1
0
Fork 0
mirror of https://github.com/Nioux/AideDeJeu.git synced 2025-10-29 14:35:45 +00:00
AideDeJeu/Data/HD/srd_monsters.md
2019-06-17 00:36:23 +02:00

1.6 MiB
Raw Blame History

Family Types Challenges Sizes Sources Name SubItems Id RootId ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Humanoid|Aberration|Beast|Celestial|Construct|Dragon|Elemental|Fey|Fiend|Giant|Monstrosity|Ooze|Plant|Undead 0 (0 XP)|1/8 (25 XP)|1/4 (50 XP)|1/2 (100 XP)|1 (200 XP)|2 (450 XP)|3 (700 XP)|4 (1100 XP)|5 (1800 XP)|6 (2300 XP)|7 (2900 XP)|8 (3900 XP)|9 (5000 XP)|10 (5900 XP)|11 (7200 XP)|12 (8400 XP)|13 (10000 XP)|14 (11500 XP)|15 (13000 XP)|16 (15000 XP)|17 (18000 XP)|18 (20000 XP)|19 (22000 XP)|20 (25000 XP)|21 (33000 XP)|22 (41000 XP)|23 (50000 XP)|24 (62000 XP)|30 (155000 XP) Tiny|Small|Medium|Large|Huge|Gargantuan SRD Monsters, NPC and Animals
Family Name Source Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Aboleth (SRD p261) aberration Large lawful evil 17 (natural armor) 135 (18d10 + 36) 10 ft., swim 40 ft. Con +6, Int +8, Wis +6 History +12, Perception +10 darkvision 120 ft., passive Perception 20 Deep Speech, telepathy 120 ft. 10 (5900 XP) 21 (+5) 9 (-1) 15 (+2) 18 (+4) 15 (+2) 18 (+4) monsters_vo.md#aboleth monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Aboleth](hd_monsters_aboleth.md) Name: Aboleth Markdown: > # <!--Name-->Aboleth<!--/Name--> - CEO: <!--AltName-->[Aboleth](hd_monsters_aboleth.md)<!--/AltName--> - Source: <!--Source-->(SRD p261)<!--/Source--> -  <!--Size-->Large<!--/Size--> <!--Type-->aberration<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->135 (18d10 + 36)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->21 (+5)<!--/Strength-->|<!--Dexterity--> 9 (-1)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence-->18 (+4)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->18 (+4)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Con +6, Int +8, Wis +6<!--/SavingThrows--> - **Skills** <!--Skills-->History +12, Perception +10<!--/Skills--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 20<!--/Senses--> - **Languages** <!--Languages-->Deep Speech, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->10 (5900 XP)<!--/Challenge--> ## Special Features **_Amphibious_**. The aboleth can breathe air and water. **_Mucous Cloud_**. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. **_Probing Telepathy_**. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. ## Actions **_Multiattack_**. The aboleth makes three tentacle attacks. **_Tentacle_**. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. _Hit_: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by _[heal](srd_spells_heal.md)_ or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. **_Tail_**. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. _Hit_: 15 (3d6 + 5) bludgeoning damage. **_Enslave (3/Day)_**. The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. ## Legendary Actions The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn. **_Detect_**. The aboleth makes a Wisdom (Perception) check. **_Tail Swipe_**. The aboleth makes one tail attack. **_Psychic Drain (Costs 2 Actions)_**. One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. [Aboleth]: monsters_hd.md#aboleth [Acolyte]: monsters_hd.md#acolyte [Aigle]: monsters_hd.md#aigle [Aigle géant]: monsters_hd.md#aigle-géant [Androsphinx]: monsters_hd.md#androsphinx [Ankheg]: monsters_hd.md#ankheg [Araignée]: monsters_hd.md#araignée [Araignée de phase]: monsters_hd.md#araignée-de-phase [Araignée géante]: monsters_hd.md#araignée-géante [Araignée-loup géante]: monsters_hd.md#araignée-loup-géante [Arbre éveillé]: monsters_hd.md#arbre-éveillé [Arbuste éveillé]: monsters_hd.md#arbuste-éveillé [Archimage]: monsters_hd.md#archimage [Armure animée]: monsters_hd.md#armure-animée [Assassin]: monsters_hd.md#assassin [Azer]: monsters_hd.md#azer [Babouin]: monsters_hd.md#babouin [Babélien]: monsters_hd.md#babélien [Balor]: monsters_hd.md#balor [Bandit]: monsters_hd.md#bandit [Capitaine Bandit]: monsters_hd.md#capitaine-bandit [Basilic]: monsters_hd.md#basilic [Bec de hache]: monsters_hd.md#bec-de-hache [Belette]: monsters_hd.md#belette [Belette géante]: monsters_hd.md#belette-géante [Berserker]: monsters_hd.md#berserker [Blaireau]: monsters_hd.md#blaireau [Blaireau géant]: monsters_hd.md#blaireau-géant [Blême]: monsters_hd.md#blême [Bulette]: monsters_hd.md#bulette [Béhir]: monsters_hd.md#béhir [Centaure]: monsters_hd.md#centaure [Chacal]: monsters_hd.md#chacal [Chameau]: monsters_hd.md#chameau [Chat]: monsters_hd.md#chat [Chauve-souris]: monsters_hd.md#chauve-souris [Chauve-souris géante]: monsters_hd.md#chauve-souris-géante [Cheval de guerre]: monsters_hd.md#cheval-de-guerre [Cheval de selle]: monsters_hd.md#cheval-de-selle [Cheval de trait]: monsters_hd.md#cheval-de-trait [Chevalier]: monsters_hd.md#chevalier [Chevreuil]: monsters_hd.md#chevreuil [Chien du trépas]: monsters_hd.md#chien-du-trépas [Chien esquiveur]: monsters_hd.md#chien-esquiveur [Chimère]: monsters_hd.md#chimère [Chouette]: monsters_hd.md#chouette [Chouette géante]: monsters_hd.md#chouette-géante [Chuul]: monsters_hd.md#chuul [Chèvre]: monsters_hd.md#chèvre [Chèvre géante]: monsters_hd.md#chèvre-géante [Cockatrice]: monsters_hd.md#cockatrice [Corbeau]: monsters_hd.md#corbeau [Couatl]: monsters_hd.md#couatl [Crabe]: monsters_hd.md#crabe [Crabe géant]: monsters_hd.md#crabe-géant [Crapaud géant]: monsters_hd.md#crapaud-géant [Criard]: monsters_hd.md#criard [Crocodile]: monsters_hd.md#crocodile [Crocodile géant]: monsters_hd.md#crocodile-géant [Cube gélatineux]: monsters_hd.md#cube-gélatineux [Destrier noir]: monsters_hd.md#destrier-noir [Diable barbelé]: monsters_hd.md#diable-barbelé [Diable barbu]: monsters_hd.md#diable-barbu [Diable cornu]: monsters_hd.md#diable-cornu [Diable des chaînes]: monsters_hd.md#diable-des-chaînes [Diable gelé]: monsters_hd.md#diable-gelé [Diable osseux]: monsters_hd.md#diable-osseux [Diablotin]: monsters_hd.md#diablotin [Diantrefosse]: monsters_hd.md#diantrefosse [Djinn]: monsters_hd.md#djinn [Doppleganger]: monsters_hd.md#doppleganger [Dragon blanc adulte]: monsters_hd.md#dragon-blanc-adulte [Dragon blanc vénérable]: monsters_hd.md#dragon-blanc-vénérable [Jeune dragon blanc]: monsters_hd.md#jeune-dragon-blanc [Dragonnet blanc]: monsters_hd.md#dragonnet-blanc [Dragon bleu adulte]: monsters_hd.md#dragon-bleu-adulte [Dragon bleu vénérable]: monsters_hd.md#dragon-bleu-vénérable [Jeune dragon bleu]: monsters_hd.md#jeune-dragon-bleu [Dragonnet bleu]: monsters_hd.md#dragonnet-bleu [Dragon d'airain adulte]: monsters_hd.md#dragon-dairain-adulte [Dragon d'airain vénérable]: monsters_hd.md#dragon-dairain-vénérable [Jeune dragon d'airain]: monsters_hd.md#jeune-dragon-dairain [Dragonnet d'airain]: monsters_hd.md#dragonnet-dairain [Dragon d'argent adulte]: monsters_hd.md#dragon-dargent-adulte [Dragon d'argent vénérable]: monsters_hd.md#dragon-dargent-vénérable [Jeune dragon d'argent]: monsters_hd.md#jeune-dragon-dargent [Dragonnet d'argent]: monsters_hd.md#dragonnet-dargent [Dragon d'or adulte]: monsters_hd.md#dragon-dor-adulte [Dragon d'or vénérable]: monsters_hd.md#dragon-dor-vénérable [Jeune dragon d'or]: monsters_hd.md#jeune-dragon-dor [Dragonnet d'or]: monsters_hd.md#dragonnet-dor [Dragon de bronze adulte]: monsters_hd.md#dragon-de-bronze-adulte [Dragon de bronze vénérable]: monsters_hd.md#dragon-de-bronze-vénérable [Jeune dragon de bronze]: monsters_hd.md#jeune-dragon-de-bronze [Dragonnet de bronze]: monsters_hd.md#dragonnet-de-bronze [Dragon de cuivre adulte]: monsters_hd.md#dragon-de-cuivre-adulte [Dragon de cuivre vénérable]: monsters_hd.md#dragon-de-cuivre-vénérable [Jeune dragon de cuivre]: monsters_hd.md#jeune-dragon-de-cuivre [Dragonnet de cuivre]: monsters_hd.md#dragonnet-de-cuivre [Dragon noir adulte]: monsters_hd.md#dragon-noir-adulte [Dragon noir vénérable]: monsters_hd.md#dragon-noir-vénérable [Jeune dragon noir]: monsters_hd.md#jeune-dragon-noir [Dragonnet noir]: monsters_hd.md#dragonnet-noir [Dragon rouge adulte]: monsters_hd.md#dragon-rouge-adulte [Dragon rouge vénérable]: monsters_hd.md#dragon-rouge-vénérable [Jeune dragon rouge]: monsters_hd.md#jeune-dragon-rouge [Dragonnet rouge]: monsters_hd.md#dragonnet-rouge [Dragon vert adulte]: monsters_hd.md#dragon-vert-adulte [Dragon vert vénérable]: monsters_hd.md#dragon-vert-vénérable [Jeune dragon vert]: monsters_hd.md#jeune-dragon-vert [Dragonnet vert]: monsters_hd.md#dragonnet-vert [Dragon-tortue]: monsters_hd.md#dragon-tortue [Dretch]: monsters_hd.md#dretch [Drider]: monsters_hd.md#drider [Drow]: monsters_hd.md#drow [Druide]: monsters_hd.md#druide [Dryade]: monsters_hd.md#dryade [Duergar]: monsters_hd.md#duergar [Déva]: monsters_hd.md#déva [Ecclésiastique]: monsters_hd.md#ecclésiastique [Enlaceur]: monsters_hd.md#enlaceur [Espion]: monsters_hd.md#espion [Esprit follet]: monsters_hd.md#esprit-follet [Ettercap]: monsters_hd.md#ettercap [Ettin]: monsters_hd.md#ettin [Fanatique de secte]: monsters_hd.md#fanatique-de-secte [Fantôme]: monsters_hd.md#fantôme [Faucon]: monsters_hd.md#faucon [Faucon de sang]: monsters_hd.md#faucon-de-sang [Feu follet]: monsters_hd.md#feu-follet [Garde]: monsters_hd.md#garde [Garde animé]: monsters_hd.md#garde-animé [Gargouille]: monsters_hd.md#gargouille [Gelée ocre]: monsters_hd.md#gelée-ocre [Glabrezu]: monsters_hd.md#glabrezu [Gladiateur]: monsters_hd.md#gladiateur [Gnoll]: monsters_hd.md#gnoll [Gnome des profondeurs (svirfneblin)]: monsters_hd.md#gnome-des-profondeurs-svirfneblin [Gobelin]: monsters_hd.md#gobelin [Gobelours]: monsters_hd.md#gobelours [Golem d'argile]: monsters_hd.md#golem-dargile [Golem de chair]: monsters_hd.md#golem-de-chair [Golem de fer]: monsters_hd.md#golem-de-fer [Golem de pierre]: monsters_hd.md#golem-de-pierre [Gorgone]: monsters_hd.md#gorgone [Goule]: monsters_hd.md#goule [Grand singe]: monsters_hd.md#grand-singe [Grenouille]: monsters_hd.md#grenouille [Grenouille géante]: monsters_hd.md#grenouille-géante [Grick]: monsters_hd.md#grick [Griffon]: monsters_hd.md#griffon [Guenaude aquatique]: monsters_hd.md#guenaude-aquatique [Guenaude nocturne]: monsters_hd.md#guenaude-nocturne [Guenaude verte]: monsters_hd.md#guenaude-verte [Guerrier tribal]: monsters_hd.md#guerrier-tribal [Guêpe géante]: monsters_hd.md#guêpe-géante [Gynosphinx]: monsters_hd.md#gynosphinx [Géant des collines]: monsters_hd.md#géant-des-collines [Géant des nuages]: monsters_hd.md#géant-des-nuages [Géant des pierres]: monsters_hd.md#géant-des-pierres [Géant des tempêtes]: monsters_hd.md#géant-des-tempêtes [Géant du feu]: monsters_hd.md#géant-du-feu [Géant du givre]: monsters_hd.md#géant-du-givre [Harpie]: monsters_hd.md#harpie [Hezrou]: monsters_hd.md#hezrou [Hibours]: monsters_hd.md#hibours [Hippocampe]: monsters_hd.md#hippocampe [Hippocampe géant]: monsters_hd.md#hippocampe-géant [Hippogriffe]: monsters_hd.md#hippogriffe [Hobgobelin]: monsters_hd.md#hobgobelin [Homme-lézard]: monsters_hd.md#homme-lézard [Homme-poisson]: monsters_hd.md#homme-poisson [Homoncule]: monsters_hd.md#homoncule [Hydre]: monsters_hd.md#hydre [Hyène]: monsters_hd.md#hyène [Hyène géante]: monsters_hd.md#hyène-géante [Kobold]: monsters_hd.md#kobold [Kraken]: monsters_hd.md#kraken [Lamie]: monsters_hd.md#lamie [Liche]: monsters_hd.md#liche [Licorne]: monsters_hd.md#licorne [Lion]: monsters_hd.md#lion [Loup]: monsters_hd.md#loup [Loup arctique]: monsters_hd.md#loup-arctique [Loup sanguinaire]: monsters_hd.md#loup-sanguinaire [Loup-garou]: monsters_hd.md#loup-garou [Lémure]: monsters_hd.md#lémure [Lézard]: monsters_hd.md#lézard [Lézard géant]: monsters_hd.md#lézard-géant [Mage]: monsters_hd.md#mage [Magmatique]: monsters_hd.md#magmatique [Malfrat]: monsters_hd.md#malfrat [Mammouth]: monsters_hd.md#mammouth [Mante obscure]: monsters_hd.md#mante-obscure [Manteleur]: monsters_hd.md#manteleur [Manticore]: monsters_hd.md#manticore [Marilith]: monsters_hd.md#marilith [Membre de secte]: monsters_hd.md#membre-de-secte [Merrow]: monsters_hd.md#merrow [Mille-pattes géant]: monsters_hd.md#mille-pattes-géant [Mimique]: monsters_hd.md#mimique [Minotaure]: monsters_hd.md#minotaure [Moisissure violette]: monsters_hd.md#moisissure-violette [Mastiff]: monsters_hd.md#mastiff [Molosse infernal]: monsters_hd.md#molosse-infernal [Momie]: monsters_hd.md#momie [Momie auguste]: monsters_hd.md#momie-auguste [Mule]: monsters_hd.md#mule [Méduse]: monsters_hd.md#méduse [Méphite de glace]: monsters_hd.md#méphite-de-glace [Méphite de magma]: monsters_hd.md#méphite-de-magma [Méphite de poussière]: monsters_hd.md#méphite-de-poussière [Méphite de vapeur]: monsters_hd.md#méphite-de-vapeur [Naga corrupteur]: monsters_hd.md#naga-corrupteur [Naga gardien]: monsters_hd.md#naga-gardien [Nalfeshnie]: monsters_hd.md#nalfeshnie [Noble]: monsters_hd.md#noble [Nuée d'insectes]: monsters_hd.md#nuée-dinsectes [Nuée de chauve-souris]: monsters_hd.md#nuée-de-chauve-souris [Nuée de corbeaux]: monsters_hd.md#nuée-de-corbeaux [Nuée de piranhas]: monsters_hd.md#nuée-de-piranhas [Nuée de rats]: monsters_hd.md#nuée-de-rats [Nuée de serpents venimeux]: monsters_hd.md#nuée-de-serpents-venimeux [Nécrophage]: monsters_hd.md#nécrophage [Ogre]: monsters_hd.md#ogre [Ombre]: monsters_hd.md#ombre [Oni]: monsters_hd.md#oni [Orc]: monsters_hd.md#orc [Otyugh]: monsters_hd.md#otyugh [Ours brun]: monsters_hd.md#ours-brun [Ours noir]: monsters_hd.md#ours-noir [Ours polaire]: monsters_hd.md#ours-polaire [Ours-garou]: monsters_hd.md#ours-garou [Oxydeur]: monsters_hd.md#oxydeur [Panthère]: monsters_hd.md#panthère [Pieuvre]: monsters_hd.md#pieuvre [Pieuvre géante]: monsters_hd.md#pieuvre-géante [Piranha]: monsters_hd.md#piranha [Planétar]: monsters_hd.md#planétar [Plésiosaure]: monsters_hd.md#plésiosaure [Poney]: monsters_hd.md#poney [Pouding noir]: monsters_hd.md#pouding-noir [Pseudodragon]: monsters_hd.md#pseudodragon [Punaise de feu géante]: monsters_hd.md#punaise-de-feu-géante [Pégase]: monsters_hd.md#pégase [Quasit]: monsters_hd.md#quasit [Rakshasa]: monsters_hd.md#rakshasa [Rat]: monsters_hd.md#rat [Rat géant]: monsters_hd.md#rat-géant [Rat-garou]: monsters_hd.md#rat-garou [Requin de récif]: monsters_hd.md#requin-de-récif [Requin géant]: monsters_hd.md#requin-géant [Requin chasseur]: monsters_hd.md#requin-chasseur [Rhinocéros]: monsters_hd.md#rhinocéros [Roc]: monsters_hd.md#roc [Roturier]: monsters_hd.md#roturier [Remorhaz]: monsters_hd.md#remorhaz [Sahuagin]: monsters_hd.md#sahuagin [Salamandre]: monsters_hd.md#salamandre [Sanglier]: monsters_hd.md#sanglier [Sanglier géant]: monsters_hd.md#sanglier-géant [Sanglier-garou]: monsters_hd.md#sanglier-garou [Satyre]: monsters_hd.md#satyre [Scorpion]: monsters_hd.md#scorpion [Scorpion géant]: monsters_hd.md#scorpion-géant [Serpent constricteur]: monsters_hd.md#serpent-constricteur [Serpent constricteur géant]: monsters_hd.md#serpent-constricteur-géant [Serpent venimeux]: monsters_hd.md#serpent-venimeux [Serpent venimeux géant]: monsters_hd.md#serpent-venimeux-géant [Serpent volant]: monsters_hd.md#serpent-volant [Singe géant]: monsters_hd.md#singe-géant [Solar]: monsters_hd.md#solar [Spectre]: monsters_hd.md#spectre [Squelette]: monsters_hd.md#squelette [Squelette cheval de guerre]: monsters_hd.md#squelette-cheval-de-guerre [Squelette minotaure]: monsters_hd.md#squelette-minotaure [Strige]: monsters_hd.md#strige [Succube/Incube]: monsters_hd.md#succubeincube [Sylvanien]: monsters_hd.md#sylvanien [Tapis étrangleur]: monsters_hd.md#tapis-étrangleur [Tarasque]: monsters_hd.md#tarasque [Tertre errant]: monsters_hd.md#tertre-errant [Tigre]: monsters_hd.md#tigre [Tigre à dents de sabre]: monsters_hd.md#tigre-à-dents-de-sabre [Tigre-garou]: monsters_hd.md#tigre-garou [Torve]: monsters_hd.md#torve [Traqueur invisible]: monsters_hd.md#traqueur-invisible [Tricératops]: monsters_hd.md#tricératops [Troll]: monsters_hd.md#troll [Tyrannosaure]: monsters_hd.md#tyrannosaure [Vampire]: monsters_hd.md#vampire [Vampirien]: monsters_hd.md#vampirien [Vase grise]: monsters_hd.md#vase-grise [Vautour]: monsters_hd.md#vautour [Vautour géant]: monsters_hd.md#vautour-géant [Ver pourpre]: monsters_hd.md#ver-pourpre [Vouivre]: monsters_hd.md#vouivre [Vrock]: monsters_hd.md#vrock [Vétéran]: monsters_hd.md#vétéran [Worg]: monsters_hd.md#worg [Xorn]: monsters_hd.md#xorn [Zombi]: monsters_hd.md#zombi [Zombi ogre]: monsters_hd.md#zombi-ogre [Âme en peine]: monsters_hd.md#Âme-en-peine [Éclaireur]: monsters_hd.md#Éclaireur [Éfrit]: monsters_hd.md#Éfrit [Élan]: monsters_hd.md#Élan [Élan géant]: monsters_hd.md#Élan-géant [Élémentaire de l'air]: monsters_hd.md#Élémentaire-de-lair [Élémentaire de l'eau]: monsters_hd.md#Élémentaire-de-leau [Élémentaire de la terre]: monsters_hd.md#Élémentaire-de-la-terre [Élémentaire du feu]: monsters_hd.md#Élémentaire-du-feu [Éléphant]: monsters_hd.md#Éléphant [Épaulard]: monsters_hd.md#Épaulard [Épée volante]: monsters_hd.md#Épée-volante [Érinye]: monsters_hd.md#Érinye [animal messenger]: spells_vo.md#animal-messenger [animate dead]: spells_vo.md#animate-dead [antimagic field]: spells_vo.md#antimagic-field [banishment]: spells_vo.md#banishment [barkskin]: spells_vo.md#barkskin [bestow curse]: spells_vo.md#bestow-curse [blade barrier]: spells_vo.md#blade-barrier [bless]: spells_vo.md#bless [blight]: spells_vo.md#blight [blindness/deafness]: spells_vo.md#blindnessdeafness [blur]: spells_vo.md#blur [calm emotions]: spells_vo.md#calm-emotions [charm person]: spells_vo.md#charm-person [clairvoyance]: spells_vo.md#clairvoyance [cloudkill]: spells_vo.md#cloudkill [command]: spells_vo.md#command [commune]: spells_vo.md#commune [cone of cold]: spells_vo.md#cone-of-cold [confusion]: spells_vo.md#confusion [conjure elemental]: spells_vo.md#conjure-elemental [contagion]: spells_vo.md#contagion [control weather]: spells_vo.md#control-weather [counterspell]: spells_vo.md#counterspell [create food and water]: spells_vo.md#create-food-and-water [creation]: spells_vo.md#creation [cure wounds]: spells_vo.md#cure-wounds [dancing lights]: spells_vo.md#dancing-lights [darkness]: spells_vo.md#darkness [detect evil and good]: spells_vo.md#detect-evil-and-good [detect magic]: spells_vo.md#detect-magic [detect thoughts]: spells_vo.md#detect-thoughts [dimension door]: spells_vo.md#dimension-door [disguise self]: spells_vo.md#disguise-self [disintegrate]: spells_vo.md#disintegrate [dispel