slow (Recharge 5–6).</strong></em> The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p>
203
Storm Giant
The Storm Giant is a Huge giant, chaotic good with the following characteristics: . This creatures statististics are as follows: - Armor Class: 16 (Scale Mail)- Hit Points: 230 (20d12 + 100) - Speed: 50 ft., swim 50 ft. - Skills: Arcana +8, Athletics +14, History +8, Perception +9- Senses: Passive Perception 19- Languages: Common, Giant- Challenge Rating: 13 (10,000 XP)- Strength: 29 - Dexterity: 14 - Constitution: 20 - Intelligence: 16 - Wisdom: 18 - Charisma: 18 The Storm Giant has the following special abilities: <p><em><strong>Amphibious.</strong></em> The giant can breathe air and water. </p><p><em><strong>Innate Spellcasting.</strong></em> The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: </p><p>At will: detect magic, feather fall, levitate, light </p><p>3/day each: control weather, water breathing</p>The Storm Giant can take the following actions: <p><em><strong>Multiattack.</strong></em> The giant makes two greatsword attacks. </p><p><em><strong>Greatsword.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit:</em> 30 (6d6 + 9) slashing damage. </p><p><em><strong>Rock.</strong></em> <em>Ranged Weapon Attack:</em> +14 to hit, range 60/240 ft., one target. <em>Hit:</em> 35 (4d12 + 9) bludgeoning damage. </p><p><em><strong>Lightning Strike (Recharge 5–6).</strong></em> The giant hurls a 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 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.</p>
204
Succubus-Incubus
The Succubus-Incubus is a Medium fiend, neutral evil with the following characteristics: Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz'zt keeps succubi and incubi as advisers and consorts. Though legend speaks of them separately, any succubus can become an incubus, and vice versa. Most of these fiends do have a preference for one form or the other. Mortals only rarely see a succubus or incubus in its true form, however, for the fiend typically begins its corruption in veiled, insidious ways. Beautiful Corrupters: A succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal's bedside and whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As the fiend fills the victim's dreams with debauched images, the victim becomes more susceptible to temptation in everyday life. Inevitably, the fiend enters the mortal realm in tempting form to directly influence a creature's actions. Appearing in the guise of a humanoid who has previously appeared only in the victim's dreams, the succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will. A mortal bequeaths its soul to the fiend not by formal pledge or contract. Instead, when a succubus or incubus has corrupted a creature completely-some say by causing the victim to commit the three betrayals of thought, word, and deed-the victim's soul belongs to the fiend. The more virtuous the fiend's prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes. The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A charmed creature isn't responsible for its actions, so forcing it to behave against its will won't bring the fiend closer to the ultimate prize: the victim's soul. Deadly Kiss: The kiss of a succubus or incubus is an echo of the emptiness that is the fiend's longing for a corrupted soul. Likewise, the recipient of the fiend's kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes. Fiendish Offspring: Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a cambion child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent. . This creatures statististics are as follows: - Armor Class: 15 (Natural Armor)- Hit Points: 66 (12d8 + 12) - Speed: 30 ft., fly 60 ft. - Skills: Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7- Senses: Darkvision 60 ft., Passive Perception 15- Languages: Abyssal, Common, Infernal, Telepathy 60 ft.- Challenge Rating: 4 (1,100 XP)- Strength: 8 - Dexterity: 17 - Constitution: 13 - Intelligence: 15 - Wisdom: 12 - Charisma: 20 The Succubus-Incubus has the following special abilities: <p><em><strong>Telepathic Bond.</strong></em> The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. </p><p><em><strong>Shapechanger.</strong></em> The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</p>The Succubus-Incubus can take the following actions: <p><em><strong>Claw (Fiend Form Only).</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) slashing damage. </p><p><em><strong>Charm.</strong></em> One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.</p><p>The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. </p><p><em><strong>Draining Kiss.</strong></em> The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. </p><p><em><strong>Etherealness.</strong></em> The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.</p>
205
Swarm of Bats
The Swarm of Bats is a Medium beast, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 12 - Hit Points: 22 (5d8) - Speed: 0 ft., fly 30 ft. - Skills: None- Senses: Blindsight 60 ft., Passive Perception 11- Languages: --- Challenge Rating: 1/4 (50 XP)- Strength: 5 - Dexterity: 15 - Constitution: 10 - Intelligence: 2 - Wisdom: 12 - Charisma: 4 The Swarm of Bats has the following special abilities: <p><em><strong>Echolocation.</strong></em> The swarm can’t use its blindsight while deafened.</p><p><em><strong>Keen Hearing.</strong></em> The swarm has advantage on Wisdom (Perception) checks that rely on hearing.</p><p><em><strong>Swarm.</strong></em> The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points.</p>The Swarm of Bats can take the following actions: <p><em><strong>Bite. </strong></em><em>Melee Weapon Attack:</em> +4 to hit, reach 0 ft., one creature in the swarm's space. <em>Hit:</em> 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.</p>
206
Swarm of Quippers
The Swarm of Quippers is a Medium beast, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 13 - Hit Points: 28 (8d8 - 8) - Speed: 0 ft., swim 40 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 8- Languages: --- Challenge Rating: 1 (200 XP)- Strength: 13 - Dexterity: 16 - Constitution: 9 - Intelligence: 1 - Wisdom: 7 - Charisma: 2 The Swarm of Quippers has the following special abilities: <p><em><strong>Blood Frenzy.</strong></em> The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. </p><p><em><strong>Swarm.</strong></em> The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points. </p><p><em><strong>Water Breathing.</strong></em> The swarm can breathe only underwater.</p>The Swarm of Quippers can take the following actions: <p><em><strong>Bite.</strong></em>. <em>Melee Weapon Attack:</em> +5 to hit, reach 0 ft., one creature in the swarm's space. <em>Hit:</em> 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.</p>
207
Swarm of Rats
The Swarm of Rats is a Medium beast, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 10 - Hit Points: 24 (7d8 - 7) - Speed: 30 ft. - Skills: None- Senses: Darkvision 30 ft., Passive Perception 10- Languages: --- Challenge Rating: 1/4 (50 XP)- Strength: 9 - Dexterity: 11 - Constitution: 9 - Intelligence: 2 - Wisdom: 10 - Charisma: 3 The Swarm of Rats has the following special abilities: <p><em><strong>Keen Smell.</strong></em> The swarm has advantage on Wisdom (Perception) checks that rely on smell. </p><p><em><strong>Swarm.</strong></em> The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.</p>The Swarm of Rats can take the following actions: <p><em><strong>Bite.</strong></em>. <em>Melee Weapon Attack:</em> +2 to hit, reach 0 ft., one target in the swarm's space. <em>Hit:</em> 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.</p>
208
Swarm of Ravens
The Swarm of Ravens is a Medium beast, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 12 - Hit Points: 24 (7d8 - 7) - Speed: 10 ft., fly 50 ft. - Skills: Perception +5- Senses: Passive Perception 15- Languages: --- Challenge Rating: 1/4 (50 XP)- Strength: 6 - Dexterity: 14 - Constitution: 8 - Intelligence: 3 - Wisdom: 12 - Charisma: 6 The Swarm of Ravens has the following special abilities: <p><em><strong>Swarm.</strong></em> The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.</p>The Swarm of Ravens can take the following actions: <p><em><strong>Beaks.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target in the swarm's space. <em>Hit:</em> 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.</p>
209
Tarrasque
The Tarrasque is a Gargantuan monstrosity, unaligned with the following characteristics: The legendary tarrasque is possibly the most dreaded monster of the Material Plane. It is widely believed that only one of these creatures exists, though no one can predict where and when it will strike. A scaly biped, the tarrasque is fifty feet tall and seventy feet long, weighing hundreds of tons. It carries itself like a bird of prey, leaning forward and using its powerful lashing tail for balance. Its cavernous maw yawns wide enough to swallow all but the largest creatures, and so great is its hunger that it can devour the populations of whole towns. Legendary Destruction: The destructive potential of the tarrasque is so vast that some cultures incorporate the monster into religious doctrine, weaving its sporadic appearance into stories of divine judgment and wrath. Legends tell how the tarrasque slumbers in its secret lair beneath the earth, remaining in a dormant state for decades or centuries. When it awakens in answer to some inscrutable cosmic call, it rises from the depths to obliterate everything in its path. . This creatures statististics are as follows: - Armor Class: 25 (Natural Armor)- Hit Points: 676 (33d20 + 330) - Speed: 40 ft. - Skills: None- Senses: Blindsight 120 ft., Passive Perception 10- Languages: --- Challenge Rating: 30 (155,000 XP)- Strength: 30 - Dexterity: 11 - Constitution: 30 - Intelligence: 3 - Wisdom: 11 - Charisma: 11 The Tarrasque has the following special abilities: <p><em><strong>Legendary Resistance (3/Day).</strong></em> If the tarrasque fails a saving throw, it can choose to succeed instead. </p><p><em><strong>Magic Resistance.