evil and good]: spells_vo.md#dispel-evil-and-good [dispel magic]: spells_vo.md#dispel-magic [divination]: spells_vo.md#divination [dominate monster]: spells_vo.md#dominate-monster [dominate person]: spells_vo.md#dominate-person [dream]: spells_vo.md#dream [druidcraft]: spells_vo.md#druidcraft [enlarge/reduce]: spells_vo.md#enlargereduce [entangle]: spells_vo.md#entangle [faerie fire]: spells_vo.md#faerie-fire [feather fall]: spells_vo.md#feather-fall [finger of death]: spells_vo.md#finger-of-death [fire bolt]: spells_vo.md#fire-bolt [fire shield]: spells_vo.md#fire-shield [fireball]: spells_vo.md#fireball [flame strike]: spells_vo.md#flame-strike [flaming sphere]: spells_vo.md#flaming-sphere [fly]: spells_vo.md#fly [fog cloud]: spells_vo.md#fog-cloud [freedom of movement]: spells_vo.md#freedom-of-movement [gaseous form]: spells_vo.md#gaseous-form [geas]: spells_vo.md#geas [globe of invulnerability]: spells_vo.md#globe-of-invulnerability [goodberry]: spells_vo.md#goodberry [greater invisibility]: spells_vo.md#greater-invisibility [greater restoration]: spells_vo.md#greater-restoration [guardian of faith]: spells_vo.md#guardian-of-faith [guiding bolt]: spells_vo.md#guiding-bolt [harm]: spells_vo.md#harm [heal]: spells_vo.md#heal [heat metal]: spells_vo.md#heat-metal [heroes' feast]: spells_vo.md#heroes-feast [hold monster]: spells_vo.md#hold-monster [hold person]: spells_vo.md#hold-person [ice storm]: spells_vo.md#ice-storm [identify]: spells_vo.md#identify [inflict wounds]: spells_vo.md#inflict-wounds [insect plague]: spells_vo.md#insect-plague [invisibility]: spells_vo.md#invisibility [legend lore]: spells_vo.md#legend-lore [lesser restoration]: spells_vo.md#lesser-restoration [levitate]: spells_vo.md#levitate [light]: spells_vo.md#light [lightning bolt]: spells_vo.md#lightning-bolt [locate object]: spells_vo.md#locate-object [longstrider]: spells_vo.md#longstrider [mage armor]: spells_vo.md#mage-armor [mage hand]: spells_vo.md#mage-hand [magic missile]: spells_vo.md#magic-missile [major image]: spells_vo.md#major-image [Melf's acid arrow]: spells_vo.md#melfs-acid-arrow [mending]: spells_vo.md#mending [mind blank]: spells_vo.md#mind-blank [minor illusion]: spells_vo.md#minor-illusion [mirror image]: spells_vo.md#mirror-image [misty step]: spells_vo.md#misty-step [nondetection]: spells_vo.md#nondetection [pass without trace]: spells_vo.md#pass-without-trace [plane shift]: spells_vo.md#plane-shift [power word kill]: spells_vo.md#power-word-kill [power word stun]: spells_vo.md#power-word-stun [prestidigitation]: spells_vo.md#prestidigitation [produce flame]: spells_vo.md#produce-flame [protection from evil and good]: spells_vo.md#protection-from-evil-and-good [protection from poison]: spells_vo.md#protection-from-poison [raise dead]: spells_vo.md#raise-dead [ray of enfeeblement]: spells_vo.md#ray-of-enfeeblement [ray of frost]: spells_vo.md#ray-of-frost [remove curse]: spells_vo.md#remove-curse [resurrection]: spells_vo.md#resurrection [sacred flame]: spells_vo.md#sacred-flame [sanctuary]: spells_vo.md#sanctuary [scrying]: spells_vo.md#scrying [shield of faith]: spells_vo.md#shield-of-faith [shield]: spells_vo.md#shield [shillelagh]: spells_vo.md#shillelagh [shocking grasp]: spells_vo.md#shocking-grasp [silence]: spells_vo.md#silence [sleep]: spells_vo.md#sleep [spare the dying]: spells_vo.md#spare-the-dying [speak with animals]: spells_vo.md#speak-with-animals [spirit guardians]: spells_vo.md#spirit-guardians [spiritual weapon]: spells_vo.md#spiritual-weapon [stoneskin]: spells_vo.md#stoneskin [suggestion]: spells_vo.md#suggestion [telekinesis]: spells_vo.md#telekinesis [teleport]: spells_vo.md#teleport [thaumaturgy]: spells_vo.md#thaumaturgy [thunderwave]: spells_vo.md#thunderwave [time stop]: spells_vo.md#time-stop [tongues]: spells_vo.md#tongues [true seeing]: spells_vo.md#true-seeing [vicious mockery]: spells_vo.md#vicious-mockery [wall of fire]: spells_vo.md#wall-of-fire [wall of force]: spells_vo.md#wall-of-force [water breathing]: spells_vo.md#water-breathing [wind walk]: spells_vo.md#wind-walk [wish]: spells_vo.md#wish [zone of truth]: spells_vo.md#zone-of-truth [MonstersVO]: # [Monster]: # AltName: '[Aboleth](hd_monsters_aboleth.md)' Source: (SRD p261) Size: Large Type: aberration Alignment: lawful evil ArmorClass: 17 (natural armor) HitPoints: 135 (18d10 + 36) Speed: 10 ft., swim 40 ft. Strength: 21 (+5) Dexterity: ' 9 (-1)' Constitution: 15 (+2) Intelligence: 18 (+4) Wisdom: 15 (+2) Charisma: 18 (+4) SavingThrows: Con +6, Int +8, Wis +6 Skills: History +12, Perception +10 Senses: darkvision 120 ft., passive Perception 20 Languages: Deep Speech, telepathy 120 ft. Challenge: 10 (5900 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Acolyte (SRD p395) humanoid (any race) Medium any alignment 10 9 (2d8) 30 ft. Medicine +4, Religion +2 passive Perception 12 any one language (usually Common) 1/4 (50 XP) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) monsters_vo.md#acolyte monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Acolyte](hd_monsters_acolyte.md) Name: Acolyte Markdown: >+ # <!--Name-->Acolyte<!--/Name--> - CEO: <!--AltName-->[Acolyte](hd_monsters_acolyte.md)<!--/AltName--> - Source: <!--Source-->(SRD p395)<!--/Source--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->9 (2d8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Medicine +4, Religion +2<!--/Skills--> - **Senses** <!--Senses-->passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->any one language (usually Common)<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Spellcasting_**. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: * **Cantrips (at will):** _[light](srd_spells_light.md)_, _[sacred flame](srd_spells_sacred_flame.md)_, _[thaumaturgy](srd_spells_thaumaturgy.md)_ * **1st level (3 slots):** _[bless](srd_spells_bless.md)_, _[cure wounds](srd_spells_cure_wounds.md)_, _[sanctuary](srd_spells_sanctuary.md)_ ## Actions **_Club_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. _Hit_: 2 (1d4) bludgeoning damage. AltName: '[Acolyte](hd_monsters_acolyte.md)' Source: (SRD p395) Size: Medium Type: humanoid (any race) Alignment: any alignment ArmorClass: 10 HitPoints: 9 (2d8) Speed: 30 ft. Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 11 (+0) Skills: Medicine +4, Religion +2 Senses: passive Perception 12 Languages: any one language (usually Common) Challenge: 1/4 (50 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Eagle (SRD p371) beast Small unaligned 12 3 (1d6) 10 ft., fly 60 ft. Perception +4 passive Perception 14 - 0 (10 XP) 6 (-2) 15 (+2) 10 (+0) 2 (-4) 14 (+2) 7 (-2) monsters_vo.md#eagle monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Aigle](hd_monsters_aigle.md) Name: Eagle Markdown: >+ # <!--Name-->Eagle<!--/Name--> - CEO: <!--AltName-->[Aigle](hd_monsters_aigle.md)<!--/AltName--> - Source: <!--Source-->(SRD p371)<!--/Source--> -  <!--Size-->Small<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->3 (1d6)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 6 (-2)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +4<!--/Skills--> - **Senses** <!--Senses-->passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Keen Sight_**. The eagle has advantage on Wisdom (Perception) checks that rely on sight. ## Actions **_Talons_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 4 (1d4 + 2) slashing damage. AltName: '[Aigle](hd_monsters_aigle.md)' Source: (SRD p371) Size: Small Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 3 (1d6) Speed: 10 ft., fly 60 ft. Strength: ' 6 (-2)' Dexterity: 15 (+2) Constitution: 10 (+0) Intelligence: ' 2 (-4)' Wisdom: 14 (+2) Charisma: ' 7 (-2)' Skills: Perception +4 Senses: passive Perception 14 Languages: '-' Challenge: 0 (10 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Eagle (SRD p375) beast Large neutral good 13 26 (4d10 + 4) 10 ft., fly 80 ft. Perception +4 passive Perception 14 Giant Eagle understands Common and Auran but can't speak them 1 (200 XP) 16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0) monsters_vo.md#giant-eagle monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Aigle géant](hd_monsters_aigle_geant.md) Name: Giant Eagle Markdown: >+ # <!--Name-->Giant Eagle<!--/Name--> - CEO: <!--AltName-->[Aigle géant](hd_monsters_aigle_geant.md)<!--/AltName--> - Source: <!--Source-->(SRD p375)<!--/Source--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->neutral good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->26 (4d10 + 4)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->17 (+3)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 8 (-1)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +4<!--/Skills--> - **Senses** <!--Senses-->passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Giant Eagle understands Common and Auran but can't speak them<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> ## Special Features **_Keen Sight_**. The eagle has advantage on Wisdom (Perception) checks that rely on sight. ## Actions **_Multiattack_**. The eagle makes two attacks: one with its beak and one with its talons. **_Beak_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 6 (1d6 + 3) piercing damage. **_Talons_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) slashing damage. AltName: '[Aigle géant](hd_monsters_aigle_geant.md)' Source: (SRD p375) Size: Large Type: beast Alignment: neutral good ArmorClass: 13 HitPoints: 26 (4d10 + 4) Speed: 10 ft., fly 80 ft. Strength: 16 (+3) Dexterity: 17 (+3) Constitution: 13 (+1) Intelligence: ' 8 (-1)' Wisdom: 14 (+2) Charisma: 10 (+0) Skills: Perception +4 Senses: passive Perception 14 Languages: Giant Eagle understands Common and Auran but can't speak them Challenge: 1 (200 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Androsphinx (SRD p347) monstrosity Large lawful neutral 17 (natural armor) 199 (19d10 + 95) 40 ft., fly 60 ft. Dex +6, Con +11, Int +9, Wis +10 Arcana +9, Perception +10, Religion +15 psychic; bludgeoning, piercing and slashing from nonmagical attacks charmed, frightened truesight 120 ft., passive Perception 20 Common, Sphinx 17 (18000 XP) 22 (+6) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 23 (+6) monsters_vo.md#androsphinx monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Androsphinx](hd_monsters_androsphinx.md) Name: Androsphinx Markdown: >+ # <!--Name-->Androsphinx<!--/Name--> - CEO: <!--AltName-->[Androsphinx](hd_monsters_androsphinx.md)<!--/AltName--> - Source: <!--Source-->(SRD p347)<!--/Source--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->lawful neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->199 (19d10 + 95)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->22 (+6)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->20 (+5)<!--/Constitution-->|<!--Intelligence-->16 (+3)<!--/Intelligence-->|<!--Wisdom-->18 (+4)<!--/Wisdom-->|<!--Charisma-->23 (+6)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +6, Con +11, Int +9, Wis +10<!--/SavingThrows--> - **Skills** <!--Skills-->Arcana +9, Perception +10, Religion +15<!--/Skills--> - **Senses** <!--Senses-->truesight 120 ft., passive Perception 20<!--/Senses--> - **Languages** <!--Languages-->Common, Sphinx<!--/Languages--> - **Challenge** <!--Challenge-->17 (18000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->psychic; bludgeoning, piercing and slashing from nonmagical attacks<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->charmed, frightened<!--/ConditionImmunities--> ## Special Features **_Inscrutable_**. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. **_Magic Weapons_**. The sphinx's weapon attacks are magical. **_Spellcasting_**. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: * **Cantrips (at will):** _[sacred flame](srd_spells_sacred_flame.md)_, _[spare the dying](srd_spells_spare_the_dying.md)_, _[thaumaturgy](srd_spells_thaumaturgy.md)_ * **1st level (4 slots):** _[command](srd_spells_command.md)_, _[detect evil and good](srd_spells_detect_evil_and_good.md)_, _[detect magic](srd_spells_detect_magic.md)_ * **2nd level (3 slots):** _[lesser restoration](srd_spells_lesser_restoration.md)_, _[zone of truth](srd_spells_zone_of_truth.md)_ * **3rd level (3 slots):** _[dispel magic](srd_spells_dispel_magic.md)_, _[tongues](srd_spells_tongues.md)_ * **4th level (3 slots):** _[banishment](srd_spells_banishment.md)_, _[freedom of movement](srd_spells_freedom_of_movement.md)_ * **5th level (2 slots):** _[flame strike](srd_spells_flame_strike.md)_, _[greater restoration](srd_spells_greater_restoration.md)_ * **6th level (1 slot):** _[heroes' feast](srd_spells_heroes_feast.md)_ ## Actions **_Multiattack_**. The sphinx makes two claw attacks. **_Claw_**. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. _Hit_: 17 (2d10 + 6) slashing damage. **_Roar (3/Day)_**. The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. **_First Roar_**. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **_Second Roar_**. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **_Third Roar_**. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. ## Legendary Actions The sphinx 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 sphinx regains spent legendary actions at the start of its turn. **_Claw Attack_**. The sphinx makes one claw attack. **_Teleport (Costs 2 actions)_**. The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. **_Cast a Spell (Costs 3 actions)_**. The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. AltName: '[Androsphinx](hd_monsters_androsphinx.md)' Source: (SRD p347) Size: Large Type: monstrosity Alignment: lawful neutral ArmorClass: 17 (natural armor) HitPoints: 199 (19d10 + 95) Speed: 40 ft., fly 60 ft. Strength: 22 (+6) Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 23 (+6) SavingThrows: Dex +6, Con +11, Int +9, Wis +10 Skills: Arcana +9, Perception +10, Religion +15 Senses: truesight 120 ft., passive Perception 20 Languages: Common, Sphinx Challenge: 17 (18000 XP) DamageImmunities: psychic; bludgeoning, piercing and slashing from nonmagical attacks ConditionImmunities: charmed, frightened
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ankheg (SRD p264) monstrosity Large unaligned 14 (natural armor), 11 while prone 39 (6d10 + 6) 30 ft., burrow 10 ft. darkvision 60 ft., tremorsense 60 ft., passive Perception 11 - 2 (450 XP) 17 (+3) 11 (+0) 13 (+1) 1 (-5) 13 (+1) 6 (-2) monsters_vo.md#ankheg monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Ankheg](hd_monsters_ankheg.md) Name: Ankheg Markdown: >+ # <!--Name-->Ankheg<!--/Name--> - CEO: <!--AltName-->[Ankheg](hd_monsters_ankheg.md)<!--/AltName--> - Source: <!--Source-->(SRD p264)<!--/Source--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor), 11 while prone<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->39 (6d10 + 6)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., burrow 10 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., tremorsense 60 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. **_Acid Spray (Recharge 6)_**. The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. AltName: '[Ankheg](hd_monsters_ankheg.md)' Source: (SRD p264) Size: Large Type: monstrosity Alignment: unaligned ArmorClass: 14 (natural armor), 11 while prone HitPoints: 39 (6d10 + 6) Speed: 30 ft., burrow 10 ft. Strength: 17 (+3) Dexterity: 11 (+0) Constitution: 13 (+1) Intelligence: ' 1 (-5)' Wisdom: 13 (+1) Charisma: ' 6 (-2)' Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Languages: '-' Challenge: 2 (450 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Spider (SRD p389) beast Tiny unaligned 12 1 (1d4 - 1) 20 ft., climb 20 ft. Stealth +4 darkvision 30 ft., passive Perception 10 - 0 (10 XP) 2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4) monsters_vo.md#spider monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Araignée](hd_monsters_araignee.md) Name: Spider Markdown: >+ # <!--Name-->Spider<!--/Name--> - CEO: <!--AltName-->[Araignée](hd_monsters_araignee.md)<!--/AltName--> - Source: <!--Source-->(SRD p389)<!--/Source--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->1 (1d4 - 1)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., climb 20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 2 (-4)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution--> 8 (-1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 2 (-4)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 30 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Spider Climb_**. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **_Web Sense_**. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. **_Web Walker_**. The spider ignores movement restrictions caused by webbing. ## Actions **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. AltName: '[Araignée](hd_monsters_araignee.md)' Source: (SRD p389) Size: Tiny Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 1 (1d4 - 1) Speed: 20 ft., climb 20 ft. Strength: ' 2 (-4)' Dexterity: 14 (+2) Constitution: ' 8 (-1)' Intelligence: ' 1 (-5)' Wisdom: 10 (+0) Charisma: ' 2 (-4)' Skills: Stealth +4 Senses: darkvision 30 ft., passive Perception 10 Languages: '-' Challenge: 0 (10 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Phase Spider (SRD p385) monstrosity Large unaligned 13 (natural armor) 32 (5d10 + 5) 30 ft., climb 30 ft. Stealth +6 darkvision 60 ft., passive Perception 10 - 3 (700 XP) 15 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 6 (-2) monsters_vo.md#phase-spider monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Araignée de phase](hd_monsters_araignee_de_phase.md) Name: Phase Spider Markdown: >+ # <!--Name-->Phase Spider<!--/Name--> - CEO: <!--AltName-->[Araignée de phase](hd_monsters_araignee_de_phase.md)<!--/AltName--> - Source: <!--Source-->(SRD p385)<!--/Source--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->32 (5d10 + 5)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., climb 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +6<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> ## Special Features **_Ethereal Jaunt_**. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. **_Spider Climb_**. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **_Web Walker_**. The spider ignores movement restrictions caused by webbing. ## Actions **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. AltName: '[Araignée de phase](hd_monsters_araignee_de_phase.md)' Source: (SRD p385) Size: Large Type: monstrosity Alignment: unaligned ArmorClass: 13 (natural armor) HitPoints: 32 (5d10 + 5) Speed: 30 ft., climb 30 ft. Strength: 15 (+2) Dexterity: 15 (+2) Constitution: 12 (+1) Intelligence: ' 6 (-2)' Wisdom: 10 (+0) Charisma: ' 6 (-2)' Skills: Stealth +6 Senses: darkvision 60 ft., passive Perception 10 Languages: '-' Challenge: 3 (700 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Spider (SRD p379) beast Large unaligned 14 (natural armor) 26 (4d10 + 4) 30 ft., climb 30 ft. Stealth +7 blindsight 10 ft., darkvision 60 ft., passive Perception 10 - 1 (200 XP) 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) monsters_vo.md#giant-spider monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Araignée géante](hd_monsters_araignee_geante.md) Name: Giant Spider Markdown: >+ # <!--Name-->Giant Spider<!--/Name--> - CEO: <!--AltName-->[Araignée géante](hd_monsters_araignee_geante.md)<!--/AltName--> - Source: <!--Source-->(SRD p379)<!--/Source--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->26 (4d10 + 4)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., climb 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->14 (+2)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +7<!--/Skills--> - **Senses** <!--Senses-->blindsight 10 ft., darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> ## Special Features **_Spider Climb_**. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **_Web Sense_**. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. **_Web Walker_**. The spider ignores movement restrictions caused by webbing. ## Actions **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. _Hit_: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. **_Web (Recharge 5-6)_**. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. _Hit_: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). AltName: '[Araignée géante](hd_monsters_araignee_geante.md)' Source: (SRD p379) Size: Large Type: beast Alignment: unaligned ArmorClass: 14 (natural armor) HitPoints: 26 (4d10 + 4) Speed: 30 ft., climb 30 ft. Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: ' 2 (-4)' Wisdom: 11 (+0) Charisma: ' 4 (-3)' Skills: Stealth +7 Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages: '-' Challenge: 1 (200 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Wolf Spider (SRD p381) beast Medium unaligned 13 11 (2d8 + 2) 40 ft., climb 40 ft. Perception +3, Stealth +7 blindsight 10 ft., darkvision 60 ft., passive Perception 13 - 1/4 (50 XP) 12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3) monsters_vo.md#giant-wolf-spider monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Araignée-loup géante](hd_monsters_araignee_loup_geante.md) Name: Giant Wolf Spider Markdown: >+ # <!--Name-->Giant Wolf Spider<!--/Name--> - CEO: <!--AltName-->[Araignée-loup géante](hd_monsters_araignee_loup_geante.md)<!--/AltName--> - Source: <!--Source-->(SRD p381)<!--/Source--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->11 (2d8 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., climb 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->12 (+1)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +7<!--/Skills--> - **Senses** <!--Senses-->blindsight 10 ft., darkvision 60 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Spider Climb_**. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **_Web Sense_**. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. **_Web Walker_**. The spider ignores movement restrictions caused by webbing. ## Actions **_Bite_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. _Hit_: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. AltName: '[Araignée-loup géante](hd_monsters_araignee_loup_geante.md)' Source: (SRD p381) Size: Medium Type: beast Alignment: unaligned ArmorClass: 13 HitPoints: 11 (2d8 + 2) Speed: 40 ft., climb 40 ft. Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 13 (+1) Intelligence: ' 3 (-4)' Wisdom: 12 (+1) Charisma: ' 4 (-3)' Skills: Perception +3, Stealth +7 Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages: '-' Challenge: 1/4 (50 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed DamageResistances Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Awakened Tree (SRD p366) plant Huge unaligned 13 (natural armor) 59 (7d12 + 14) 20 ft. bludgeoning, piercing passive Perception 10 one language known by its creator 2 (450 XP) 19 (+4) 6 (-2) 15 (+2) 10 (+0) 10 (+0) 7 (-2) monsters_vo.md#awakened-tree monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Arbre éveillé](hd_monsters_arbre_eveille.md) Name: Awakened Tree Markdown: >+ # <!--Name-->Awakened Tree<!--/Name--> - CEO: <!--AltName-->[Arbre éveillé](hd_monsters_arbre_eveille.md)<!--/AltName--> - Source: <!--Source-->(SRD p366)<!--/Source--> -  <!--Size-->Huge<!--/Size--> <!--Type-->plant<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->59 (7d12 + 14)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity--> 6 (-2)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->one language known by its creator<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing<!--/DamageResistances--> - **Damage Vulnerabilities** fire ## Special Features **_False Appearance_**. While the tree remains motionless, it is indistinguishable from a normal tree. ## Actions **_Slam_**. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. _Hit_: 14 (3d6 + 4) bludgeoning damage. AltName: '[Arbre éveillé](hd_monsters_arbre_eveille.md)' Source: (SRD p366) Size: Huge Type: plant Alignment: unaligned ArmorClass: 13 (natural armor) HitPoints: 59 (7d12 + 14) Speed: 20 ft. Strength: 19 (+4) Dexterity: ' 6 (-2)' Constitution: 15 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: ' 7 (-2)' Senses: passive Perception 10 Languages: one language known by its creator Challenge: 2 (450 XP) DamageResistances: bludgeoning, piercing
Family Name Source Type Size Alignment ArmorClass HitPoints Speed DamageResistances Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Awakened Shrub (SRD p366) plant Small unaligned 9 10 (3d6) 20 ft. piercing passive Perception 10 one language known by its creator 0 (10 XP) 3 (-4) 8 (-1) 11 (+0) 10 (+0) 10 (+0) 6 (-2) monsters_vo.md#awakened-shrub monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Arbuste éveillé](hd_monsters_arbuste_eveille.md) Name: Awakened Shrub Markdown: >+ # <!--Name-->Awakened Shrub<!--/Name--> - CEO: <!--AltName-->[Arbuste éveillé](hd_monsters_arbuste_eveille.md)<!--/AltName--> - Source: <!--Source-->(SRD p366)<!--/Source--> -  <!--Size-->Small<!--/Size--> <!--Type-->plant<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->9<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->10 (3d6)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 3 (-4)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->one language known by its creator<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->piercing<!--/DamageResistances--> - **Damage Vulnerabilities** fire ## Special Features **_False Appearance_**. While the shrub remains motionless, it is indistinguishable from a normal shrub. ## Actions **_Rake_**. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. _Hit_: 1 (1d4 - 1) slashing damage. AltName: '[Arbuste éveillé](hd_monsters_arbuste_eveille.md)' Source: (SRD p366) Size: Small Type: plant Alignment: unaligned ArmorClass: 9 HitPoints: 10 (3d6) Speed: 20 ft. Strength: ' 3 (-4)' Dexterity: ' 8 (-1)' Constitution: 11 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: ' 6 (-2)' Senses: passive Perception 10 Languages: one language known by its creator Challenge: 0 (10 XP) DamageResistances: piercing
Family Name Source Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageResistances Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Archmage (SRD p395) humanoid (any race) Medium any alignment 12 (15 with 99 (18d8 + 18) 30 ft. Int +9, Wis +6 Arcana +13, History +13 damage from spells; nonmagical bludgeoning, piercing, and slashing (from passive Perception 12 any six languages 12 (8400 XP) 10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) monsters_vo.md#archmage monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Archimage](hd_monsters_archimage.md) Name: Archmage Markdown: >+ # <!--Name-->Archmage<!--/Name--> - CEO: <!--AltName-->[Archimage](hd_monsters_archimage.md)<!--/AltName--> - Source: <!--Source-->(SRD p395)<!--/Source--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (15 with<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->99 (18d8 + 18)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence-->20 (+5)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->16 (+3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Int +9, Wis +6<!--/SavingThrows--> - **Skills** <!--Skills-->Arcana +13, History +13<!--/Skills--> - **Senses** <!--Senses-->passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->any six languages<!--/Languages--> - **Challenge** <!--Challenge-->12 (8400 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->damage from spells; nonmagical bludgeoning, piercing, and slashing (from<!--/DamageResistances--> ## Special Features **_Magic Resistance_**. The archmage has advantage on saving throws against spells and other magical effects. **_Spellcasting_**. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast _[disguise self](srd_spells_disguise_self.md)_ and _[invisibility](srd_spells_invisibility.md)_ at will and has the following wizard spells prepared: * **Cantrips (at will):** _[fire bolt](srd_spells_fire_bolt.md)_, _[light](srd_spells_light.md)_, _[mage hand](srd_spells_mage_hand.md)_, _[prestidigitation](srd_spells_prestidigitation.md)_, _[shocking grasp](srd_spells_shocking_grasp.md)_ * **1st level (4 slots):** _[detect magic](srd_spells_detect_magic.md)_, _[identify](srd_spells_identify.md)_, _[mage armor](srd_spells_mage_armor.md)_*, _[magic missile](srd_spells_magic_missile.md)_ * **2nd level (3 slots):** _[detect thoughts](srd_spells_detect_thoughts.md)_, _[mirror image](srd_spells_mirror_image.md)_, _[misty step](srd_spells_misty_step.md)_ * **3rd level (3 slots):** _[counterspell](srd_spells_counterspell.md)_, _[fly](srd_spells_fly.md)_, _[lightning bolt](srd_spells_lightning_bolt.md)_ * **4th level (3 slots):** _[banishment](srd_spells_banishment.md)_, _[fire shield](srd_spells_fire_shield.md)_, _[stoneskin](srd_spells_stoneskin.md)*_ * **5th level (3 slots):** _[cone of cold](srd_spells_cone_of_cold.md)_, _[scrying](srd_spells_scrying.md)_, _[wall of force](srd_spells_wall_of_force.md)_ * **6th level (1 slot):** _[globe of invulnerability](srd_spells_globe_of_invulnerability.md)_ * **7th level (1 slot):** _[teleport](srd_spells_teleport.md)_ * **8th level (1 slot):** _[mind blank](srd_spells_mind_blank.md)_* * **9th level (1 slot):** _[time stop](srd_spells_time_stop.md)_ (*) The archmage casts these spells on itself before combat. ## Actions **_Dagger_**. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit_: 4 (1d4 + 2) piercing damage. AltName: '[Archimage](hd_monsters_archimage.md)' Source: (SRD p395) Size: Medium Type: humanoid (any race) Alignment: any alignment ArmorClass: 12 (15 with HitPoints: 99 (18d8 + 18) Speed: 30 ft. Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 15 (+2) Charisma: 16 (+3) SavingThrows: Int +9, Wis +6 Skills: Arcana +13, History +13 Senses: passive Perception 12 Languages: any six languages Challenge: 12 (8400 XP) DamageResistances: damage from spells; nonmagical bludgeoning, piercing, and slashing (from
Family Name Source Type Size Alignment ArmorClass HitPoints Speed DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Animated Armor (SRD p263) construct Medium unaligned 18 (natural armor) 33 (6d8 + 6) 25 ft. poison, psychic blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 6 - 1 (200 XP) 14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5) monsters_vo.md#animated-armor monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Armure animée](hd_monsters_armure_animee.md) Name: Animated Armor Markdown: >+ # <!--Name-->Animated Armor<!--/Name--> - CEO: <!--AltName-->[Armure animée](hd_monsters_armure_animee.md)<!--/AltName--> - Source: <!--Source-->(SRD p263)<!--/Source--> -  <!--Size-->Medium<!--/Size--> <!--Type-->construct<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->33 (6d8 + 6)<!--/HitPoints--> - **Speed** <!--Speed-->25 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->14 (+2)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 3 (-4)<!--/Wisdom-->|<!--Charisma--> 1 (-5)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 6<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison, psychic<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned<!--/ConditionImmunities--> ## Special Features **_Antimagic Susceptibility_**. The armor is incapacitated while in the area of an _[antimagic field](srd_spells_antimagic_field.md)_. If targeted by _[dispel magic](srd_spells_dispel_magic.md)_, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. **_False_**. Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor. ## Actions **_Multiattack_**. The armor makes two melee attacks. **_Slam_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) bludgeoning damage. AltName: '[Armure animée](hd_monsters_armure_animee.md)' Source: (SRD p263) Size: Medium Type: construct Alignment: unaligned ArmorClass: 18 (natural armor) HitPoints: 33 (6d8 + 6) Speed: 25 ft. Strength: 14 (+2) Dexterity: 11 (+0) Constitution: 13 (+1) Intelligence: ' 1 (-5)' Wisdom: ' 3 (-4)' Charisma: ' 1 (-5)' Senses: blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 6 Languages: '-' Challenge: 1 (200 XP) DamageImmunities: poison, psychic ConditionImmunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Family Name Source Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageResistances Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Assassin (SRD p396) humanoid (any race) Medium any non-good alignment 15 (studded leather) 78 (12d8 + 24) 30 ft. Dex +6, Int +4 Acrobatics +6, Deception +3, Perception +3, Stealth +9 poison passive Perception 13 Thieves' cant plus any two languages 8 (3900 XP) 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0) monsters_vo.md#assassin monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Assassin](hd_monsters_assassin.md) Name: Assassin Markdown: >+ # <!--Name-->Assassin<!--/Name--> - CEO: <!--AltName-->[Assassin](hd_monsters_assassin.md)<!--/AltName--> - Source: <!--Source-->(SRD p396)<!--/Source--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any non-good alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (studded leather)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->78 (12d8 + 24)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->11 (+0)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence-->13 (+1)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +6, Int +4<!--/SavingThrows--> - **Skills** <!--Skills-->Acrobatics +6, Deception +3, Perception +3, Stealth +9<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Thieves' cant plus any two languages<!--/Languages--> - **Challenge** <!--Challenge-->8 (3900 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->poison<!--/DamageResistances--> ## Special Features **_Assassinate_**. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. **_Evasion_**. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. **_Sneak Attack_**. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. ## Actions **_Multiattack_**. The assassin makes two shortsword attacks. **_Shortsword_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. **_Light Crossbow_**. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. _Hit_: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. AltName: '[Assassin](hd_monsters_assassin.md)' Source: (SRD p396) Size: Medium Type: humanoid (any race) Alignment: any non-good alignment ArmorClass: 15 (studded leather) HitPoints: 78 (12d8 + 24) Speed: 30 ft. Strength: 11 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 13 (+1) Wisdom: 11 (+0) Charisma: 10 (+0) SavingThrows: Dex +6, Int +4 Skills: Acrobatics +6, Deception +3, Perception +3, Stealth +9 Senses: passive Perception 13 Languages: Thieves' cant plus any two languages Challenge: 8 (3900 XP) DamageResistances: poison
Family Name Source Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Azer (SRD p265) elemental Medium lawful neutral 17 (natural armor, shield) 39 (6d8 + 12) 30 ft. Con +4 fire, poison poisoned passive Perception 11 Ignan 2 (450 XP) 17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0) monsters_vo.md#azer monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Azer](hd_monsters_azer.md) Name: Azer Markdown: >+ # <!--Name-->Azer<!--/Name--> - CEO: <!--AltName-->[Azer](hd_monsters_azer.md)<!--/AltName--> - Source: <!--Source-->(SRD p265)<!--/Source--> -  <!--Size-->Medium<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->lawful neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor, shield)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->39 (6d8 + 12)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Con +4<!--/SavingThrows--> - **Senses** <!--Senses-->passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->Ignan<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire, poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Heated Body_**. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. **_Heated Weapons_**. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). **_Illumination_**. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. ## Actions **_Warhammer_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. AltName: '[Azer](hd_monsters_azer.md)' Source: (SRD p265) Size: Medium Type: elemental Alignment: lawful neutral ArmorClass: 17 (natural armor, shield) HitPoints: 39 (6d8 + 12) Speed: 30 ft. Strength: 17 (+3) Dexterity: 12 (+1) Constitution: 15 (+2) Intelligence: 12 (+1) Wisdom: 13 (+1) Charisma: 10 (+0) SavingThrows: Con +4 Senses: passive Perception 11 Languages: Ignan Challenge: 2 (450 XP) DamageImmunities: fire, poison ConditionImmunities: poisoned