</strong></em> The tarrasque has advantage on saving throws against spells and other magical effects. </p><p><em><strong>Reflective Carapace.</strong></em> Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. </p><p><em><strong>Siege Monster.</strong></em> The tarrasque deals double damage to objects and structures.</p>The Tarrasque can take the following actions: <p><em><strong>Multiattack.</strong></em> The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +19 to hit, reach 10 ft., one target. <em>Hit:</em> 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +19 to hit, reach 15ft., one target. <em>Hit:</em> 28 (4d8 + 10) slashing damage. </p><p><em><strong>Horns.</strong></em> <em>Melee Weapon Attack:</em> +19 to hit, reach 10ft., one target. <em>Hit:</em> 32 (4d10 + 10) piercing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +19 to hit, reach 20ft., one target. <em>Hit:</em> 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours. </p><p><em><strong>Swallow.</strong></em> The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns.</p><p>If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.</p>The Tarrasque can take the following legendary actions: <p>The tarrasque 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 tarrasque regains spent legendary actions at the start of its turn.</p><p><em><strong>Attack.</strong></em> The tarrasque makes one claw attack or tail attack. </p><p><em><strong>Move.</strong></em> The tarrasque moves up to half its speed. </p><p><em><strong>Chomp (Costs 2 Actions).</strong></em> The tarrasque makes one bite attack or uses its Swallow.</p>
210
Thug
The Thug is a Medium humanoid, any with the following characteristics: Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. . This creatures statististics are as follows: - Armor Class: 11 (Leather Armor)- Hit Points: 32 (5d8 + 10) - Speed: 30 ft. - Skills: Intimidation +2- Senses: Passive Perception 10- Languages: Any one language (usually Common)- Challenge Rating: 1/2 (100 XP)- Strength: 15 - Dexterity: 11 - Constitution: 14 - Intelligence: 10 - Wisdom: 10 - Charisma: 11 The Thug has the following special abilities: <p><em><strong>Pack Tactics.</strong></em> The thug has advantage on an attack roll 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.</p>The Thug can take the following actions: <p><em><strong>Multiattack.</strong></em> The thug makes two melee attacks. </p><p><em><strong>Mace.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one creature. <em>Hit:</em> 5 (1d6 + 2) bludgeoning damage. </p><p><em><strong>Heavy Crossbow.</strong></em> <em>Ranged Weapon Attack:</em> +2 to hit, range 100/400 ft., one target. <em>Hit:</em> 5 (1d10) piercing damage.</p>
211
Treant
The Treant is a Huge plant, chaotic good with the following characteristics: Treants are awakened trees that dwell in ancient forests. Although treants prefer to while away the days, months, and years in quiet contemplation, they fiercely protect their woodland demesnes from outside threats. The Sleeping Tree Awakens: A tree destined to become a treant meditates through a long cycle of seasons, living normally for decades or centuries before realizing its potential. Trees that awaken do so only under special circumstances and in places steeped with nature's magic. Treants and powerful druids can sense when a tree has the spark of potential, and they protect such trees in secret groves as they draw near the moment of their awakening. During the long process of awakening, a tree acquires face-like features in its bark, a division of the lower trunk into legs, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home. Legendary Guardians: After a treant awakens, it continues to grow exactly as it did when it was a tree. Treants created from the mightiest trees can reach great sizes while developing an innate magical power over plants and animals. Such treants can animate plants, using them to ensnare and trap intruders. They can call wild creatures to aid them or carry messages across great distances. Protectors of the Wild: Even after awakening, a treant spends much of its time living as a tree. While rooted in place, a treant remains aware of its surroundings, and can perceive the effects of events taking place miles away based on subtle changes nearby. Woodcutters who avoid culling healthy living trees and hunters who take only what they need of the forest's bounty are unlikely to arouse a treant's ire. Creatures careless with fire, those who poison the forest, and those who destroy great trees, especially a tree close to awakening, face the treant's wrath. . This creatures statististics are as follows: - Armor Class: 16 (Natural Armor)- Hit Points: 138 (12d12 + 60) - Speed: 30 ft. - Skills: None- Senses: Passive Perception 13- Languages: Common, Druidic, Elvish, Sylvan- Challenge Rating: 9 (5,000 XP)- Strength: 23 - Dexterity: 8 - Constitution: 21 - Intelligence: 12 - Wisdom: 16 - Charisma: 12 The Treant has the following special abilities: <p><em><strong>False Appearance.</strong></em> While the treant remains motionless, it is indistinguishable from a normal tree. </p><p><em><strong>Siege Monster.</strong></em> The treant deals double damage to objects and structures.</p>The Treant can take the following actions: <p><em><strong>Multiattack.</strong></em> The treant makes two slam attacks. </p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit:</em> 16 (3d6 + 6) bludgeoning damage. </p><p><em><strong>Rock.</strong></em> <em>Ranged Weapon Attack:</em> +10 to hit, range 60/180 ft., one target. <em>Hit:</em> 28 (4d10 + 6) bludgeoning damage. </p><p><em><strong>Animate Trees (1/Day).</strong></em> The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.</p>
212
Troll
The Troll is a Large giant, chaotic evil with the following characteristics: Born with horrific appetites, trolls eat anything they can catch and devour. They have no society to speak of, but they do serve as mercenaries to orcs, ogres, ettins, hags, and giants. As payment, trolls demand food and treasure. Trolls are difficult to control, however, doing as they please even when working with more powerful creatures. Regeneration: Smashing a troll's bones and slashing through its rubbery hide only makes it angry. A troll's wounds close quickly. If the monster loses an arm, a leg, or even its head, those dismembered parts can sometimes act with a life of their own. A troll can even reattach severed body parts, untroubled by its momentary disability. Only acid and fire can arrest the regenerative properties of a troll's flesh. The trolls, enraged, will attack individuals making acid and fire attacks against them above all other prey. Troll Freaks: Their regenerative capabilities make trolls especially susceptible to mutation. Although uncommon, such transformations can result from what the troll has done or what has been done to it. A decapitated troll might grow two heads from the stump of its neck, while a troll that eats a fey creature might gain one or more of that creature's traits. . This creatures statististics are as follows: - Armor Class: 15 (Natural Armor)- Hit Points: 84 (8d10 + 40) - Speed: 30 ft. - Skills: Perception +2- Senses: Darkvision 60 ft., Passive Perception 12- Languages: Giant- Challenge Rating: 5 (1,800 XP)- Strength: 18 - Dexterity: 13 - Constitution: 20 - Intelligence: 7 - Wisdom: 9 - Charisma: 7 The Troll has the following special abilities: <p><em><strong>Keen Smell.</strong></em> The troll has advantage on Wisdom (Perception) checks that rely on smell. </p><p><em><strong>Regeneration.</strong></em> The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.</p>The Troll can take the following actions: <p><em><strong>Multiattack.</strong></em> The troll makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d6 + 4) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) slashing damage.</p>
213
Twig Blight
The Twig Blight is a Small plant, neutral evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 13 Natural Armor- Hit Points: 4 (1d6 + 1) - Speed: 20 ft. - Skills: Stealth +3- Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 9- Languages: Common understands but can’t speak- Challenge Rating: 1/8 (25 XP)- Strength: 6 - Dexterity: 13 - Constitution: 12 - Intelligence: 4 - Wisdom: 8 - Charisma: 3 The Twig Blight has the following special abilities: <p><em><strong>False Appearance.</strong></em> While the blight remains motionless, it is indistinguishable from a dead shrub.</p>The Twig Blight can take the following actions: <p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 3 (1d4 + 1) piercing damage.</p>
214
Tyrannosaurus Rex
The Tyrannosaurus Rex is a Huge beast, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 13 (Natural Armor)- Hit Points: 136 (13d12 + 52) - Speed: 50 ft. - Skills: Perception +4- Senses: Passive Perception 14- Languages: --- Challenge Rating: 8 (3,900 XP)- Strength: 25 - Dexterity: 10 - Constitution: 19 - Intelligence: 2 - Wisdom: 12 - Charisma: 9 The Tyrannosaurus Rex has the following special abilities: NoneThe Tyrannosaurus Rex can take the following actions: <p><em><strong>Multiattack.</strong></em> The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 20 (3d8 + 7) bludgeoning damage.</p>
215
Unicorn
The Unicorn is a Large celestial, lawful good with the following characteristics: Unicorns dwell in enchanted forests. Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight. A unicorn's brow sports a single spiraling horn of ivory whose magical touch can heal the sick and the injured. Its ears catch the words and whispers of the creatures that share its domain, and it knows the tongues of elves and sylvan folk. Unicorns allow good-hearted creatures to enter their woods to hunt or gather food, but they hold evil ever at bay. Foul-hearted creatures seldom leave a unicorn's domain alive. Divine Guardians: Good deities placed unicorns on the Material Plane to ward away evil and preserve and protect sacred places. Most unicorns protect a bounded realm such as an enchanted forest. However, the gods sometimes send a unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect, they might send that individual to a unicorn's forest, where evil creatures pursue at their peril. Unicorns most often serve deities of the forest and woodlands, including the gods of benevolent fey. Although all unicorns have natural healing power, some serve the gods in greater capacities, performing miracles normally reserved for high priests. Forest Lords: A unicorn's forest is a celestial realm where nothing that occurs beneath the sun-dappled leaves escapes the creature's notice. A unicorn hears each breathy tune sung by the elves that reside amid the treetops. It senses where every caterpillar spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings. In a unicorn's forest, a sense of calm pervades. From wolves and foxes to birds, squirrels, and tiny insects, the creatures of a unicorn's domain seem quite tame. Pixies, sprites, satyrs, dryads, and other normally mercurial fey loyally serve a unicorn when they dwell within its woods. Under a unicorn's protection, creatures feel safe from the threat of encroaching civilization and the insidious spread of evil. A unicorn roams its domain constantly, moving ever so carefully so as not to disturb other denizens. A creature might catch a passing glimpse of the unicorn then suddenly see nothing but the wild woods. Sacred Horns: A unicorn's horn is the focus of its power, a shard of divine magic wrought in spiraling ivory. Wands of unicorn horn channel powerful magic, while unicorn horn weapons strike with divine force. Wizards can work powdered unicorn horn into potent potions and scroll ink, or use it as a component in eldritch rituals. However, any creature that takes a role, no matter how small, in slaying a unicorn is likely to become the target of divine retribution. Blessed Mounts: When darkness and evil threaten to overwhelm the mortal world, the gods sometimes see fit to pair a unicorn mount with a champion. A paladin astride a unicorn is a sign of the gods' direct intervention in the affairs of the mortal realm. It is a holy alliance made to cleave the heads from demons and banish devils back to the Nine Hells. As long as the troubled times of darkness persist, the unicorn stays by the champion, its horn shining brightly to drive back the night. However, if the gods' champion falls from grace or turns from the cause of righteousness and good, the unicorn departs, never to return. A Unicorn's Lair: A unicorn's lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location. . This creatures statististics are as follows: - Armor Class: 12 - Hit Points: 67 (9d10 + 18) - Speed: 50 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 13- Languages: Celestial, Elvish, Sylvan, Telepathy 60 ft.- Challenge Rating: 5 (1,800 XP)- Strength: 18 - Dexterity: 14 - Constitution: 15 - Intelligence: 11 - Wisdom: 17 - Charisma: 16 The Unicorn has the following special abilities: <p><em><strong>Charge.</strong></em> If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. </p><p><em><strong>Innate Spellcasting.</strong></em> The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: </p><p>At will: detect evil and good, druidcraft, pass without trace </p><p>1/day each: calm emotions, dispel evil and good, entangle </p><p><em><strong>Magic Resistance.</strong></em> The unicorn has advantage on saving throws against spells and other magical effects. </p><p><em><strong>Magic Weapons.</strong></em> The unicorn's weapon attacks are magical.</p>The Unicorn can take the following actions: <p><em><strong>Multiattack.</strong></em> The unicorn makes two attacks: one with its hooves and one with its horn. </p><p><em><strong>Hooves.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) bludgeoning damage. </p><p><em><strong>Horn.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d8 + 4) piercing damage. </p><p><em><strong>Healing Touch (3/Day).</strong></em> The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. </p><p><em><strong>Teleport (1/Day).</strong></em> The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.</p>The Unicorn can take the following legendary actions: <p>The unicorn 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 unicorn regains spent legendary actions at the start of its turn. </p><p><em><strong>Hooves.</strong></em> The unicorn makes one attack with its hooves. </p><p><em><strong>Shimmering Shield (Costs 2 Actions).</strong></em> The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn. </p><p><em><strong>Heal Self (Costs 3 Actions).</strong></em> The unicorn magically regains 11 (2d8 + 2) hit points.</p>
217
Vampire Spawn
The Vampire Spawn is a Medium undead, neutral evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 15 (Natural Armor)- Hit Points: 82 (11d8 + 33) - Speed: 30 ft. - Skills: Perception +3, Stealth +6- Senses: Darkvision 60 ft., Passive Perception 13- Languages: the languages it knew in life- Challenge Rating: 5 (1,800 XP)- Strength: 16 - Dexterity: 16 - Constitution: 16 - Intelligence: 11 - Wisdom: 10 - Charisma: 12 The Vampire Spawn has the following special abilities: <p><em><strong>Regeneration.</strong></em> The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. </p><p><em><strong>Spider Climb.</strong></em> The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. </p><p><em><strong>Vampire Weaknesses.</strong></em> The vampire has the following flaws: </p><p><em>Forbiddance.</em> The vampire can't enter a residence without an invitation from one of the occupants. </p><p><em>Harmed by Running Water.</em> The vampire takes 20 acid damage when it ends its turn in running water. </p><p><em>Stake to the Heart.</em> The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. </p><p><em>Sunlight Hypersensitivity.</em> The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</p>The Vampire Spawn can take the following actions: <p><em><strong>Multiattack.</strong></em> The vampire makes two attacks, only one of which can be a bite attack. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one creature. <em>Hit:</em> 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. <em>Hit:</em> 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</p>
216
Vampire
The Vampire is a Medium undead, lawful evil with the following characteristics: Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. Dark Desires: Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed. Born from Death: Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. Chained to the Grave: Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way. Undead Nature: Neither a vampire nor a vampire spawn requires air. A Vampire's Lair: A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night. Player Characters as Vampires: The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength. The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life. Strahd von Zarovich: A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion. In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry. In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages. In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created. . This creatures statististics are as follows: - Armor Class: 16 (Natural Armor)- Hit Points: 144 (17d8 + 68) - Speed: 30 ft. - Skills: Perception +7, Stealth +9- Senses: Darkvision 120 ft., Passive Perception 17- Languages: the languages it knew in life- Challenge Rating: 13 (10,000 XP)- Strength: 18 - Dexterity: 18 - Constitution: 18 - Intelligence: 17 - Wisdom: 15 - Charisma: 18 The Vampire has the following special abilities: <p><em><strong>Shapechanger.</strong></em> If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.</p><p>While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.</p><p>While in mist form, the vampire 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 Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. </p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the vampire fails a saving throw, it can choose to succeed instead. </p><p><em><strong>Misty Escape.</strong></em> When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.</p><p>While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. </p><p><em><strong>Regeneration.</strong></em> The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. </p><p><em><strong>Spider Climb.</strong></em> The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. </p><p><em><strong>Vampire Weaknesses.</strong></em> The vampire has the following flaws: </p><p><em>Forbiddance.</em> The vampire can't enter a residence without an invitation from one of the occupants. </p><p><em>Harmed by Running Water.</em> The vampire takes 20 acid damage if it ends its turn in running water. </p><p><em>Stake to the Heart.</em> If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. </p><p><em>Sunlight Hypersensitivity.</em> The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</p>The Vampire can take the following actions: <p><em><strong>Multiattack. (Vampire Form Only).</strong></em> The vampire makes two attacks, only one of which can be a bite attack. </p><p><em><strong>Unarmed Strike (Vampire Form Only).</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 5 ft., one creature. <em>Hit:</em> 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). </p><p><em><strong>Bite. (Bat or Vampire Form Only).</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. <em>Hit:</em> 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. </p><p><em><strong>Charm.</strong></em> The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.</p><p>Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. </p><p><em><strong>Children of the Night (1/Day).</strong></em> The vampire magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves (wolf) 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.</p>The Vampire can take the following legendary actions: <p>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. </p><p><em><strong>Move.</strong></em> The vampire moves up to its speed without provoking opportunity attacks. </p><p><em><strong>Unarmed Strike.</strong></em> The vampire makes one unarmed strike. </p><p><em><strong>Bite.</strong></em>(Costs 2 Actions). The vampire makes one bite attack.</p>