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Baboon (SRD p367) beast Small unaligned 12 3 (1d6) 30 ft., climb 30 ft. passive Perception 11 - 0 (10 XP) 8 (-1) 14 (+2) 11 (+0) 4 (-3) 12 (+1) 6 (-2) monsters_vo.md#baboon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Babouin](hd_monsters_babouin.md) Name: Baboon Markdown: >+ # <!--Name-->Baboon<!--/Name--> - CEO: <!--AltName-->[Babouin](hd_monsters_babouin.md)<!--/AltName--> - Source: <!--Source-->(SRD p367)<!--/Source--> -  <!--Size-->Small<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->3 (1d6)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., climb 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 8 (-1)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 4 (-3)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Pack Tactics_**. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated. ## Actions **_Bite_**. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. _Hit_: 1 (1d4 - 1) piercing damage. AltName: '[Babouin](hd_monsters_babouin.md)' Source: (SRD p367) Size: Small Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 3 (1d6) Speed: 30 ft., climb 30 ft. Strength: ' 8 (-1)' Dexterity: 14 (+2) Constitution: 11 (+0) Intelligence: ' 4 (-3)' Wisdom: 12 (+1) Charisma: ' 6 (-2)' Senses: passive Perception 11 Languages: '-' Challenge: 0 (10 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Gibbering Mouther (SRD p314) aberration Medium neutral 9 67 (9d8 + 27) 10 ft., swim 10 ft. prone darkvision 60 ft., passive Perception 10 - 2 (450 XP) 10 (+0) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2) monsters_vo.md#gibbering-mouther monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Babélien](hd_monsters_babelien.md) Name: Gibbering Mouther Markdown: >+ # <!--Name-->Gibbering Mouther<!--/Name--> - CEO: <!--AltName-->[Babélien](hd_monsters_babelien.md)<!--/AltName--> - Source: <!--Source-->(SRD p314)<!--/Source--> -  <!--Size-->Medium<!--/Size--> <!--Type-->aberration<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->9<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->67 (9d8 + 27)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., swim 10 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Condition Immunities** <!--ConditionImmunities-->prone<!--/ConditionImmunities--> ## Special Features **_Aberrant Ground_**. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its Speed reduced to 0 until the start of its next turn. **_Gibbering_**. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. ## Actions **_Multiattack_**. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. **_Bites_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. _Hit_: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. **_Blinding Spittle (Recharge 5-6)_**. The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be [blinded](srd_conditions_blinded.md) until the end of the mouther's next turn. AltName: '[Babélien](hd_monsters_babelien.md)' Source: (SRD p314) Size: Medium Type: aberration Alignment: neutral ArmorClass: 9 HitPoints: 67 (9d8 + 27) Speed: 10 ft., swim 10 ft. Strength: 10 (+0) Dexterity: ' 8 (-1)' Constitution: 16 (+3) Intelligence: ' 3 (-4)' Wisdom: 10 (+0) Charisma: ' 6 (-2)' Senses: darkvision 60 ft., passive Perception 10 Languages: '-' Challenge: 2 (450 XP) ConditionImmunities: prone
Family Name Source Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Balor (SRD p270) fiend (demon) Huge chaotic evil 19 (natural armor) 262 (21d12 + 126) 40 ft., fly 80 ft. Str +14, Con +12, Wis +9, Cha +12 cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks fire, poison poisoned truesight 120 ft., passive Perception 13 Abyssal, telepathy 120 ft. 19 (22000 XP) 26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6) monsters_vo.md#balor monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Balor](hd_monsters_balor.md) Name: Balor Markdown: >+ # <!--Name-->Balor<!--/Name--> - CEO: <!--AltName-->[Balor](hd_monsters_balor.md)<!--/AltName--> - Source: <!--Source-->(SRD p270)<!--/Source--> -  <!--Size-->Huge<!--/Size--> <!--Type-->fiend (demon)<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->262 (21d12 + 126)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->26 (+8)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->22 (+6)<!--/Constitution-->|<!--Intelligence-->20 (+5)<!--/Intelligence-->|<!--Wisdom-->16 (+3)<!--/Wisdom-->|<!--Charisma-->22 (+6)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Str +14, Con +12, Wis +9, Cha +12<!--/SavingThrows--> - **Senses** <!--Senses-->truesight 120 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Abyssal, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->19 (22000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Death Throes_**. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. **_Fire Aura_**. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. **_Magic Resistance_**. The balor has advantage on saving throws against spells and other magical effects. **_Magic Weapons_**. The balor's weapon attacks are magical. ## Actions **_Multiattack_**. The balor makes two attacks: one with its longsword and one with its whip. **_Longsword_**. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. _Hit_: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. **_Whip_**. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. _Hit_: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. **_Teleport_**. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. AltName: '[Balor](hd_monsters_balor.md)' Source: (SRD p270) Size: Huge Type: fiend (demon) Alignment: chaotic evil ArmorClass: 19 (natural armor) HitPoints: 262 (21d12 + 126) Speed: 40 ft., fly 80 ft. Strength: 26 (+8) Dexterity: 15 (+2) Constitution: 22 (+6) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 22 (+6) SavingThrows: Str +14, Con +12, Wis +9, Cha +12 Senses: truesight 120 ft., passive Perception 13 Languages: Abyssal, telepathy 120 ft. Challenge: 19 (22000 XP) DamageImmunities: fire, poison DamageResistances: cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: poisoned
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Bandit (SRD p396) humanoid (any race) Medium any non-lawful alignment 12 (leather armor) 11 (2d8 + 2) 30 ft. passive Perception 10 any one language (usually Common) 1/8 (25 XP) 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) monsters_vo.md#bandit monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Bandit](hd_monsters_bandit.md) Name: Bandit Markdown: >+ # <!--Name-->Bandit<!--/Name--> - CEO: <!--AltName-->[Bandit](hd_monsters_bandit.md)<!--/AltName--> - Source: <!--Source-->(SRD p396)<!--/Source--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any non-lawful alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (leather armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->11 (2d8 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->11 (+0)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->any one language (usually Common)<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Scimitar_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 4 (1d6 + 1) slashing damage. **_Light Crossbow_**. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. _Hit_: 5 (1d8 + 1) piercing damage. AltName: '[Bandit](hd_monsters_bandit.md)' Source: (SRD p396) Size: Medium Type: humanoid (any race) Alignment: any non-lawful alignment ArmorClass: 12 (leather armor) HitPoints: 11 (2d8 + 2) Speed: 30 ft. Strength: 11 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Senses: passive Perception 10 Languages: any one language (usually Common) Challenge: 1/8 (25 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Bandit Captain (SRD p397) humanoid (any race) Medium any non-lawful alignment 15 (studded leather) 65 (10d8 + 20) 30 ft. Str +4, Dex +5, Wis +2 Athletics +4, Deception +4 passive Perception 10 any two languages 2 (450 XP) 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) monsters_vo.md#bandit-captain monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Capitaine Bandit](hd_monsters_capitaine_bandit.md) Name: Bandit Captain Markdown: >+ # <!--Name-->Bandit Captain<!--/Name--> - CEO: <!--AltName-->[Capitaine Bandit](hd_monsters_capitaine_bandit.md)<!--/AltName--> - Source: <!--Source-->(SRD p397)<!--/Source--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any non-lawful alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (studded leather)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->65 (10d8 + 20)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->14 (+2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Str +4, Dex +5, Wis +2<!--/SavingThrows--> - **Skills** <!--Skills-->Athletics +4, Deception +4<!--/Skills--> - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->any two languages<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Multiattack_**. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. **_Scimitar_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 6 (1d6 + 3) slashing damage. **_Dagger_**. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit_: 5 (1d4 + 3) piercing damage. ## Reactions **_Parry_**. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. AltName: '[Capitaine Bandit](hd_monsters_capitaine_bandit.md)' Source: (SRD p397) Size: Medium Type: humanoid (any race) Alignment: any non-lawful alignment ArmorClass: 15 (studded leather) HitPoints: 65 (10d8 + 20) Speed: 30 ft. Strength: 15 (+2) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 11 (+0) Charisma: 14 (+2) SavingThrows: Str +4, Dex +5, Wis +2 Skills: Athletics +4, Deception +4 Senses: passive Perception 10 Languages: any two languages Challenge: 2 (450 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Basilisk (SRD p265) monstrosity Medium unaligned 15 (natural armor) 52 (8d8 + 16) 20 ft. darkvision 60 ft., passive Perception 9 - 3 (700 XP) 16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2) monsters_vo.md#basilisk monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Basilic](hd_monsters_basilic.md) Name: Basilisk Markdown: >+ # <!--Name-->Basilisk<!--/Name--> - CEO: <!--AltName-->[Basilic](hd_monsters_basilic.md)<!--/AltName--> - Source: <!--Source-->(SRD p265)<!--/Source--> -  <!--Size-->Medium<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->52 (8d8 + 16)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 9<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> ## Special Features **_Petrifying Gaze_**. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the _[greater restoration](srd_spells_greater_restoration.md)_ spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. ## Actions **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. AltName: '[Basilic](hd_monsters_basilic.md)' Source: (SRD p265) Size: Medium Type: monstrosity Alignment: unaligned ArmorClass: 15 (natural armor) HitPoints: 52 (8d8 + 16) Speed: 20 ft. Strength: 16 (+3) Dexterity: ' 8 (-1)' Constitution: 15 (+2) Intelligence: ' 2 (-4)' Wisdom: ' 8 (-1)' Charisma: ' 7 (-2)' Senses: darkvision 60 ft., passive Perception 9 Languages: '-' Challenge: 3 (700 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Axe Beak (SRD p366) beast Large unaligned 11 19 (3d10 + 3) 50 ft. passive Perception 10 - 1/4 (50 XP) 14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 5 (-3) monsters_vo.md#axe-beak monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Bec de hache](hd_monsters_bec_de_hache.md) Name: Axe Beak Markdown: >+ # <!--Name-->Axe Beak<!--/Name--> - CEO: <!--AltName-->[Bec de hache](hd_monsters_bec_de_hache.md)<!--/AltName--> - Source: <!--Source-->(SRD p366)<!--/Source--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->19 (3d10 + 3)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->14 (+2)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Beak_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 6 (1d8 + 2) slashing damage. AltName: '[Bec de hache](hd_monsters_bec_de_hache.md)' Source: (SRD p366) Size: Large Type: beast Alignment: unaligned ArmorClass: 11 HitPoints: 19 (3d10 + 3) Speed: 50 ft. Strength: 14 (+2) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: ' 2 (-4)' Wisdom: 10 (+0) Charisma: ' 5 (-3)' Senses: passive Perception 10 Languages: '-' Challenge: 1/4 (50 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Weasel (SRD p392) beast Tiny unaligned 13 1 (1d4 - 1) 30 ft. Perception +3, Stealth +5 passive Perception 13 - 0 (10 XP) 3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4) monsters_vo.md#weasel monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Belette](hd_monsters_belette.md) Name: Weasel Markdown: >+ # <!--Name-->Weasel<!--/Name--> - CEO: <!--AltName-->[Belette](hd_monsters_belette.md)<!--/AltName--> - Source: <!--Source-->(SRD p392)<!--/Source--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->1 (1d4 - 1)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 3 (-4)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution--> 8 (-1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +5<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Keen Hearing and Smell_**. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. ## Actions **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 1 piercing damage. AltName: '[Belette](hd_monsters_belette.md)' Source: (SRD p392) Size: Tiny Type: beast Alignment: unaligned ArmorClass: 13 HitPoints: 1 (1d4 - 1) Speed: 30 ft. Strength: ' 3 (-4)' Dexterity: 16 (+3) Constitution: ' 8 (-1)' Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 3 (-4)' Skills: Perception +3, Stealth +5 Senses: passive Perception 13 Languages: '-' Challenge: 0 (10 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Weasel (SRD p381) beast Medium unaligned 13 9 (2d8) 40 ft. Perception +3, Stealth +5 darkvision 60 ft., passive Perception 13 - 1/8 (25 XP) 11 (+0) 16 (+3) 10 (+0) 4 (-3) 12 (+1) 5 (-3) monsters_vo.md#giant-weasel monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Belette géante](hd_monsters_belette_geante.md) Name: Giant Weasel Markdown: >+ # <!--Name-->Giant Weasel<!--/Name--> - CEO: <!--AltName-->[Belette géante](hd_monsters_belette_geante.md)<!--/AltName--> - Source: <!--Source-->(SRD p381)<!--/Source--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->9 (2d8)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->11 (+0)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 4 (-3)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +5<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Keen Hearing and Smell_**. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. ## Actions **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 5 (1d4 + 3) piercing damage. AltName: '[Belette géante](hd_monsters_belette_geante.md)' Source: (SRD p381) Size: Medium Type: beast Alignment: unaligned ArmorClass: 13 HitPoints: 9 (2d8) Speed: 40 ft. Strength: 11 (+0) Dexterity: 16 (+3) Constitution: 10 (+0) Intelligence: ' 4 (-3)' Wisdom: 12 (+1) Charisma: ' 5 (-3)' Skills: Perception +3, Stealth +5 Senses: darkvision 60 ft., passive Perception 13 Languages: '-' Challenge: 1/8 (25 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Berserker (SRD p397) humanoid (any race) Medium any chaotic alignment 13 (hide armor) 67 (9d8 + 27) 30 ft. passive Perception 10 any one language (usually Common) 2 (450 XP) 16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1) monsters_vo.md#berserker monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Berserker](hd_monsters_berserker.md) Name: Berserker Markdown: >+ # <!--Name-->Berserker<!--/Name--> - CEO: <!--AltName-->[Berserker](hd_monsters_berserker.md)<!--/AltName--> - Source: <!--Source-->(SRD p397)<!--/Source--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any chaotic alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (hide armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->67 (9d8 + 27)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence--> 9 (-1)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 9 (-1)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->any one language (usually Common)<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Reckless_**. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. ## Actions **_Greataxe_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 9 (1d12 + 3) slashing damage. AltName: '[Berserker](hd_monsters_berserker.md)' Source: (SRD p397) Size: Medium Type: humanoid (any race) Alignment: any chaotic alignment ArmorClass: 13 (hide armor) HitPoints: 67 (9d8 + 27) Speed: 30 ft. Strength: 16 (+3) Dexterity: 12 (+1) Constitution: 17 (+3) Intelligence: ' 9 (-1)' Wisdom: 11 (+0) Charisma: ' 9 (-1)' Senses: passive Perception 10 Languages: any one language (usually Common) Challenge: 2 (450 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Badger (SRD p367) beast Tiny unaligned 10 3 (1d4 + 1) 20 ft., burrow 5 ft. darkvision 30 ft., passive Perception 11 - 0 (10 XP) 4 (-3) 11 (+0) 12 (+1) 2 (-4) 12 (+1) 5 (-3) monsters_vo.md#badger monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Blaireau](hd_monsters_blaireau.md) Name: Badger Markdown: >+ # <!--Name-->Badger<!--/Name--> - CEO: <!--AltName-->[Blaireau](hd_monsters_blaireau.md)<!--/AltName--> - Source: <!--Source-->(SRD p367)<!--/Source--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->3 (1d4 + 1)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., burrow 5 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 4 (-3)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 30 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Keen Smell_**. The badger has advantage on Wisdom (Perception) checks that rely on smell. ## Actions **_Bite_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. _Hit_: 1 piercing damage. AltName: '[Blaireau](hd_monsters_blaireau.md)' Source: (SRD p367) Size: Tiny Type: beast Alignment: unaligned ArmorClass: 10 HitPoints: 3 (1d4 + 1) Speed: 20 ft., burrow 5 ft. Strength: ' 4 (-3)' Dexterity: 11 (+0) Constitution: 12 (+1) Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 5 (-3)' Senses: darkvision 30 ft., passive Perception 11 Languages: '-' Challenge: 0 (10 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Badger (SRD p373) beast Medium unaligned 10 13 (2d8 + 4) 30 ft., burrow 10 ft. darkvision 30 ft., passive Perception 11 - 1/4 (50 XP) 13 (+1) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3) monsters_vo.md#giant-badger monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Blaireau géant](hd_monsters_blaireau_geant.md) Name: Giant Badger Markdown: >+ # <!--Name-->Giant Badger<!--/Name--> - CEO: <!--AltName-->[Blaireau géant](hd_monsters_blaireau_geant.md)<!--/AltName--> - Source: <!--Source-->(SRD p373)<!--/Source--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->13 (2d8 + 4)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., burrow 10 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 30 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Keen Smell_**. The badger has advantage on Wisdom (Perception) checks that rely on smell. ## Actions **_Multiattack_**. The badger makes two attacks: one with its bite and one with its claws. **_Bite_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 4 (1d6 + 1) piercing damage. **_Claws_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 6 (2d4 + 1) slashing damage. AltName: '[Blaireau géant](hd_monsters_blaireau_geant.md)' Source: (SRD p373) Size: Medium Type: beast Alignment: unaligned ArmorClass: 10 HitPoints: 13 (2d8 + 4) Speed: 30 ft., burrow 10 ft. Strength: 13 (+1) Dexterity: 10 (+0) Constitution: 15 (+2) Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 5 (-3)' Senses: darkvision 30 ft., passive Perception 11 Languages: '-' Challenge: 1/4 (50 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ghast (SRD p311) undead Medium chaotic evil 13 36 (8d8) 30 ft. necrotic poison charmed, exhaustion, poisoned darkvision 60 ft., passive Perception 10 Common 2 (450 XP) 16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1) monsters_vo.md#ghast monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Blême](monsters_hd.md#blême) Name: Ghast Markdown: >+ # <!--Name-->Ghast<!--/Name--> - CEO: <!--AltName-->[Blême](monsters_hd.md#blême)<!--/AltName--> - Source: <!--Source-->(SRD p311)<!--/Source--> -  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->36 (8d8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->17 (+3)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Common<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->necrotic<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, poisoned<!--/ConditionImmunities--> ## Special Features **_Stench_**. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. **_Turning Defiance_**. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. ## Actions **_Bite_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. _Hit_: 12 (2d8 + 3) piercing damage. **_Claws_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. AltName: '[Blême](monsters_hd.md#blême)' Source: (SRD p311) Size: Medium Type: undead Alignment: chaotic evil ArmorClass: 13 HitPoints: 36 (8d8) Speed: 30 ft. Strength: 16 (+3) Dexterity: 17 (+3) Constitution: 10 (+0) Intelligence: 11 (+0) Wisdom: 10 (+0) Charisma: ' 8 (-1)' Senses: darkvision 60 ft., passive Perception 10 Languages: Common Challenge: 2 (450 XP) DamageImmunities: poison DamageResistances: necrotic ConditionImmunities: charmed, exhaustion, poisoned
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Bulette (SRD p266) monstrosity Large unaligned 17 (natural armor) 94 (9d10 + 45) 40 ft., burrow 40 ft. Perception +6 darkvision 60 ft., tremorsense 60 ft., passive Perception 16 - 5 (1800 XP) 19 (+4) 11 (+0) 21 (+5) 2 (-4) 10 (+0) 5 (-3) monsters_vo.md#bulette monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Bulette](hd_monsters_bulette.md) Name: Bulette Markdown: >+ # <!--Name-->Bulette<!--/Name--> - CEO: <!--AltName-->[Bulette](hd_monsters_bulette.md)<!--/AltName--> - Source: <!--Source-->(SRD p266)<!--/Source--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->94 (9d10 + 45)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., burrow 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->21 (+5)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +6<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., tremorsense 60 ft., passive Perception 16<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> ## Special Features **_Standing Leap_**. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. ## Actions **_Bite_**. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. _Hit_: 30 (4d12 + 4) piercing damage. **_Deadly Leap_**. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space. AltName: '[Bulette](hd_monsters_bulette.md)' Source: (SRD p266) Size: Large Type: monstrosity Alignment: unaligned ArmorClass: 17 (natural armor) HitPoints: 94 (9d10 + 45) Speed: 40 ft., burrow 40 ft. Strength: 19 (+4) Dexterity: 11 (+0) Constitution: 21 (+5) Intelligence: ' 2 (-4)' Wisdom: 10 (+0) Charisma: ' 5 (-3)' Skills: Perception +6 Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Languages: '-' Challenge: 5 (1800 XP)
Family Name Source Type Size Alignment ArmorClass HitPoints Speed Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Behir (SRD p265) monstrosity Huge neutral evil 17 (natural armor) 168 (16d12 + 64) 50 ft., climb 40 ft. Perception +6, Stealth +7 lightning darkvision 90 ft., passive Perception 16 Draconic 11 (7200 XP) 23 (+6) 16 (+3) 18 (+4) 7 (-2) 14 (+2) 12 (+1) monsters_vo.md#behir monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Béhir](hd_monsters_behir.md) Name: Behir Markdown: >+ # <!--Name-->Behir<!--/Name--> - CEO: <!--AltName-->[Béhir](hd_monsters_behir.md)<!--/AltName--> - Source: <!--Source-->(SRD p265)<!--/Source--> -  <!--Size-->Huge<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->168 (16d12 + 64)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft., climb 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->23 (+6)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +6, Stealth +7<!--/Skills--> - **Senses** <!--Senses-->darkvision 90 ft., passive Perception 16<!--/Senses--> - **Languages** <!--Languages-->Draconic<!--/Languages--> - **Challenge** <!--Challenge-->11 (7200 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->lightning<!--/DamageImmunities--> ## Special Features **_Multiattack_**. The behir makes two attacks: one with its bite and one to constrict. **_Bite_**. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. _Hit_: 22 (3d10 + 6) piercing damage. **_Constrict_**. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. _Hit_: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. **_Lightning Breath (Recharge 5-6)_**. The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. **_Swallow_**. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is [blinded](srd_conditions_blinded.md) and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. AltName: '[Béhir](hd_monsters_behir.md)' Source: (SRD p265) Size: Huge Type: monstrosity Alignment: neutral evil ArmorClass: 17 (natural armor) HitPoints: 168 (16d12 + 64) Speed: 50 ft., climb 40 ft. Strength: 23 (+6) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: ' 7 (-2)' Wisdom: 14 (+2) Charisma: 12 (+1) Skills: Perception +6, Stealth +7 Senses: darkvision 90 ft., passive Perception 16 Languages: Draconic Challenge: 11 (7200 XP) DamageImmunities: lightning
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Centaur monstrosity Large neutral good 12 45 (6d10 + 12) 50 ft. Athletics +6, Perception +3, Survival +3 passive Perception 13 Elvish, Sylvan 2 (450 XP) 18 (+4) 14 (+2) 14 (+2) 9 (-1) 13 (+1) 11 (+0) monsters_vo.md#centaur monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Centaure](hd_monsters_centaure.md) Name: Centaur Markdown: >+ # <!--Name-->Centaur<!--/Name--> - CEO: <!--AltName-->[Centaure](hd_monsters_centaure.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->neutral good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->45 (6d10 + 12)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence--> 9 (-1)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Athletics +6, Perception +3, Survival +3<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Elvish, Sylvan<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Charge_**. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. ## Actions **_Multiattack_**. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. **_Pike_**. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. _Hit_: 9 (1d10 + 4) piercing damage. **_Hooves_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) bludgeoning damage. **_Longbow_**. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. _Hit_: 6 (1d8 + 2) piercing damage. AltName: '[Centaure](hd_monsters_centaure.md)' Size: Large Type: monstrosity Alignment: neutral good ArmorClass: 12 HitPoints: 45 (6d10 + 12) Speed: 50 ft. Strength: 18 (+4) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: ' 9 (-1)' Wisdom: 13 (+1) Charisma: 11 (+0) Skills: Athletics +6, Perception +3, Survival +3 Senses: passive Perception 13 Languages: Elvish, Sylvan Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Jackal beast Small unaligned 12 3 (1d6) 40 ft. Perception +3 passive Perception 13 - 0 (10 XP) 8 (-1) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 6 (-2) monsters_vo.md#jackal monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Chacal](hd_monsters_chacal.md) Name: Jackal Markdown: >+ # <!--Name-->Jackal<!--/Name--> - CEO: <!--AltName-->[Chacal](hd_monsters_chacal.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->3 (1d6)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 8 (-1)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Keen Hearing and Smell_**. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. **_Pack Tactics_**. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated. ## Actions **_Bite_**. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. _Hit_: 1 (1d4 - 1) piercing damage. AltName: '[Chacal](hd_monsters_chacal.md)' Size: Small Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 3 (1d6) Speed: 40 ft. Strength: ' 8 (-1)' Dexterity: 15 (+2) Constitution: 11 (+0) Intelligence: ' 3 (-4)' Wisdom: 12 (+1) Charisma: ' 6 (-2)' Skills: Perception +3 Senses: passive Perception 13 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Camel beast Large unaligned 9 15 (2d10 + 4) 50 ft. passive Perception 9 - 1/8 (25 XP) 16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-3) monsters_vo.md#camel monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Chameau](hd_monsters_chameau.md) Name: Camel Markdown: >+ # <!--Name-->Camel<!--/Name--> - CEO: <!--AltName-->[Chameau](hd_monsters_chameau.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->9<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->15 (2d10 + 4)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 9<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 2 (1d4) bludgeoning damage. AltName: '[Chameau](hd_monsters_chameau.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 9 HitPoints: 15 (2d10 + 4) Speed: 50 ft. Strength: 16 (+3) Dexterity: ' 8 (-1)' Constitution: 14 (+2) Intelligence: ' 2 (-4)' Wisdom: ' 8 (-1)' Charisma: ' 5 (-3)' Senses: passive Perception 9 Languages: '-' Challenge: 1/8 (25 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Cat beast Tiny unaligned 12 2 (1d4) 40 ft., climb 30 ft. Perception +3, Stealth +4 passive Perception 13 - 0 (10 XP) 3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2) monsters_vo.md#cat monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Chat](hd_monsters_chat.md) Name: Cat Markdown: >+ # <!--Name-->Cat<!--/Name--> - CEO: <!--AltName-->[Chat](hd_monsters_chat.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->2 (1d4)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., climb 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 3 (-4)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Keen Smell_**. The cat has advantage on Wisdom (Perception) checks that rely on smell. ## Actions **_Claws_**. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. _Hit_: 1 slashing damage. AltName: '[Chat](hd_monsters_chat.md)' Size: Tiny Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 2 (1d4) Speed: 40 ft., climb 30 ft. Strength: ' 3 (-4)' Dexterity: 15 (+2) Constitution: 10 (+0) Intelligence: ' 3 (-4)' Wisdom: 12 (+1) Charisma: ' 7 (-2)' Skills: Perception +3, Stealth +4 Senses: passive Perception 13 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Bat beast Tiny unaligned 12 1 (1d4 - 1) 5 ft., fly 30 ft. blindsight 60 ft., passive Perception 11 - 0 (10 XP) 2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3) monsters_vo.md#bat monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Chauve-souris](hd_monsters_chauve_souris.md) Name: Bat Markdown: >+ # <!--Name-->Bat<!--/Name--> - CEO: <!--AltName-->[Chauve-souris](hd_monsters_chauve_souris.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->1 (1d4 - 1)<!--/HitPoints--> - **Speed** <!--Speed-->5 ft., fly 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 2 (-4)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution--> 8 (-1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 60 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Echolocation_**. The bat can't use its blindsight while deafened. **_Keen Hearing_**. The bat has advantage on Wisdom (Perception) checks that rely on hearing. ## Actions **_Bite_**. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. _Hit_: 1 piercing damage. AltName: '[Chauve-souris](hd_monsters_chauve_souris.md)' Size: Tiny Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 1 (1d4 - 1) Speed: 5 ft., fly 30 ft. Strength: ' 2 (-4)' Dexterity: 15 (+2) Constitution: ' 8 (-1)' Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 4 (-3)' Senses: blindsight 60 ft., passive Perception 11 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Bat beast Large unaligned 13 22 (4d10) 10 ft., fly 60 ft. blindsight 60 ft., passive Perception 11 - 1/4 (50 XP) 15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2) monsters_vo.md#giant-bat monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Chauve-souris géante](hd_monsters_chauve_souris_geante.md) Name: Giant Bat Markdown: >+ # <!--Name-->Giant Bat<!--/Name--> - CEO: <!--AltName-->[Chauve-souris géante](hd_monsters_chauve_souris_geante.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (4d10)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 60 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Echolocation_**. The bat can't use its blindsight while deafened. **_Keen Hearing_**. The bat has advantage on Wisdom (Perception) checks that rely on hearing. ## Actions **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 5 (1d6 + 2) piercing damage. AltName: '[Chauve-souris géante](hd_monsters_chauve_souris_geante.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 13 HitPoints: 22 (4d10) Speed: 10 ft., fly 60 ft. Strength: 15 (+2) Dexterity: 16 (+3) Constitution: 11 (+0) Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 6 (-2)' Senses: blindsight 60 ft., passive Perception 11 Languages: '-' Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Warhorse beast Large unaligned 11 19 (3d10 + 3) 60 ft. passive Perception 11 - 1/2 (100 XP) 18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) monsters_vo.md#warhorse monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Cheval de guerre](hd_monsters_cheval_de_guerre.md) Name: Warhorse Markdown: >+ # <!--Name-->Warhorse<!--/Name--> - CEO: <!--AltName-->[Cheval de guerre](hd_monsters_cheval_de_guerre.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->19 (3d10 + 3)<!--/HitPoints--> - **Speed** <!--Speed-->60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Trampling Charge_**. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. ## Actions **_Hooves_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) bludgeoning damage. AltName: '[Cheval de guerre](hd_monsters_cheval_de_guerre.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 11 HitPoints: 19 (3d10 + 3) Speed: 60 ft. Strength: 18 (+4) Dexterity: 12 (+1) Constitution: 13 (+1) Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 7 (-2)' Senses: passive Perception 11 Languages: '-' Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Riding Horse beast Large unaligned 10 13 (2d10 + 2) 60 ft. passive Perception 10 - 1/4 (50 XP) 16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2) monsters_vo.md#riding-horse monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Cheval de selle](hd_monsters_cheval_de_selle.md) Name: Riding Horse Markdown: >+ # <!--Name-->Riding Horse<!--/Name--> - CEO: <!--AltName-->[Cheval de selle](hd_monsters_cheval_de_selle.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->13 (2d10 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Hooves_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 8 (2d4 + 3) bludgeoning damage. AltName: '[Cheval de selle](hd_monsters_cheval_de_selle.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 10 HitPoints: 13 (2d10 + 2) Speed: 60 ft. Strength: 16 (+3) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: ' 2 (-4)' Wisdom: 11 (+0) Charisma: ' 7 (-2)' Senses: passive Perception 10 Languages: '-' Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Draft Horse beast Large unaligned 10 19 (3d10 + 3) 40 ft. passive Perception 10 - 1/4 (50 XP) 18 (+4) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2) monsters_vo.md#draft-horse monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Cheval de trait](hd_monsters_cheval_de_trait.md) Name: Draft Horse Markdown: >+ # <!--Name-->Draft Horse<!--/Name--> - CEO: <!--AltName-->[Cheval de trait](hd_monsters_cheval_de_trait.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->19 (3d10 + 3)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Hooves_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 9 (2d4 + 4) bludgeoning damage. AltName: '[Cheval de trait](hd_monsters_cheval_de_trait.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 10 HitPoints: 19 (3d10 + 3) Speed: 40 ft. Strength: 18 (+4) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: ' 2 (-4)' Wisdom: 11 (+0) Charisma: ' 7 (-2)' Senses: passive Perception 10 Languages: '-' Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Knight humanoid (any race) Medium any alignment 18 (plate) 52 (8d8 + 16) 30 ft. Con +4, Wis +2 passive Perception 10 any one language (usually Common) 3 (700 XP) 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) monsters_vo.md#knight monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Chevalier](hd_monsters_chevalier.md) Name: Knight Markdown: >+ # <!