218
Violet Fungus
The Violet Fungus is a Medium plant, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 5 - Hit Points: 18 (4d8) - Speed: 5 ft. - Skills: None- Senses: Blindsight 30 ft., Passive Perception 6- Languages: --- Challenge Rating: 1/4 (50 XP)- Strength: 3 - Dexterity: 1 - Constitution: 10 - Intelligence: 1 - Wisdom: 3 - Charisma: 1 The Violet Fungus has the following special abilities: <p><em><strong>False Appearance.</strong></em> While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.</p>The Violet Fungus can take the following actions: <p><em><strong>Multiattack.</strong></em> The fungus makes 1d4 Rotting Touch attacks.</p><p><em><strong>Rotting Touch.</strong></em> <em>Melee Weapon Attack:</em> +2 to hit, reach 10 ft., one creature. <em>Hit:</em> 4 (1d8) necrotic damage.</p>
219
Vrock
The Vrock is a Large fiend, chaotic evil with the following characteristics: Vrocks are dull-witted, capricious fiends that live only to create pain and carnage. A vrock resembles a giant hybrid of humanoid and vulture, its gnarled, bestial body and broad wings stinking of offal. Vrocks gobble humanoid flesh whenever they can, stunning potential prey with an ear-splitting shriek, then swooping down to attack with beak and claw. Vrocks can shake their wings, releasing clouds of toxic spores. Coveting pretty things, vrocks turn against each other for the chance to lay claim to cheap jewelry or ornamental stones. Despite their love of treasure, vrocks are difficult to bribe, seeing no reason to bargain when they can simply take what they want from a would-be bargainer's corpse. Demons: Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos: The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation: Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions: Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption: Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil: Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence: A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults: Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning: Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons: The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession: No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon Lords: The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders: Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control: The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet: The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon: The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. Graz'zt: The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex: The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth: The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. Orcus: Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu: Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords: No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demon True Names: Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Variant: Demon Summoning: Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. . This creatures statististics are as follows: - Armor Class: 15 (Natural Armor)- Hit Points: 104 (11d10 + 44) - Speed: 40 ft., fly 60 ft. - Skills: None- Senses: Darkvision 120 ft., Passive Perception 11- Languages: Abyssal, Telepathy 120 ft.- Challenge Rating: 6 (2,300 XP)- Strength: 17 - Dexterity: 15 - Constitution: 18 - Intelligence: 8 - Wisdom: 13 - Charisma: 8 The Vrock has the following special abilities: <p><em><strong>Magic Resistance.</strong></em> The vrock has advantage on saving throws against spells and other magical effects.</p>The Vrock can take the following actions: <p><em><strong>Multiattack.</strong></em> The vrock makes two attacks: one with its beak and one with its talons. </p><p><em><strong>Beak.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) piercing damage. </p><p><em><strong>Talons.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 14 (2d10 + 3) slashing damage. </p><p><em><strong>Spores (Recharge 6).</strong></em> A 15­-foot­-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. </p><p><em><strong>Stunning Screech (1/Day).</strong></em> The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn.</p>
220
Water Elemental
The Water Elemental is a Large elemental, neutral with the following characteristics: . This creatures statististics are as follows: - Armor Class: 14 (Natural Armor)- Hit Points: 114 (12d10 + 48) - Speed: 30 ft., swim 90 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Aquan- Challenge Rating: 5 (1,800 XP)- Strength: 18 - Dexterity: 14 - Constitution: 18 - Intelligence: 5 - Wisdom: 10 - Charisma: 8 The Water Elemental has the following special abilities: <p><em><strong>Water Form.</strong></em> 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. </p><p><em><strong>Freeze.</strong></em> If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.</p>The Water Elemental can take the following actions: <p><em><strong>Multiattack.</strong></em> The elemental makes two slam attacks. </p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8 + 4) bludgeoning damage. </p><p><em><strong>Whelm (Recharge 4–6).</strong></em> Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.</p><p>The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.</p>
221
Werebear
The Werebear is a Medium humanoid, neutral good with the following characteristics: Werebears are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form's fur. A werebear is a loner by nature, fearing what might happen to innocent creatures around it when its bestial nature takes over. When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a werebear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it. Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most werebears are of good alignment, some are every bit as evil as other lycanthropes. Lycanthropes: One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns. Curse of Lycanthropy: A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. Player Characters as Lycanthropes: A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form. A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. The following information applies to specific lycanthropes. Werebear: The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Wereboar: The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier. Wererat: The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity. Weretiger: The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier. Werewolf: The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. . This creatures statististics are as follows: - Armor Class: 10 In Humanoid Form, 11 In Bear And Hybrid Form- Hit Points: 135 (18d8 + 54) - Speed: 30 ft., 40 ft., climb 30 ft. in bear or hybrid form - Skills: Perception +7- Senses: Passive Perception 17- Languages: Common (can't speak in bear form)- Challenge Rating: 5 (1,800 XP)- Strength: 19 - Dexterity: 10 - Constitution: 17 - Intelligence: 11 - Wisdom: 12 - Charisma: 12 The Werebear has the following special abilities: <p><em><strong>Shapechanger.</strong></em> The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size 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. </p><p><em><strong>Keen Smell.</strong></em> The werebear has advantage on Wisdom (Perception) checks that rely on smell.</p>The Werebear can take the following actions: <p><em><strong>Multiattack.</strong></em> In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. </p><p><em><strong>Bite (Bear or Hybrid Form Only).</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy. </p><p><em><strong>Claw (Bear or Hybrid Form Only).</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8 + 4) slashing damage. </p><p><em><strong>Greataxe (Humanoid or Hybrid Form Only).</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (1d12 + 4) slashing damage.</p>
222
Wereboar
The Wereboar is a Medium humanoid, neutral evil with the following characteristics: Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. In their humanoid and hybrid forms, they use heavy weapons, while in hybrid or animal form, they gain a devastating goring attack through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the curse, the more savage and bestial they become. Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but sometimes ally themselves with orcs. Lycanthropes: One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns. Curse of Lycanthropy: A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. Player Characters as Lycanthropes: A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form. A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. The following information applies to specific lycanthropes. Werebear: The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Wereboar: The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier. Wererat: The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity. Weretiger: The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier. Werewolf: The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. . This creatures statististics are as follows: - Armor Class: 10 In Humanoid Form, 11 In Boar Or Hybrid Form- Hit Points: 78 (12d8 + 24) - Speed: 30 ft., 40 ft. in boar form - Skills: Perception +2- Senses: Passive Perception 12- Languages: Common (can't speak in boar form)- Challenge Rating: 4 (1,100 XP)- Strength: 17 - Dexterity: 10 - Constitution: 15 - Intelligence: 10 - Wisdom: 11 - Charisma: 8 The Wereboar has the following special abilities: <p><em><strong>Shapechanger.</strong></em> The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. </p><p><em><strong>Charge (Boar or Hybrid Form Only).</strong></em> If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. </p><p><em><strong>Relentless (Recharges after a Short or Long Rest).</strong></em> If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.</p>The Wereboar can take the following actions: <p><em><strong>Multiattack (Humanoid or Hybrid Form Only).</strong></em> The wereboar makes two attacks, only one of which can be with its tusks. </p><p><em><strong>Maul (Humanoid or Hybrid Form Only).</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) bludgeoning damage. </p><p><em><strong>Tusks (Boar or Hybrid Form Only).</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.</p>