--Name-->Knight<!--/Name--> - CEO: <!--AltName-->[Chevalier](hd_monsters_chevalier.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (plate)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->52 (8d8 + 16)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Con +4, Wis +2<!--/SavingThrows--> - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->any one language (usually Common)<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> ## Special Features **_Brave_**. The knight has advantage on saving throws against being frightened. ## Actions **_Multiattack_**. The knight makes two melee attacks. **_Greatsword_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) slashing damage. **_Heavy Crossbow_**. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. _Hit_: 5 (1d10) piercing damage. **_Leadership (Recharges after a Short or Long Rest)_**. For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. ## Reactions **_Parry_**. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. AltName: '[Chevalier](hd_monsters_chevalier.md)' Size: Medium Type: humanoid (any race) Alignment: any alignment ArmorClass: 18 (plate) HitPoints: 52 (8d8 + 16) Speed: 30 ft. Strength: 16 (+3) Dexterity: 11 (+0) Constitution: 14 (+2) Intelligence: 11 (+0) Wisdom: 11 (+0) Charisma: 15 (+2) SavingThrows: Con +4, Wis +2 Senses: passive Perception 10 Languages: any one language (usually Common) Challenge: 3 (700 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Deer beast Medium unaligned 13 4 (1d8) 50 ft. passive Perception 12 - 0 (10 XP) 11 (+0) 16 (+3) 11 (+0) 2 (-4) 14 (+2) 5 (-3) monsters_vo.md#deer monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Chevreuil](hd_monsters_chevreuil.md) Name: Deer Markdown: >+ # <!--Name-->Deer<!--/Name--> - CEO: <!--AltName-->[Chevreuil](hd_monsters_chevreuil.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->4 (1d8)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->11 (+0)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Bite_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. _Hit_: 2 (1d4) piercing damage. AltName: '[Chevreuil](hd_monsters_chevreuil.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 13 HitPoints: 4 (1d8) Speed: 50 ft. Strength: 11 (+0) Dexterity: 16 (+3) Constitution: 11 (+0) Intelligence: ' 2 (-4)' Wisdom: 14 (+2) Charisma: ' 5 (-3)' Senses: passive Perception 12 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Death Dog monstrosity Medium neutral evil 12 39 (6d8 + 12) 40 ft. Perception +5, Stealth +4 darkvision 120 ft., passive Perception 15 - 1 (200 XP) 15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2) monsters_vo.md#death-dog monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Chien du trépas](hd_monsters_chien_du_trepas.md) Name: Death Dog Markdown: >+ # <!--Name-->Death Dog<!--/Name--> - CEO: <!--AltName-->[Chien du trépas](hd_monsters_chien_du_trepas.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->39 (6d8 + 12)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +5, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 15<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> ## Special Features **_Two-Headed_**. The dog has advantage on Wisdom (Perception) checks and on saving throws against being [blinded](srd_conditions_blinded.md), charmed, deafened, frightened, stunned, or knocked unconscious. ## Actions **_Multiattack_**. The dog makes two bite attacks. **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. AltName: '[Chien du trépas](hd_monsters_chien_du_trepas.md)' Size: Medium Type: monstrosity Alignment: neutral evil ArmorClass: 12 HitPoints: 39 (6d8 + 12) Speed: 40 ft. Strength: 15 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: ' 3 (-4)' Wisdom: 13 (+1) Charisma: ' 6 (-2)' Skills: Perception +5, Stealth +4 Senses: darkvision 120 ft., passive Perception 15 Languages: '-' Challenge: 1 (200 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Blink Dog fey Medium lawful good 13 22 (4d8 + 4) 40 ft. Perception +3, Stealth +5 passive Perception 13 Blink Dog understands Sylvan but can't speak it 1/4 (50 XP) 12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0) monsters_vo.md#blink-dog monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Chien esquiveur](hd_monsters_chien_esquiveur.md) Name: Blink Dog Markdown: >+ # <!--Name-->Blink Dog<!--/Name--> - CEO: <!--AltName-->[Chien esquiveur](hd_monsters_chien_esquiveur.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->fey<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (4d8 + 4)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->12 (+1)<!--/Strength-->|<!--Dexterity-->17 (+3)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +5<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Blink Dog understands Sylvan but can't speak it<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Keen Hearing and Smell_**. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. ## Actions **_Bite_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 4 (1d6 + 1) piercing damage. **_Teleport (Recharge 4-6)_**. The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. AltName: '[Chien esquiveur](hd_monsters_chien_esquiveur.md)' Size: Medium Type: fey Alignment: lawful good ArmorClass: 13 HitPoints: 22 (4d8 + 4) Speed: 40 ft. Strength: 12 (+1) Dexterity: 17 (+3) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 13 (+1) Charisma: 11 (+0) Skills: Perception +3, Stealth +5 Senses: passive Perception 13 Languages: Blink Dog understands Sylvan but can't speak it Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Chimera monstrosity Large chaotic evil 14 (natural armor) 114 (12d10 + 48) 30 ft., fly 60 ft. Perception +8 darkvision 60 ft., passive Perception 18 understands Draconic but can't speak 6 (2300 XP) 19 (+4) 11 (+0) 19 (+4) 3 (-4) 14 (+2) 10 (+0) monsters_vo.md#chimera monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Chimère](hd_monsters_chimere.md) Name: Chimera Markdown: >+ # <!--Name-->Chimera<!--/Name--> - CEO: <!--AltName-->[Chimère](hd_monsters_chimere.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->114 (12d10 + 48)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->19 (+4)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +8<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 18<!--/Senses--> - **Languages** <!--Languages-->understands Draconic but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->6 (2300 XP)<!--/Challenge--> ## Special Features **_Multiattack_**. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. **_Bite_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) piercing damage. **_Horns_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 10 (1d12 + 4) bludgeoning damage. **_Claws_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) slashing damage. **_Fire Breath (Recharge 5-6)_**. The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. AltName: '[Chimère](hd_monsters_chimere.md)' Size: Large Type: monstrosity Alignment: chaotic evil ArmorClass: 14 (natural armor) HitPoints: 114 (12d10 + 48) Speed: 30 ft., fly 60 ft. Strength: 19 (+4) Dexterity: 11 (+0) Constitution: 19 (+4) Intelligence: ' 3 (-4)' Wisdom: 14 (+2) Charisma: 10 (+0) Skills: Perception +8 Senses: darkvision 60 ft., passive Perception 18 Languages: understands Draconic but can't speak Challenge: 6 (2300 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Owl beast Tiny unaligned 11 1 (1d4 - 1) 5 ft., fly 60 ft. Perception +3, Stealth +3 darkvision 120 ft., passive Perception 13 - 0 (10 XP) 3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2) monsters_vo.md#owl monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Chouette](hd_monsters_chouette.md) Name: Owl Markdown: >+ # <!--Name-->Owl<!--/Name--> - CEO: <!--AltName-->[Chouette](hd_monsters_chouette.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->1 (1d4 - 1)<!--/HitPoints--> - **Speed** <!--Speed-->5 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 3 (-4)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution--> 8 (-1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +3<!--/Skills--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Flyby_**. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. **_Keen Hearing and Sight_**. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. ## Actions **_Talons_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 1 slashing damage. AltName: '[Chouette](hd_monsters_chouette.md)' Size: Tiny Type: beast Alignment: unaligned ArmorClass: 11 HitPoints: 1 (1d4 - 1) Speed: 5 ft., fly 60 ft. Strength: ' 3 (-4)' Dexterity: 13 (+1) Constitution: ' 8 (-1)' Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 7 (-2)' Skills: Perception +3, Stealth +3 Senses: darkvision 120 ft., passive Perception 13 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Owl beast Large neutral 12 19 (3d10 + 3) 5 ft., fly 60 ft. Perception +5, Stealth +4 darkvision 120 ft., passive Perception 15 Giant Owl understands Common, Elvish, and 1/4 (50 XP) 13 (+1) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0) monsters_vo.md#giant-owl monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Chouette géante](hd_monsters_chouette_geante.md) Name: Giant Owl Markdown: >+ # <!--Name-->Giant Owl<!--/Name--> - CEO: <!--AltName-->[Chouette géante](hd_monsters_chouette_geante.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->19 (3d10 + 3)<!--/HitPoints--> - **Speed** <!--Speed-->5 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 8 (-1)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +5, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 15<!--/Senses--> - **Languages** <!--Languages-->Giant Owl understands Common, Elvish, and<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Flyby_**. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. **_Keen Hearing and Sight_**. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. ## Actions **_Talons_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 8 (2d6 + 1) slashing damage. AltName: '[Chouette géante](hd_monsters_chouette_geante.md)' Size: Large Type: beast Alignment: neutral ArmorClass: 12 HitPoints: 19 (3d10 + 3) Speed: 5 ft., fly 60 ft. Strength: 13 (+1) Dexterity: 15 (+2) Constitution: 12 (+1) Intelligence: ' 8 (-1)' Wisdom: 13 (+1) Charisma: 10 (+0) Skills: Perception +5, Stealth +4 Senses: darkvision 120 ft., passive Perception 15 Languages: Giant Owl understands Common, Elvish, and Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Chuul aberration Large chaotic evil 16 (natural armor) 93 (11d10 + 33) 30 ft., swim 30 ft. Perception +4 poison poisoned darkvision 60 ft., passive Perception 14 understands Deep Speech but can't speak 4 (1100 XP) 19 (+4) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 5 (-3) monsters_vo.md#chuul monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Chuul](hd_monsters_chuul.md) Name: Chuul Markdown: >+ # <!--Name-->Chuul<!--/Name--> - CEO: <!--AltName-->[Chuul](hd_monsters_chuul.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->aberration<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->16 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->93 (11d10 + 33)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 5 (-3)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->understands Deep Speech but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->4 (1100 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Amphibious_**. The chuul can breathe air and water. **_Sense Magic_**. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the _[detect magic](srd_spells_detect_magic.md)_ spell but isn't itself magical. ## Actions **_Multiattack_**. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. **_Pincer_**. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. _Hit_: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. **_Tentacles_**. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. AltName: '[Chuul](hd_monsters_chuul.md)' Size: Large Type: aberration Alignment: chaotic evil ArmorClass: 16 (natural armor) HitPoints: 93 (11d10 + 33) Speed: 30 ft., swim 30 ft. Strength: 19 (+4) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: ' 5 (-3)' Wisdom: 11 (+0) Charisma: ' 5 (-3)' Skills: Perception +4 Senses: darkvision 60 ft., passive Perception 14 Languages: understands Deep Speech but can't speak Challenge: 4 (1100 XP) DamageImmunities: poison ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Goat beast Medium unaligned 10 4 (1d8) 40 ft. passive Perception 10 - 0 (10 XP) 12 (+1) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3) monsters_vo.md#goat monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Chèvre](hd_monsters_chevre.md) Name: Goat Markdown: >+ # <!--Name-->Goat<!--/Name--> - CEO: <!--AltName-->[Chèvre](hd_monsters_chevre.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->4 (1d8)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->12 (+1)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Charge_**. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. **_Sure-Footed_**. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ## Actions **_Ram_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 3 (1d4 + 1) bludgeoning damage. AltName: '[Chèvre](hd_monsters_chevre.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 10 HitPoints: 4 (1d8) Speed: 40 ft. Strength: 12 (+1) Dexterity: 10 (+0) Constitution: 11 (+0) Intelligence: ' 2 (-4)' Wisdom: 10 (+0) Charisma: ' 5 (-3)' Senses: passive Perception 10 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Goat beast Large unaligned 11 (natural armor) 19 (3d10 + 3) 40 ft. passive Perception 11 - 1/2 (100 XP) 17 (+3) 11 (+0) 12 (+1) 3 (-4) 12 (+1) 6 (-2) monsters_vo.md#giant-goat monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Chèvre géante](hd_monsters_chevre_geante.md) Name: Giant Goat Markdown: >+ # <!--Name-->Giant Goat<!--/Name--> - CEO: <!--AltName-->[Chèvre géante](hd_monsters_chevre_geante.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->19 (3d10 + 3)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Charge_**. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. **_Sure-Footed_**. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ## Actions **_Ram_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 8 (2d4 + 3) bludgeoning damage. AltName: '[Chèvre géante](hd_monsters_chevre_geante.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 11 (natural armor) HitPoints: 19 (3d10 + 3) Speed: 40 ft. Strength: 17 (+3) Dexterity: 11 (+0) Constitution: 12 (+1) Intelligence: ' 3 (-4)' Wisdom: 12 (+1) Charisma: ' 6 (-2)' Senses: passive Perception 11 Languages: '-' Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Cockatrice monstrosity Small unaligned 11 27 (6d6 + 6) 20 ft., fly 40 ft. darkvision 60 ft., passive Perception 11 - 1/2 (100 XP) 6 (-2) 12 (+1) 12 (+1) 2 (-4) 13 (+1) 5 (-3) monsters_vo.md#cockatrice monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Cockatrice](hd_monsters_cockatrice.md) Name: Cockatrice Markdown: >+ # <!--Name-->Cockatrice<!--/Name--> - CEO: <!--AltName-->[Cockatrice](hd_monsters_cockatrice.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->27 (6d6 + 6)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., fly 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 6 (-2)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Bite_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. _Hit_: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. AltName: '[Cockatrice](hd_monsters_cockatrice.md)' Size: Small Type: monstrosity Alignment: unaligned ArmorClass: 11 HitPoints: 27 (6d6 + 6) Speed: 20 ft., fly 40 ft. Strength: ' 6 (-2)' Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: ' 2 (-4)' Wisdom: 13 (+1) Charisma: ' 5 (-3)' Senses: darkvision 60 ft., passive Perception 11 Languages: '-' Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Raven beast Tiny unaligned 12 1 (1d4 - 1) 10 ft., fly 50 ft. Perception +3 passive Perception 13 - 0 (10 XP) 2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2) monsters_vo.md#raven monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Corbeau](hd_monsters_corbeau.md) Name: Raven Markdown: >+ # <!--Name-->Raven<!--/Name--> - CEO: <!--AltName-->[Corbeau](hd_monsters_corbeau.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->1 (1d4 - 1)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., fly 50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 2 (-4)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution--> 8 (-1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Mimicry_**. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ## Actions **_Beak_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 1 piercing damage. AltName: '[Corbeau](hd_monsters_corbeau.md)' Size: Tiny Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 1 (1d4 - 1) Speed: 10 ft., fly 50 ft. Strength: ' 2 (-4)' Dexterity: 14 (+2) Constitution: ' 8 (-1)' Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 6 (-2)' Skills: Perception +3 Senses: passive Perception 13 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageResistances DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Couatl celestial Medium lawful good 19 (natural armor) 97 (13d8 + 39) 30 ft., fly 90 ft. Con +5, Wis +7, Cha +6 radiant psychic; bludgeoning, piercing, and slashing from nonmagical attacks truesight 120 ft., passive Perception 15 all, telepathy 120 ft. 4 (1100 XP) 16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4) monsters_vo.md#couatl monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Couatl](hd_monsters_couatl.md) Name: Couatl Markdown: >+ # <!--Name-->Couatl<!--/Name--> - CEO: <!--AltName-->[Couatl](hd_monsters_couatl.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->celestial<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->97 (13d8 + 39)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 90 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->20 (+5)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence-->18 (+4)<!--/Intelligence-->|<!--Wisdom-->20 (+5)<!--/Wisdom-->|<!--Charisma-->18 (+4)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Con +5, Wis +7, Cha +6<!--/SavingThrows--> - **Senses** <!--Senses-->truesight 120 ft., passive Perception 15<!--/Senses--> - **Languages** <!--Languages-->all, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->4 (1100 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->psychic; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->radiant<!--/DamageResistances--> ## Special Features **_Innate Spellcasting_**. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: At will: _[detect evil and good](srd_spells_detect_evil_and_good.md)_, _[detect magic](srd_spells_detect_magic.md)_, _[detect thoughts](srd_spells_detect_thoughts.md)_ 3/day each: _[bless](srd_spells_bless.md)_, _[create food and water](srd_spells_create_food_and_water.md)_, _[cure wounds](srd_spells_cure_wounds.md)_, _[lesser restoration](srd_spells_lesser_restoration.md)_, _[protection from poison](srd_spells_protection_from_poison.md)_, _[sanctuary](srd_spells_sanctuary.md)_, _[shield](srd_spells_shield.md)_ 1/day each: _[dream](srd_spells_dream.md)_, _[greater restoration](srd_spells_greater_restoration.md)_, _[scrying](srd_spells_scrying.md)_ **_Magic Weapons_**. The couatl's weapon attacks are magical. **_Shielded Mind_**. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. ## Actions **_Bite_**. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. _Hit_: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. **_Constrict_**. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. _Hit_: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target. **_Change Shape_**. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form. AltName: '[Couatl](hd_monsters_couatl.md)' Size: Medium Type: celestial Alignment: lawful good ArmorClass: 19 (natural armor) HitPoints: 97 (13d8 + 39) Speed: 30 ft., fly 90 ft. Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 17 (+3) Intelligence: 18 (+4) Wisdom: 20 (+5) Charisma: 18 (+4) SavingThrows: Con +5, Wis +7, Cha +6 Senses: truesight 120 ft., passive Perception 15 Languages: all, telepathy 120 ft. Challenge: 4 (1100 XP) DamageImmunities: psychic; bludgeoning, piercing, and slashing from nonmagical attacks DamageResistances: radiant
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Crab beast Tiny unaligned 11 (natural armor) 2 (1d4) 20 ft., swim 20 ft. Stealth +2 blindsight 30 ft., passive Perception 9 - 0 (10 XP) 2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4) monsters_vo.md#crab monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Crabe](hd_monsters_crabe.md) Name: Crab Markdown: >+ # <!--Name-->Crab<!--/Name--> - CEO: <!--AltName-->[Crabe](hd_monsters_crabe.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->2 (1d4)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., swim 20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 2 (-4)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 2 (-4)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +2<!--/Skills--> - **Senses** <!--Senses-->blindsight 30 ft., passive Perception 9<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Amphibious_**. The crab can breathe air and water. ## Actions **_Claw_**. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. _Hit_: 1 bludgeoning damage. AltName: '[Crabe](hd_monsters_crabe.md)' Size: Tiny Type: beast Alignment: unaligned ArmorClass: 11 (natural armor) HitPoints: 2 (1d4) Speed: 20 ft., swim 20 ft. Strength: ' 2 (-4)' Dexterity: 11 (+0) Constitution: 10 (+0) Intelligence: ' 1 (-5)' Wisdom: ' 8 (-1)' Charisma: ' 2 (-4)' Skills: Stealth +2 Senses: blindsight 30 ft., passive Perception 9 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Crab beast Medium unaligned 15 (natural armor) 13 (3d8) 30 ft., swim 30 ft. Stealth +4 blindsight 30 ft., passive Perception 9 - 1/8 (25 XP) 13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4) monsters_vo.md#giant-crab monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Crabe géant](hd_monsters_crabe_geant.md) Name: Giant Crab Markdown: >+ # <!--Name-->Giant Crab<!--/Name--> - CEO: <!--AltName-->[Crabe géant](hd_monsters_crabe_geant.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->13 (3d8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 9 (-1)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +4<!--/Skills--> - **Senses** <!--Senses-->blindsight 30 ft., passive Perception 9<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Amphibious_**. The crab can breathe air and water. ## Actions **_Claw_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. AltName: '[Crabe géant](hd_monsters_crabe_geant.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 15 (natural armor) HitPoints: 13 (3d8) Speed: 30 ft., swim 30 ft. Strength: 13 (+1) Dexterity: 15 (+2) Constitution: 11 (+0) Intelligence: ' 1 (-5)' Wisdom: ' 9 (-1)' Charisma: ' 3 (-4)' Skills: Stealth +4 Senses: blindsight 30 ft., passive Perception 9 Languages: '-' Challenge: 1/8 (25 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Toad beast Large unaligned 11 39 (6d10 + 6) 20 ft., swim 40 ft. darkvision 30 ft., passive Perception 10 - 1 (200 XP) 15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 3 (-4) monsters_vo.md#giant-toad monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Crapaud géant](hd_monsters_crapaud_geant.md) Name: Giant Toad Markdown: >+ # <!--Name-->Giant Toad<!--/Name--> - CEO: <!--AltName-->[Crapaud géant](hd_monsters_crapaud_geant.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->39 (6d10 + 6)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 30 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> ## Special Features **_Amphibious_**. The toad can breathe air and water. **_Standing Leap_**. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. ## Actions **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. **_Swallow_**. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is [blinded](srd_conditions_blinded.md) and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. AltName: '[Crapaud géant](hd_monsters_crapaud_geant.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 11 HitPoints: 39 (6d10 + 6) Speed: 20 ft., swim 40 ft. Strength: 15 (+2) Dexterity: 13 (+1) Constitution: 13 (+1) Intelligence: ' 2 (-4)' Wisdom: 10 (+0) Charisma: ' 3 (-4)' Senses: darkvision 30 ft., passive Perception 10 Languages: '-' Challenge: 1 (200 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Shrieker plant Medium unaligned 5 13 (3d8) 0 ft. blinded, deafened, frightened blindsight 30 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 6 - 0 (10 XP) 1 (-5) 1 (-5) 10 (+0) 1 (-5) 3 (-4) 1 (-5) monsters_vo.md#shrieker monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Criard](hd_monsters_criard.md) Name: Shrieker Markdown: >+ # <!--Name-->Shrieker<!--/Name--> - CEO: <!--AltName-->[Criard](hd_monsters_criard.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->plant<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->5<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->13 (3d8)<!--/HitPoints--> - **Speed** <!--Speed-->0 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 1 (-5)<!--/Strength-->|<!--Dexterity--> 1 (-5)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 3 (-4)<!--/Wisdom-->|<!--Charisma--> 1 (-5)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 30 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 6<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> - **Condition Immunities** <!--ConditionImmunities-->blinded, deafened, frightened<!--/ConditionImmunities--> ## Special Features **_False Appearance_**. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. ## Reactions **_Shriek_**. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward. AltName: '[Criard](hd_monsters_criard.md)' Size: Medium Type: plant Alignment: unaligned ArmorClass: 5 HitPoints: 13 (3d8) Speed: 0 ft. Strength: ' 1 (-5)' Dexterity: ' 1 (-5)' Constitution: 10 (+0) Intelligence: ' 1 (-5)' Wisdom: ' 3 (-4)' Charisma: ' 1 (-5)' Senses: blindsight 30 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 6 Languages: '-' Challenge: 0 (10 XP) ConditionImmunities: blinded, deafened, frightened
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Crocodile beast Large unaligned 12 (natural armor) 19 (3d10 + 3) 20 ft., swim 30 ft. Stealth +2 passive Perception 10 - 1/2 (100 XP) 15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3) monsters_vo.md#crocodile monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Crocodile](hd_monsters_crocodile.md) Name: Crocodile Markdown: >+ # <!--Name-->Crocodile<!--/Name--> - CEO: <!--AltName-->[Crocodile](hd_monsters_crocodile.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->19 (3d10 + 3)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +2<!--/Skills--> - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Hold Breath_**. The crocodile can hold its breath for 15 minutes. ## Actions **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. AltName: '[Crocodile](hd_monsters_crocodile.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 12 (natural armor) HitPoints: 19 (3d10 + 3) Speed: 20 ft., swim 30 ft. Strength: 15 (+2) Dexterity: 10 (+0) Constitution: 13 (+1) Intelligence: ' 2 (-4)' Wisdom: 10 (+0) Charisma: ' 5 (-3)' Skills: Stealth +2 Senses: passive Perception 10 Languages: '-' Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Crocodile beast Huge unaligned 14 (natural armor) 85 (9d12 + 27) 30 ft., swim 50 ft. Stealth +5 passive Perception 10 - 5 (1800 XP) 21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2) monsters_vo.md#giant-crocodile monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Crocodile géant](hd_monsters_crocodile_geant.md) Name: Giant Crocodile Markdown: >+ # <!--Name-->Giant Crocodile<!--/Name--> - CEO: <!--AltName-->[Crocodile géant](hd_monsters_crocodile_geant.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->85 (9d12 + 27)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., swim 50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->21 (+5)<!--/Strength-->|<!--Dexterity--> 9 (-1)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +5<!--/Skills--> - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> ## Special Features **_Hold Breath_**. The crocodile can hold its breath for 30 minutes. ## Actions **_Multiattack_**. The crocodile makes two attacks: one with its bite and one with its tail. **_Bite_**. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. _Hit_: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. **_Tail_**. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. _Hit_: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. AltName: '[Crocodile géant](hd_monsters_crocodile_geant.md)' Size: Huge Type: beast Alignment: unaligned ArmorClass: 14 (natural armor) HitPoints: 85 (9d12 + 27) Speed: 30 ft., swim 50 ft. Strength: 21 (+5) Dexterity: ' 9 (-1)' Constitution: 17 (+3) Intelligence: ' 2 (-4)' Wisdom: 10 (+0) Charisma: ' 7 (-2)' Skills: Stealth +5 Senses: passive Perception 10 Languages: '-' Challenge: 5 (1800 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Gelatinous Cube ooze Large unaligned 6 84 (8d10 + 40) 15 ft. blinded, charmed, deafened, exhaustion, frightened, prone blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 8 - 2 (450 XP) 14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5) monsters_vo.md#gelatinous-cube monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Cube gélatineux](hd_monsters_cube_gelatineux.md) Name: Gelatinous Cube Markdown: >+ # <!--Name-->Gelatinous Cube<!--/Name--> - CEO: <!--AltName-->[Cube gélatineux](hd_monsters_cube_gelatineux.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->ooze<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->6<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->84 (8d10 + 40)<!--/HitPoints--> - **Speed** <!--Speed-->15 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->14 (+2)<!--/Strength-->|<!--Dexterity--> 3 (-4)<!--/Dexterity-->|<!--Constitution-->20 (+5)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 6 (-2)<!--/Wisdom-->|<!--Charisma--> 1 (-5)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 8<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Condition Immunities** <!--ConditionImmunities-->blinded, charmed, deafened, exhaustion, frightened, prone<!--/ConditionImmunities--> ## Special Features **_Ooze Cube_**. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. **_Transparent_**. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube. ## Actions **_Pseudopod_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 10 (3d6) acid damage. **_Engulf_**. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. AltName: '[Cube gélatineux](hd_monsters_cube_gelatineux.md)' Size: Large Type: ooze Alignment: unaligned ArmorClass: 6 HitPoints: 84 (8d10 + 40) Speed: 15 ft. Strength: 14 (+2) Dexterity: ' 3 (-4)' Constitution: 20 (+5) Intelligence: ' 1 (-5)' Wisdom: ' 6 (-2)' Charisma: ' 1 (-5)' Senses: blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 8 Languages: '-' Challenge: 2 (450 XP) ConditionImmunities: blinded, charmed, deafened, exhaustion, frightened, prone
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Nightmare fiend Large neutral evil 13 (natural armor) 68 (8d10 + 24) 60 ft., fly 90 ft. fire passive Perception 11 understands Abyssal, Common, and Infernal but can't speak 3 (700 XP) 18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) monsters_vo.md#nightmare monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Destrier noir](hd_monsters_destrier_noir.md) Name: Nightmare Markdown: >+ # <!--Name-->Nightmare<!--/Name--> - CEO: <!--AltName-->[Destrier noir](hd_monsters_destrier_noir.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->fiend<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->68 (8d10 + 24)<!--/HitPoints--> - **Speed** <!--Speed-->60 ft., fly 90 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->understands Abyssal, Common, and Infernal but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> ## Special Features **_Confer Fire Resistance_**. The nightmare can grant resistance to fire damage to anyone riding it. **_Illumination_**. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. ## Actions **_Hooves_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. **_Ethereal Stride_**. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. AltName: '[Destrier noir](hd_monsters_destrier_noir.md)' Size: Large Type: fiend Alignment: neutral evil ArmorClass: 13 (natural armor) HitPoints: 68 (8d10 + 24) Speed: 60 ft., fly 90 ft. Strength: 18 (+4) Dexterity: 15 (+2) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 13 (+1) Charisma: 15 (+2) Senses: passive Perception 11 Languages: understands Abyssal, Common, and Infernal but can't speak Challenge: 3 (700 XP) DamageImmunities: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Barbed Devil fiend (devil) Medium lawful evil 15 (natural armor) 110 (13d8 + 52) 30 ft. Str +6, Con +7, Wis +5, Cha +5 Deception +5, Insight +5, Perception +8 cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered fire, poison poisoned darkvision 120 ft., passive Perception 18 Infernal, telepathy 120 ft. 5 (1800 XP) 16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2) monsters_vo.md#barbed-devil monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Diable barbelé](hd_monsters_diable_barbele.md) Name: Barbed Devil Markdown: >+ # <!--Name-->Barbed Devil<!--/Name--> - CEO: <!--AltName-->[Diable barbelé](hd_monsters_diable_barbele.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->fiend (devil)<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->110 (13d8 + 52)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->17 (+3)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->14 (+2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Str +6, Con +7, Wis +5, Cha +5<!--/SavingThrows--> - **Skills** <!--Skills-->Deception +5, Insight +5, Perception +8<!--/Skills--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 18<!--/Senses--> - **Languages** <!--Languages-->Infernal, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Barbed Hide_**. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. **_Devil's Sight_**. Magical darkness doesn't impede the devil's darkvision. **_Magic Resistance_**. The devil has advantage on saving throws against spells and other magical effects. ## Actions **_Multiattack_**. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. **_Claw_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 6 (1d6 + 3) piercing damage. **_Tail_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) piercing damage. **_Hurl Flame_**. Ranged Spell Attack: +5 to hit, range 150 ft., one target. _Hit_: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. AltName: '[Diable barbelé](hd_monsters_diable_barbele.md)' Size: Medium Type: fiend (devil) Alignment: lawful evil ArmorClass: 15 (natural armor) HitPoints: 110 (13d8 + 52) Speed: 30 ft. Strength: 16 (+3) Dexterity: 17 (+3) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) SavingThrows: Str +6, Con +7, Wis +5, Cha +5 Skills: Deception +5, Insight +5, Perception +8 Senses: darkvision 120 ft., passive Perception 18 Languages: Infernal, telepathy 120 ft. Challenge: 5 (1800 XP) DamageImmunities: fire, poison DamageResistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Bearded Devil fiend (devil) Medium lawful evil 13 (natural armor) 52 (8d8 + 16) 30 ft. Str +5, Con +4, Wis +2 cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered fire, poison poisoned darkvision 120 ft., passive Perception 10 Infernal, telepathy 120 ft. 3 (700 XP) 16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 11 (+0) monsters_vo.md#bearded-devil monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Diable barbu](hd_monsters_diable_barbu.md) Name: Bearded Devil Markdown: >+ # <!--Name-->Bearded Devil<!--/Name--> - CEO: <!--AltName-->[Diable barbu](hd_monsters_diable_barbu.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->fiend (devil)<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->52 (8d8 + 16)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 9 (-1)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Str +5, Con +4, Wis +2<!