223
Wererat
The Wererat is a Medium humanoid, lawful evil with the following characteristics: Wererats are cunning lycanthropes with sly, avaricious personalities. They are wiry and twitchy in humanoid form, with thin hair and darting eyes. In their humanoid and hybrid forms, wererats prefer light weapons and use ambush tactics rather than fighting as a pack. Although a wererat can deliver a nasty bite in its rat form, it favors that form for stealthy infiltration and escape rather than combat. A wererat clan operates much like a thieves' guild, with wererats transmitting their curse only to creatures they want to induct into the clan. Wererats that are accidentally cursed or break loose from the clan's control are quickly hunted down and killed. Wererat clans are found throughout urban civilization, often dwelling in cellars and catacombs. These creatures are common in the sewers beneath major cities, viewing those subterranean areas as their hunting grounds. Rats and giant rats are commonly found living among wererats. Lycanthropes: One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns. Curse of Lycanthropy: A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. Player Characters as Lycanthropes: A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form. A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. The following information applies to specific lycanthropes. Werebear: The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Wereboar: The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier. Wererat: The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity. Weretiger: The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier. Werewolf: The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. . This creatures statististics are as follows: - Armor Class: 12 - Hit Points: 33 (6d8 + 6) - Speed: 30 ft. - Skills: Perception +2, Stealth +4- Senses: Darkvision 60 ft., Passive Perception 12- Languages: Common (can't speak in rat form)- Challenge Rating: 2 (450 XP)- Strength: 10 - Dexterity: 15 - Constitution: 12 - Intelligence: 11 - Wisdom: 10 - Charisma: 8 The Wererat has the following special abilities: <p><em><strong>Shapechanger.</strong></em> The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. </p><p><em><strong>Keen Smell.</strong></em> The wererat has advantage on Wisdom (Perception) checks that rely on smell.</p>The Wererat can take the following actions: <p><em><strong>Multiattack (Humanoid or Hybrid Form Only).</strong></em> The wererat makes two attacks, only one of which can be a bite. </p><p><em><strong>Bite (Rat or Hybrid Form Only).</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. </p><p><em><strong>Shortsword (Humanoid or Hybrid Form Only).</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage. </p><p><em><strong>Hand Crossbow (Humanoid or Hybrid Form Only).</strong></em> <em>Ranged Weapon Attack:</em> +4 to hit, range 30/120 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage.</p>
224
Weretiger
The Weretiger is a Medium humanoid, neutral with the following characteristics: Weretigers are ferocious hunters and warriors with a haughty and fastidious nature. Lithe and sleekly muscular in humanoid form, they are taller than average and meticulously groomed. Weretigers grow to enormous size in animal and hybrid form, but they fight in their more refined humanoid form when they can. They don't like to pass on their curse, because every new weretiger means competition for territory and prey. Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family groups. Lycanthropes: One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns. Curse of Lycanthropy: A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. Player Characters as Lycanthropes: A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form. A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. The following information applies to specific lycanthropes. Werebear: The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Wereboar: The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier. Wererat: The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity. Weretiger: The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier. Werewolf: The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. . This creatures statististics are as follows: - Armor Class: 12 - Hit Points: 120 (16d8 + 48) - Speed: 30 ft., 40 ft. in tiger form - Skills: Perception +5, Stealth +4- Senses: Darkvision 60 ft., Passive Perception 15- Languages: Common (can't speak in tiger form)- Challenge Rating: 4 (1,100 XP)- Strength: 17 - Dexterity: 15 - Constitution: 16 - Intelligence: 10 - Wisdom: 13 - Charisma: 11 The Weretiger has the following special abilities: <p><em><strong>Shapechanger.</strong></em> The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. </p><p><em><strong>Keen Hearing and Smell.</strong></em> The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. </p><p><em><strong>Pounce (Tiger or Hybrid Form Only).</strong></em> If the weretiger 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 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.</p>The Weretiger can take the following actions: <p><em><strong>Multiattack (Humanoid or Hybrid Form Only).</strong></em> In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. </p><p><em><strong>Bite (Tiger or Hybrid Form Only).</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy. </p><p><em><strong>Claw (Tiger or Hybrid Form Only).</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d8 + 3) slashing damage. </p><p><em><strong>Scimitar (Humanoid or Hybrid Form Only).</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) slashing damage.</p><p><em><strong>Longbow (Humanoid or Hybrid Form Only).</strong></em> <em>Ranged Weapon Attack:</em> +4 to hit, range 150/600 ft., one target. <em>Hit:</em> 6 (1d8 + 2) piercing damage.</p>
225
Werewolf
The Werewolf is a Medium humanoid, chaotic evil with the following characteristics: A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tendency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far-a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite. Most werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts. In the wild, werewolves form packs that also include wolves and dire wolves. Lycanthropes: One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns. Curse of Lycanthropy: A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. Player Characters as Lycanthropes: A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form. A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. The following information applies to specific lycanthropes. Werebear: The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Wereboar: The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier. Wererat: The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity. Weretiger: The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier. Werewolf: The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. . This creatures statististics are as follows: - Armor Class: 11 In Humanoid Form, 12 In Wolf Or Hybrid Form- Hit Points: 58 (9d8 + 18) - Speed: 30 ft., 40 ft. in wolf form - Skills: Perception +4, Stealth +3- Senses: Passive Perception 14- Languages: Common (can't speak in wolf form)- Challenge Rating: 3 (700 XP)- Strength: 15 - Dexterity: 13 - Constitution: 14 - Intelligence: 10 - Wisdom: 11 - Charisma: 10 The Werewolf has the following special abilities: <p><em><strong>Shapechanger.</strong></em> The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. </p><p><em><strong>Keen Hearing and Smell.</strong></em> The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.</p>The Werewolf can take the following actions: <p><em><strong>Multiattack. (Humanoid or Hybrid Form Only).</strong></em> The werewolf makes two attacks: one with its bite and one with its claws or spear. </p><p><em><strong>Bite (Wolf or Hybrid Form Only).</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. </p><p><em><strong>Claws. (Hybrid Form Only).</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one creature. <em>Hit:</em> 7 (2d4 + 2) slashing damage. </p><p><em><strong>Spear (Humanoid Form Only).</strong></em> <em>Melee or <em>Ranged Weapon Attack:</em></em> +4 to hit, reach 5 ft. or range 20/60 ft., one creature. <em>Hit:</em> 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.</p>
226
White Dragon Wyrmling
The White Dragon Wyrmling is a Medium dragon, chaotic evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 16 (Natural Armor)- Hit Points: 32 (5d8 + 10) - Speed: 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. - Skills: Perception +4, Stealth +2- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14- Languages: Draconic- Challenge Rating: 2 (450 XP)- Strength: 14 - Dexterity: 10 - Constitution: 14 - Intelligence: 5 - Wisdom: 10 - Charisma: 11 The White Dragon Wyrmling has the following special abilities: NoneThe White Dragon Wyrmling can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage. </p><p><em><strong>Cold Breath (Recharge 5–6).</strong></em> The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.</p>
227
Wight
The Wight is a Medium undead, neutral evil with the following characteristics: The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda. Wights possess the memories and drives of their formerly living selves. They will heed the call of whatever dark entity transformed them into undead, swearing oaths to appease their new lord while retaining their autonomy. Never tiring, a wight can pursue its goals relentlessly and without distraction. Life Eaters: Neither dead nor alive, a wight exists in a transitional state between one world and the next. The bright spark it possessed in life is gone, and in its place is a yearning to consume that spark in all living things. When a wight attacks, this life essence glows like white-hot embers to its dark eyes, and the wight's cold touch can drain the spark through flesh, clothing, and armor. Shadow of the Grave: Wights flee from the world by day, away from the light of the sun, which they hate. They retreat to barrow mounds, crypts, and tombs where they dwell. Their lairs are silent, desolate places, surrounded by dead plants, noticeably blackened, and avoided by bird and beast. Humanoids slain by a wight can rise as zombies under its control. Motivated by hunger for living souls and driven by the same desire for power that awakened them in undeath, some wights serve as shock troops for evil leaders, including wraiths. As soldiers, they are able to plan but seldom do so, relying on their hunger for destruction to overwhelm any creature that stands before them. Undead Nature: A wight doesn't require air, food, drink, or sleep. . This creatures statististics are as follows: - Armor Class: 14 (Studded Leather)- Hit Points: 45 (6d8 + 18) - Speed: 30 ft. - Skills: Perception +3, Stealth +4- Senses: Darkvision 60 ft., Passive Perception 13- Languages: The languages it knew in life- Challenge Rating: 3 (700 XP)- Strength: 15 - Dexterity: 14 - Constitution: 16 - Intelligence: 10 - Wisdom: 13 - Charisma: 15 The Wight has the following special abilities: <p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p>The Wight can take the following actions: <p><em><strong>Multiattack.</strong></em> The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. </p><p><em><strong>Life Drain.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one creature. <em>Hit:</em> 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</p><p>A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. </p><p><em><strong>Longsword.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. </p><p><em><strong>Longbow.</strong></em> <em>Ranged Weapon Attack:</em> +4 to hit, range 150/600 ft., one target. <em>Hit:</em> 6 (1d8 + 2) piercing damage.</p>
228
Will-o'-Wisp
The Will-o'-Wisp is a Tiny undead, chaotic evil with the following characteristics: Will-o'-wisps are malevolent, wispy balls of light that haunt lonely places and battlefields, bound by dark fate or dark magic to feed on fear and despair. Hope and Doom: Will-o'-wisps look like bobbing lantern lights in the distance, although they can choose to alter their colors, or wink out completely. When they activate their lights, will-o'-wisps offer hope, hinting of safety to creatures that follow them. Will-o'-wisps lure unwary creatures into quicksand pits, monster lairs, and other dangerous places so that they can feed on the suffering of their prey and revel in their death screams. An evil being that falls prey to a will-o'-wisp might become a wisp itself, its woeful spirit coalescing above its lifeless corpse like a flickering flame. Consumed by Despair: Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. They thrive in swampy bogs and bone-strewn battlefields where the oppressive weight of sorrow stoops even heavier than the low-hanging mist and fog. Trapped in these desolate places of lost hope and memory, will-o'-wisps lure other creatures toward dismal fates and feed on their misery. Agents of Evil: Will-o'-wisps rarely speak, but when they do, their voices sound like faint or distant whispers. In the miserable domains they haunt, will-o'-wisps sometimes form symbiotic relationships with their wicked neighbors. Hags, oni, black dragons, and evil cultists work with will-o'-wisps to draw creatures into ambush. As their evil allies surround and slaughter creatures, the wisps hover above them, drinking the agony of a last breath and savoring the sensation as the light of life goes out in a creature's eyes. Undead Nature: A will-o'-wisp doesn't require air, drink, or sleep. . This creatures statististics are as follows: - Armor Class: 19 - Hit Points: 22 (9d4) - Speed: 0 ft., fly 50 ft. (hover) - Skills: None- Senses: Darkvision 120 ft., Passive Perception 12- Languages: The languages it knew in life- Challenge Rating: 2 (450 XP)- Strength: 1 - Dexterity: 28 - Constitution: 10 - Intelligence: 13 - Wisdom: 14 - Charisma: 11 The Will-o'-Wisp has the following special abilities: <p><em><strong>Consume Life.</strong></em> As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points. </p><p><em><strong>Ephemeral.</strong></em> The will-o'-wisp can't wear or carry anything. </p><p><em><strong>Incorporeal Movement.</strong></em> The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. </p><p><em><strong>Variable Illumination.</strong></em> The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.</p>The Will-o'-Wisp can take the following actions: <p><em><strong>Shock.</strong></em> Melee Spell Attack: +4 to hit, reach 5 ft., one creature. <em>Hit:</em> 9 (2d8) lightning damage. </p><p><em><strong>Invisibility.</strong></em> The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).</p>
229
Winter Wolf
The Winter Wolf is a Large monstrosity, neutral evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 13 (Natural Armor)- Hit Points: 75 (10d10 + 20) - Speed: 50 ft. - Skills: Perception +5, Stealth +3- Senses: Passive Perception 15- Languages: Common, Giant, Winter Wolf- Challenge Rating: 3 (700 XP)- Strength: 18 - Dexterity: 13 - Constitution: 14 - Intelligence: 7 - Wisdom: 12 - Charisma: 8 The Winter Wolf has the following special abilities: <p><em><strong>Keen Hearing and Smell.</strong></em> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. </p><p><em><strong>Pack Tactics.</strong></em> The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. </p><p><em><strong>Snow Camouflage.</strong></em> The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.</p>The Winter Wolf can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. </p><p><em><strong>Cold Breath (Recharge 5–6).</strong></em> The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.</p>
230
Wolf
The Wolf is a Medium beast, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 13 (Natural Armor)- Hit Points: 11 (2d8 + 2) - Speed: 40 ft. - Skills: Perception +3, Stealth +4- Senses: Passive Perception 13- Languages: --- Challenge Rating: 1/4 (50 XP)- Strength: 12 - Dexterity: 15 - Constitution: 12 - Intelligence: 3 - Wisdom: 12 - Charisma: 6 The Wolf has the following special abilities: <p><em><strong>Keen Hearing and Smell.</strong></em> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.</p><p><em><strong>Pack Tactics.</strong></em> The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.</p>The Wolf can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.</p>
231
Worg
The Worg is a Large monstrosity, neutral evil with the following characteristics: A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well. . This creatures statististics are as follows: - Armor Class: 13 (Natural Armor)- Hit Points: 26 (4d10 + 4) - Speed: 50 ft. - Skills: Perception +4- Senses: Darkvision 60 ft., Passive Perception 14- Languages: Goblin, Worg- Challenge Rating: 1/2 (100 XP)- Strength: 16 - Dexterity: 13 - Constitution: 13 - Intelligence: 7 - Wisdom: 11 - Charisma: 8 The Worg has the following special abilities: <p><em><strong>Keen Hearing and Smell.</strong></em> The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.</p>The Worg can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</p>
232
Wraith
The Wraith is a Medium undead, neutral evil with the following characteristics: A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. Animals flee from its presence. Even small fires can be extinguished by the sucking oblivion of the wraith's horrifying existence. Vile Oblivion: When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died. Almost nothing of the wraith's former existence is preserved; in this new form, it exists only to annihilate other life. Bereft of Body: A wraith can move through solid creatures and objects as easily as a mortal creature moves through fog. A wraith might retain a few memories of its mortal life as shadowy echoes. However, even the strongest events and emotions become little more than faint impressions, fleeting as half-remembered dreams. A wraith might pause to stare at something that fascinated it in life, or it might curb its wrath in acknowledgment of a past friendship. Such moments come rarely, however, because most wraiths despise what they were as a reminder of what they have become. Undead Commanders: A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives. Wraiths sometimes rule the legions of the dead, plotting the doom of living creatures. When they emerge from their tombs to do battle, life and hope shrivel before them. Even if a wraith's armies are forced to retreat, the lands its forces occupied are so blasted and withered that those who live there often starve and die. Undead Nature: A wraith doesn't require air, food, drink, or sleep. . This creatures statististics are as follows: - Armor Class: 13 - Hit Points: 67 (9d8 + 27) - Speed: 0 ft., fly 60 ft. (hover) - Skills: None- Senses: Darkvision 60 ft., Passive Perception 12- Languages: The languages it knew in life- Challenge Rating: 5 (1,800 XP)- Strength: 6 - Dexterity: 16 - Constitution: 16 - Intelligence: 12 - Wisdom: 14 - Charisma: 15 The Wraith has the following special abilities: <p><em><strong>Incorporeal Movement.</strong></em> The wraith 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. </p><p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p>The Wraith can take the following actions: <p><em><strong>Life Drain.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one creature. <em>Hit:</em> 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. </p><p><em><strong>Create Specter.</strong></em> The wraith targets a humanoid 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. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.</p>
233
Wyvern
The Wyvern is a Large dragon, unaligned with the following characteristics: Travelers in the wild sometimes look to the skies to see the dark-winged shape of a wyvern carrying its prey. These cousins to the great dragons hunt the same tangled forests and caverns as their kin. Their appearance sends ripples of alarm through the borderlands of civilization. A wyvern has two scaly legs, leathery wings, and a sinewy tail topped with its most potent weapon: a poison stinger. The poison in a wyvern's stinger can kill a creature in seconds. Extremely potent, wyvern poison burns through its victim's bloodstream, disintegrating veins and arteries on its way to the heart. As deadly as wyverns can be, however, hunters and adventurers often track them to claim the venom, which is used in alchemical compounds and to coat weapons. Aerial Hunters: A wyvern doesn't fight on the ground unless it can't reach its prey by any other means, or if it has been fooled into a position from which aerial combat isn't an option. If forced into a confrontation on the ground, a wyvern crouches low, keeping its stinger poised above its head as it hisses and growls. Aggressive and Reckless: A wyvern intent on its prey backs down only if it sustains serious injury, or if its prey eludes it long enough for another easier potential meal to wander along. If it corners a fleeing creature in an enclosure too small to enter, a wyvern guards where the quarry hides, lashing with its stinger whenever opportunity allows. Although they possess more cunning than ordinary beasts, wyverns lack the intelligence of their draconic cousins. As such, creatures that maintain their composure as a wyvern hunts them from the air can often elude or trick it. Wyverns follow a direct path to their prey, with no thought given to possible ambushes. Tamed Wyverns: A wyvern can be tamed for use as a mount, but doing so presents a difficult and deadly challenge. Raising one as a hatchling offers the best results. However, a wyvern's violent temperament has cost the life of many a would-be master. . This creatures statististics are as follows: - Armor Class: 13 (Natural Armor)- Hit Points: 110 (13d10 + 39) - Speed: 20 ft., fly 80 ft. - Skills: Perception +4- Senses: Darkvision 60 ft., Passive Perception 14- Languages: --- Challenge Rating: 6 (2,300 XP)- Strength: 19 - Dexterity: 10 - Constitution: 16 - Intelligence: 5 - Wisdom: 12 - Charisma: 6 The Wyvern has the following special abilities: NoneThe Wyvern can take the following actions: <p><em><strong>Multiattack.</strong></em> The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one creature. <em>Hit:</em> 11 (2d6 + 4) piercing damage. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8 + 4) slashing damage. </p><p><em><strong>Stinger.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one creature. <em>Hit:</em> 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.</p>
234
Xorn
The Xorn is a Medium elemental, neutral with the following characteristics: Bizarre creatures native to the Elemental Plane of Earth, xorn sniff out gemstones and precious metals, then tunnel through earth and rock to consume those treasures. On the Material Plane, xorn must range far and wide through the Underdark to sustain themselves, becoming aggressive toward miners and treasure hunters when the valuable minerals of their diet are scarce. A xorn's unnatural origins are suggested by its unusually heavy body and the large, powerful mouth sitting atop its head. Its three long arms are each tipped with sharp talons, and its three large, stone-lidded eyes see in all directions. Elemental Travelers: Possessed of the power of elemental earth, a xorn glides through stone and dirt as easily as a fish swims through water. It doesn't displace earth or stone when it moves, but merges with and flows through it, leaving no tunnel, hole, or hint of its passage. . This creatures statististics are as follows: - Armor Class: 19 (Natural Armor)- Hit Points: 73 (7d8 + 42) - Speed: 20 ft., burrow 20 ft. - Skills: Perception +6, Stealth +3- Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16- Languages: Terran- Challenge Rating: 5 (1,800 XP)- Strength: 17 - Dexterity: 10 - Constitution: 22 - Intelligence: 11 - Wisdom: 10 - Charisma: 11 The Xorn has the following special abilities: <p><em><strong>Earth Glide.</strong></em> The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. </p><p><em><strong>Stone Camouflage.</strong></em> The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. </p><p><em><strong>Treasure Sense.</strong></em> The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.</p>The Xorn can take the following actions: <p><em><strong>Multiattack.</strong></em> The xorn makes three claw attacks and one bite attack.</p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) slashing damage. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (3d6 + 3) piercing damage.</p>
235
Yeti
The Yeti is a Large monstrosity, chaotic evil with the following characteristics: A yeti's windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. A yeti's icy simian eyes can freeze its prey in place. Keen Hunters: Folk of the high peaks travel in groups and go armed, knowing that yetis can smell living flesh from miles away. When it finds prey, a yeti moves quickly over ice and stone to claim its meal, howling to the thrill of the hunt. Even in a blizzard, the scent of its quarry draws the yeti through the cold and snow. Yetis hunt in solitude or in small family groups. When creatures flee from a yeti or engage it in battle, other yetis might catch the scent of blood and close in. The territorial yetis fight one another for the spoils of such battles, and yetis slain in the fight are also eaten, amid euphoric howls. Terrifying Howlers: Before an avalanche, a blizzard, or a deadly frost, the yetis' howls sweep down the mountain slopes on the icy wind. Some people of the alpine peaks believe that the voices of loved ones killed in avalanches and blizzards sound out in the wails of the yetis, crying warnings of ill omen. More pragmatic folk attest that the yeti's howl is a reminder that, despite the great accomplishments of civilization, the civilized become the hunted in nature's untamed domain. Brutal Rampagers: When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that once might have daunted them, then devouring the creatures within. Devious mountain folk sometimes use the yetis as unwitting weapons. A warlord might lay down slaughtered sheep or goats to draw yetis into an enemy's camp, sowing chaos and thinning the ranks before battle. Mountain clan chiefs, wanting to expand their territory, overhunt local game to diminish the yetis' food supplies, inspiring attacks on humanoid settlements that are swiftly annexed in the aftermath. Abominable Yetis: An abominable yeti is larger than a normal yeti, standing three times as tall as a human. It typically lives and hunts alone, though a pair of abominable yetis might live together long enough to raise young. These towering yetis are highly territorial and savage, attacking and devouring any warm-blooded creatures they encounter, then scattering the bones across the ice and snow. . This creatures statististics are as follows: - Armor Class: 12 Natural Armor- Hit Points: 51 (6d10 + 18) - Speed: 40 ft., climb 40 ft. - Skills: Perception +3, Stealth +3- Senses: Darkvision 60 ft., Passive Perception 13- Languages: Yeti- Challenge Rating: 3 (700 XP)- Strength: 18 - Dexterity: 13 - Constitution: 16 - Intelligence: 8 - Wisdom: 12 - Charisma: 7 The Yeti has the following special abilities: <div> <p><em><strong>Fear of Fire.</strong></em> If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.</p> <p><em><strong>Keen Smell.</strong></em> The yeti has advantage on Wisdom (Perception) checks that rely on smell.</p> <p><em><strong>Snow Camouflage.</strong></em> The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.</p> </div>The Yeti can take the following actions: <p><em><strong>Multiattack.</strong></em> The yeti can use its Chilling Gaze and makes two claw attacks.</p><p><em><strong>Claw.</strong></em> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.</p><p><em><strong>Chilling Gaze.</strong></em> The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.</p>
236
Young Black Dragon
The Young Black Dragon is a Large dragon, chaotic evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 18 (Natural Armor)- Hit Points: 127 (15d10 + 45) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Perception +6, Stealth +5- Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16- Languages: Common, Draconic- Challenge Rating: 7 (2,900 XP)- Strength: 19 - Dexterity: 14 - Constitution: 17 - Intelligence: 12 - Wisdom: 11 - Charisma: 15 The Young Black Dragon has the following special abilities: <p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p>The Young Black Dragon can take the following actions: <p><em><strong>Multiattack.</strong></em> The dragon makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) slashing damage. </p><p><em><strong>Acid Breath (Recharge 5–6).</strong></em> The dragon exhales acid in a 30­-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.</p>
237
Young Blue Dragon
The Young Blue Dragon is a Large dragon, lawful evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 18 (Natural Armor)- Hit Points: 152 (16d10 + 64) - Speed: 40 ft., burrow 20 ft., fly 80 ft. - Skills: Perception +9, Stealth +4- Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 19- Languages: Common, Draconic- Challenge Rating: 9 (5,000 XP)- Strength: 21 - Dexterity: 10 - Constitution: 19 - Intelligence: 14 - Wisdom: 13 - Charisma: 17 The Young Blue Dragon has the following special abilities: NoneThe Young Blue Dragon can take the following actions: <p><em><strong>Multiattack.</strong></em> The dragon makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 10 ft., one target. <em>Hit:</em> 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 5 ft., one target. <em>Hit:</em> 12 (2d6 + 5) slashing damage. </p><p><em><strong>Lightning Breath (Recharge 5–6).</strong></em> The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.</p>
238
Young Brass Dragon
The Young Brass Dragon is a Large dragon, chaotic good with the following characteristics: . This creatures statististics are as follows: - Armor Class: 17 (Natural Armor)- Hit Points: 110 (13d10 + 39) - Speed: 40 ft., burrow 20 ft., fly 80 ft. - Skills: Perception +6, Persuasion +5, Stealth +3- Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16- Languages: Common, Draconic- Challenge Rating: 6 (2,300 XP)- Strength: 19 - Dexterity: 10 - Constitution: 17 - Intelligence: 12 - Wisdom: 11 - Charisma: 15 The Young Brass Dragon has the following special abilities: NoneThe Young Brass Dragon can take the following actions: <p><em><strong>Multiattack.</strong></em> The dragon makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d10 + 4) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) slashing damage. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Fire Breath.</strong></em> The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Sleep Breath.</strong></em> The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.</p>
239
Young Bronze Dragon
The Young Bronze Dragon is a Large dragon, lawful good with the following characteristics: . This creatures statististics are as follows: - Armor Class: 18 (Natural Armor)- Hit Points: 142 (15d10 + 60) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Insight +4, Perception +7, Stealth +3- Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17- Languages: Common, Draconic- Challenge Rating: 8 (3,900 XP)- Strength: 21 - Dexterity: 10 - Constitution: 19 - Intelligence: 14 - Wisdom: 13 - Charisma: 17 The Young Bronze Dragon has the following special abilities: <p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p>The Young Bronze Dragon can take the following actions: <p><em><strong>Multiattack.</strong></em> The dragon makes three attacks: one with its bite and two with its claws.</p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 10 ft., one target. <em>Hit:</em> 16 (2d10 + 5) piercing damage.</p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit:</em> 12 (2d6 + 5) slashing damage.</p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons.</p><p><em><strong>Lightning Breath.</strong></em> The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.</p><p><em><strong>Repulsion Breath.</strong></em> The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.</p>
240
Young Copper Dragon
The Young Copper Dragon is a Large dragon, chaotic good with the following characteristics: . This creatures statististics are as follows: - Armor Class: 17 (Natural Armor)- Hit Points: 119 (14d10 + 42) - Speed: 40 ft., climb 40 ft., fly 80 ft. - Skills: Deception +5, Perception +7, Stealth +4- Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17- Languages: Common, Draconic- Challenge Rating: 7 (2,900 XP)- Strength: 19 - Dexterity: 12 - Constitution: 17 - Intelligence: 16 - Wisdom: 13 - Charisma: 15 The Young Copper Dragon has the following special abilities: NoneThe Young Copper Dragon can take the following actions: <p><em><strong>Multiattack.</strong></em> The dragon makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d10 + 4) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) slashing damage. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Acid Breath.</strong></em> The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Slowing Breath.</strong></em> The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.</p>
241
Young Gold Dragon
The Young Gold Dragon is a Large dragon, lawful good with the following characteristics: . This creatures statististics are as follows: - Armor Class: 18 (Natural Armor)- Hit Points: 178 (17d10 + 85) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Insight +5, Perception +9, Persuasion +9, Stealth +6- Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 19- Languages: Common, Draconic- Challenge Rating: 10 (5,900 XP)- Strength: 23 - Dexterity: 14 - Constitution: 21 - Intelligence: 16 - Wisdom: 13 - Charisma: 20 The Young Gold Dragon has the following special abilities: <p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p>The Young Gold Dragon can take the following actions: <p><em><strong>Multiattack.</strong></em> The dragon makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d10 + 6) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d6 + 6) slashing damage. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Fire Breath.</strong></em> The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Weakening Breath.</strong></em> The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p>
242
Young Green Dragon
The Young Green Dragon is a Large dragon, lawful evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 18 (Natural Armor)- Hit Points: 136 (16d10 + 48) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Deception +5, Perception +7, Stealth +4- Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17- Languages: Common, Draconic- Challenge Rating: 8 (3,900 XP)- Strength: 19 - Dexterity: 12 - Constitution: 17 - Intelligence: 16 - Wisdom: 13 - Charisma: 15 The Young Green Dragon has the following special abilities: <p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p>The Young Green Dragon can take the following actions: <p><em><strong>Multiattack.</strong></em> The dragon makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) slashing damage. </p><p><em><strong>Poison Breath (Recharge 5–6).</strong></em> The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.</p>
243
Young Red Dragon
The Young Red Dragon is a Large dragon, chaotic evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 18 (Natural Armor)- Hit Points: 178 (17d10 + 85) - Speed: 40 ft., climb 40 ft., fly 80 ft. - Skills: Perception +8, Stealth +4- Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18- Languages: Common, Draconic- Challenge Rating: 10 (5,900 XP)- Strength: 23 - Dexterity: 10 - Constitution: 21 - Intelligence: 14 - Wisdom: 11 - Charisma: 19 The Young Red Dragon has the following special abilities: NoneThe Young Red Dragon can take the following actions: <p><em><strong>Multiattack.</strong></em> The dragon makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d6 + 6) slashing damage. </p><p><em><strong>Fire Breath (Recharge 5–6).</strong></em> The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.</p>
244
Young Silver Dragon
The Young Silver Dragon is a Large dragon, lawful good with the following characteristics: . This creatures statististics are as follows: - Armor Class: 18 (Natural Armor)- Hit Points: 168 (16d10 + 80) - Speed: 40 ft., fly 80 ft. - Skills: Arcana +6, History +6, Perception +8, Stealth +4- Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18- Languages: Common, Draconic- Challenge Rating: 9 (5,000 XP)- Strength: 23 - Dexterity: 10 - Constitution: 21 - Intelligence: 14 - Wisdom: 11 - Charisma: 19 The Young Silver Dragon has the following special abilities: NoneThe Young Silver Dragon can take the following actions: <p><em><strong>Multiattack.</strong></em> The dragon makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d10 + 6) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d6 + 6) slashing damage. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Cold Breath.</strong></em> The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Paralyzing Breath.</strong></em> The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p>
245
Young White Dragon
The Young White Dragon is a Large dragon, chaotic evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 17 (Natural Armor)- Hit Points: 133 (14d10 + 56) - Speed: 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. - Skills: Perception +6, Stealth +3- Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16- Languages: Common, Draconic- Challenge Rating: 6 (2,300 XP)- Strength: 18 - Dexterity: 10 - Constitution: 18 - Intelligence: 6 - Wisdom: 11 - Charisma: 12 The Young White Dragon has the following special abilities: <p><em><strong>Ice Walk.</strong></em> The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.</p>The Young White Dragon can take the following actions: <p><em><strong>Multiattack.</strong></em> The dragon makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) slashing damage. </p><p><em><strong>Cold Breath (Recharge 5–6).</strong></em> The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.</p>
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Zombie
The Zombie is a Medium undead, neutral evil with the following characteristics: From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp. Dark Servants: Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay. Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell. A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters. Hideous Forms: Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water. Mindless Soldiers: Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation. A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so. Undead Nature: A zombie doesn't require air, food, drink, or sleep. . This creatures statististics are as follows: - Armor Class: 8 - Hit Points: 22 (3d8 + 9) - Speed: 20 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 8- Languages: Understands the languages of its creator but can't speak- Challenge Rating: 1/4 (50 XP)- Strength: 13 - Dexterity: 6 - Constitution: 16 - Intelligence: 3 - Wisdom: 6 - Charisma: 5 The Zombie has the following special abilities: <p><em><strong>Undead Fortitude.</strong></em> If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.</p>The Zombie can take the following actions: <p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 4 (1d6 + 1) bludgeoning damage.</p>