--/SavingThrows--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Infernal, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Devil's Sight_**. Magical darkness doesn't impede the devil's darkvision. **_Magic Resistance_**. The devil has advantage on saving throws against spells and other magical effects. **_Steadfast_**. The devil can't be frightened while it can see an allied creature within 30 feet of it. ## Actions **_Multiattack_**. The devil makes two attacks: one with its beard and one with its glaive. **_Beard_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. _Hit_: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **_Glaive_**. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. _Hit_: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. AltName: '[Diable barbu](hd_monsters_diable_barbu.md)' Size: Medium Type: fiend (devil) Alignment: lawful evil ArmorClass: 13 (natural armor) HitPoints: 52 (8d8 + 16) Speed: 30 ft. Strength: 16 (+3) Dexterity: 15 (+2) Constitution: 15 (+2) Intelligence: ' 9 (-1)' Wisdom: 11 (+0) Charisma: 11 (+0) SavingThrows: Str +5, Con +4, Wis +2 Senses: darkvision 120 ft., passive Perception 10 Languages: Infernal, telepathy 120 ft. Challenge: 3 (700 XP) DamageImmunities: fire, poison DamageResistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Horned Devil fiend (devil) Large lawful evil 18 (natural armor) 178 (17d10 + 85) 20 ft., fly 60 ft. Str +10, Dex +7, Wis +7, Cha +7 cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons fire, poison poisoned darkvision 120 ft., passive Perception 13 Infernal, telepathy 120 ft. 11 (7200 XP) 22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3) monsters_vo.md#horned-devil monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Diable cornu](hd_monsters_diable_cornu.md) Name: Horned Devil Markdown: >+ # <!--Name-->Horned Devil<!--/Name--> - CEO: <!--AltName-->[Diable cornu](hd_monsters_diable_cornu.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->fiend (devil)<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->178 (17d10 + 85)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->22 (+6)<!--/Strength-->|<!--Dexterity-->17 (+3)<!--/Dexterity-->|<!--Constitution-->21 (+5)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->16 (+3)<!--/Wisdom-->|<!--Charisma-->17 (+3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Str +10, Dex +7, Wis +7, Cha +7<!--/SavingThrows--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Infernal, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->11 (7200 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Devil's Sight_**. Magical darkness doesn't impede the devil's darkvision. **_Magic Resistance_**. The devil has advantage on saving throws against spells and other magical effects. ## Actions **_Multiattack_**. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. **_Fork_**. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. _Hit_: 15 (2d8 + 6) piercing damage. **_Tail_**. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. _Hit_: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. **_Hurl Flame_**. Ranged Spell Attack: +7 to hit, range 150 ft., one target. _Hit_: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. AltName: '[Diable cornu](hd_monsters_diable_cornu.md)' Size: Large Type: fiend (devil) Alignment: lawful evil ArmorClass: 18 (natural armor) HitPoints: 178 (17d10 + 85) Speed: 20 ft., fly 60 ft. Strength: 22 (+6) Dexterity: 17 (+3) Constitution: 21 (+5) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 17 (+3) SavingThrows: Str +10, Dex +7, Wis +7, Cha +7 Senses: darkvision 120 ft., passive Perception 13 Languages: Infernal, telepathy 120 ft. Challenge: 11 (7200 XP) DamageImmunities: fire, poison DamageResistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Chain Devil fiend (devil) Medium lawful evil 16 (natural armor) 85 (10d8 + 40) 30 ft. Con +7, Wis +4, Cha +5 cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered fire, poison poisoned darkvision 120 ft., passive Perception 11 Infernal, telepathy 120 ft. 8 (3900 XP) 18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2) monsters_vo.md#chain-devil monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Diable des chaînes](hd_monsters_diable_des_chaines.md) Name: Chain Devil Markdown: >+ # <!--Name-->Chain Devil<!--/Name--> - CEO: <!--AltName-->[Diable des chaînes](hd_monsters_diable_des_chaines.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->fiend (devil)<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->16 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->85 (10d8 + 40)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->14 (+2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Con +7, Wis +4, Cha +5<!--/SavingThrows--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->Infernal, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->8 (3900 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Devil's Sight_**. Magical darkness doesn't impede the devil's darkvision. **_Magic Resistance_**. The devil has advantage on saving throws against spells and other magical effects. ## Actions **_Multiattack_**. The devil makes two attacks with its chains. **_Chain_**. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. _Hit_: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. **_Animate Chains (Recharges after a Short or Long Rest)_**. Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. ## Reactions **_Unnerving Mask_**. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. AltName: '[Diable des chaînes](hd_monsters_diable_des_chaines.md)' Size: Medium Type: fiend (devil) Alignment: lawful evil ArmorClass: 16 (natural armor) HitPoints: 85 (10d8 + 40) Speed: 30 ft. Strength: 18 (+4) Dexterity: 15 (+2) Constitution: 18 (+4) Intelligence: 11 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) SavingThrows: Con +7, Wis +4, Cha +5 Senses: darkvision 120 ft., passive Perception 11 Languages: Infernal, telepathy 120 ft. Challenge: 8 (3900 XP) DamageImmunities: fire, poison DamageResistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ice Devil fiend (devil) Large lawful evil 18 (natural armor) 180 (19d10 + 76) 40 ft. Dex +7, Con +9, Wis +7, Cha +9 bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered cold, fire, poison poisoned blindsight 60 ft., darkvision 120 ft., passive Perception 12 Infernal, telepathy 120 ft. 14 (11500 XP) 21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4) monsters_vo.md#ice-devil monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Diable gelé](hd_monsters_diable_gele.md) Name: Ice Devil Markdown: >+ # <!--Name-->Ice Devil<!--/Name--> - CEO: <!--AltName-->[Diable gelé](hd_monsters_diable_gele.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->fiend (devil)<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->180 (19d10 + 76)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->21 (+5)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence-->18 (+4)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->18 (+4)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +7, Con +9, Wis +7, Cha +9<!--/SavingThrows--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->Infernal, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->14 (11500 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->cold, fire, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Devil's Sight_**. Magical darkness doesn't impede the devil's darkvision. **_Magic Resistance_**. The devil has advantage on saving throws against spells and other magical effects. ## Actions **_Multiattack_**. The devil makes three attacks: one with its bite, one with its claws, and one with its tail. **_Bite_**. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. _Hit_: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. **_Claws_**. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. _Hit_: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage. **_Tail_**. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. _Hit_: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage. **_Wall of Ice (Recharge 6)_**. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. AltName: '[Diable gelé](hd_monsters_diable_gele.md)' Size: Large Type: fiend (devil) Alignment: lawful evil ArmorClass: 18 (natural armor) HitPoints: 180 (19d10 + 76) Speed: 40 ft. Strength: 21 (+5) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 18 (+4) Wisdom: 15 (+2) Charisma: 18 (+4) SavingThrows: Dex +7, Con +9, Wis +7, Cha +9 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 12 Languages: Infernal, telepathy 120 ft. Challenge: 14 (11500 XP) DamageImmunities: cold, fire, poison DamageResistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Bone Devil fiend (devil) Large lawful evil 19 (natural armor) 142 (15d10 + 60) 40 ft., fly 40 ft. Int +5, Wis +6, Cha +7 Deception +7, Insight +6 cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered fire, poison poisoned darkvision 120 ft., passive Perception 12 Infernal, telepathy 120 ft. 9 (5000 XP) 18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3) monsters_vo.md#bone-devil monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Diable osseux](hd_monsters_diable_osseux.md) Name: Bone Devil Markdown: >+ # <!--Name-->Bone Devil<!--/Name--> - CEO: <!--AltName-->[Diable osseux](hd_monsters_diable_osseux.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->fiend (devil)<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->142 (15d10 + 60)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence-->13 (+1)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->16 (+3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Int +5, Wis +6, Cha +7<!--/SavingThrows--> - **Skills** <!--Skills-->Deception +7, Insight +6<!--/Skills--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->Infernal, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->9 (5000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Devil's Sight_**. Magical darkness doesn't impede the devil's darkvision. **_Magic Resistance_**. The devil has advantage on saving throws against spells and other magical effects. ## Actions **_Multiattack_**. The devil makes three attacks: two with its claws and one with its sting. **_Claw_**. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. _Hit_: 8 (1d8 + 4) slashing damage. **_Sting_**. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. _Hit_: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. AltName: '[Diable osseux](hd_monsters_diable_osseux.md)' Size: Large Type: fiend (devil) Alignment: lawful evil ArmorClass: 19 (natural armor) HitPoints: 142 (15d10 + 60) Speed: 40 ft., fly 40 ft. Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 13 (+1) Wisdom: 14 (+2) Charisma: 16 (+3) SavingThrows: Int +5, Wis +6, Cha +7 Skills: Deception +7, Insight +6 Senses: darkvision 120 ft., passive Perception 12 Languages: Infernal, telepathy 120 ft. Challenge: 9 (5000 XP) DamageImmunities: fire, poison DamageResistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Imp fiend (devil Tiny shapechanger), lawful evil 13 10 (3d4 + 3) 20 ft., fly 40 ft. Deception +4, Insight +3, Persuasion +4, Stealth +5 cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered fire, poison poisoned darkvision 120 ft., passive Perception 11 Infernal, Common 1 (200 XP) 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) monsters_vo.md#imp monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Diablotin](hd_monsters_diablotin.md) Name: Imp Markdown: >+ # <!--Name-->Imp<!--/Name--> - CEO: <!--AltName-->[Diablotin](hd_monsters_diablotin.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->fiend (devil<!--/Type-->, <!--Alignment-->shapechanger), lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->10 (3d4 + 3)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., fly 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 6 (-2)<!--/Strength-->|<!--Dexterity-->17 (+3)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->14 (+2)<!--/Charisma-->| - **Skills** <!--Skills-->Deception +4, Insight +3, Persuasion +4, Stealth +5<!--/Skills--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->Infernal, Common<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Shapechanger_**. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. **_Devil's Sight_**. Magical darkness doesn't impede the imp's darkvision. **_Magic Resistance_**. The imp has advantage on saving throws against spells and other magical effects. ## Actions **_Sting (Bite in Beast Form)_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. **_Invisibility_**. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. AltName: '[Diablotin](hd_monsters_diablotin.md)' Size: Tiny Type: fiend (devil Alignment: shapechanger), lawful evil ArmorClass: 13 HitPoints: 10 (3d4 + 3) Speed: 20 ft., fly 40 ft. Strength: ' 6 (-2)' Dexterity: 17 (+3) Constitution: 13 (+1) Intelligence: 11 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5 Senses: darkvision 120 ft., passive Perception 11 Languages: Infernal, Common Challenge: 1 (200 XP) DamageImmunities: fire, poison DamageResistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Pit Fiend fiend (devil) Large lawful evil 19 (natural armor) 300 (24d10 + 168) 30 ft., fly 60 ft. Dex +8, Con +13, Wis +10 cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered fire, poison poisoned truesight 120 ft., passive Perception 14 Infernal, telepathy 120 ft. 20 (25000 XP) 26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7) monsters_vo.md#pit-fiend monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Diantrefosse](hd_monsters_diantrefosse.md) Name: Pit Fiend Markdown: >+ # <!--Name-->Pit Fiend<!--/Name--> - CEO: <!--AltName-->[Diantrefosse](hd_monsters_diantrefosse.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->fiend (devil)<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->300 (24d10 + 168)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->26 (+8)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->24 (+7)<!--/Constitution-->|<!--Intelligence-->22 (+6)<!--/Intelligence-->|<!--Wisdom-->18 (+4)<!--/Wisdom-->|<!--Charisma-->24 (+7)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +8, Con +13, Wis +10<!--/SavingThrows--> - **Senses** <!--Senses-->truesight 120 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Infernal, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->20 (25000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Fear Aura_**. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. **_Magic Resistance_**. The pit fiend has advantage on saving throws against spells and other magical effects. **_Magic Weapons_**. The pit fiend's weapon attacks are magical. **_Innate Spellcasting_**. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: At will: _[detect magic](srd_spells_detect_magic.md)_, _[fireball](srd_spells_fireball.md)_ 3/day each: _[hold monster](srd_spells_hold_monster.md)_, _[wall of fire](srd_spells_wall_of_fire.md)_ ## Actions **_Multiattack_**. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. **_Bite_**. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. _Hit_: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **_Claw_**. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. _Hit_: 17 (2d8 + 8) slashing damage. **_Mace_**. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. _Hit_: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. **_Tail_**. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. _Hit_: 24 (3d10 + 8) bludgeoning damage. AltName: '[Diantrefosse](hd_monsters_diantrefosse.md)' Size: Large Type: fiend (devil) Alignment: lawful evil ArmorClass: 19 (natural armor) HitPoints: 300 (24d10 + 168) Speed: 30 ft., fly 60 ft. Strength: 26 (+8) Dexterity: 14 (+2) Constitution: 24 (+7) Intelligence: 22 (+6) Wisdom: 18 (+4) Charisma: 24 (+7) SavingThrows: Dex +8, Con +13, Wis +10 Senses: truesight 120 ft., passive Perception 14 Languages: Infernal, telepathy 120 ft. Challenge: 20 (25000 XP) DamageImmunities: fire, poison DamageResistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Djinni elemental Large chaotic good 17 (natural armor) 161 (14d10 + 84) 30 ft., fly 90 ft. Dex +6, Wis +7, Cha +9 lightning, thunder darkvision 120 ft., passive Perception 13 Auran 11 (7200 XP) 21 (+5) 15 (+2) 22 (+6) 15 (+2) 16 (+3) 20 (+5) monsters_vo.md#djinni monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Djinn](hd_monsters_djinn.md) Name: Djinni Markdown: >+ # <!--Name-->Djinni<!--/Name--> - CEO: <!--AltName-->[Djinn](hd_monsters_djinn.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->chaotic good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->161 (14d10 + 84)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 90 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->21 (+5)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->22 (+6)<!--/Constitution-->|<!--Intelligence-->15 (+2)<!--/Intelligence-->|<!--Wisdom-->16 (+3)<!--/Wisdom-->|<!--Charisma-->20 (+5)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +6, Wis +7, Cha +9<!--/SavingThrows--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Auran<!--/Languages--> - **Challenge** <!--Challenge-->11 (7200 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->lightning, thunder<!--/DamageImmunities--> ## Special Features **_Elemental Demise_**. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. **_Innate Spellcasting_**. The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: _[detect evil and good](srd_spells_detect_evil_and_good.md)_, _[detect magic](srd_spells_detect_magic.md)_, _[thunderwave](srd_spells_thunderwave.md)_ 3/day each: _[create food and water](srd_spells_create_food_and_water.md)_ (can create wine instead of water), _[tongues](srd_spells_tongues.md)_, _[wind walk](srd_spells_wind_walk.md)_ 1/day each: _[conjure elemental](srd_spells_conjure_elemental.md)_ (air elemental only), _[creation](srd_spells_creation.md)_, _[gaseous form](srd_spells_gaseous_form.md)_, _[invisibility](srd_spells_invisibility.md)_, _[major image](srd_spells_major_image.md)_, _[plane shift](srd_spells_plane_shift.md)_ ## Actions **_Multiattack_**. The djinni makes three scimitar attacks. **_Scimitar_**. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. _Hit_: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice). **_Create Whirlwind_**. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. AltName: '[Djinn](hd_monsters_djinn.md)' Size: Large Type: elemental Alignment: chaotic good ArmorClass: 17 (natural armor) HitPoints: 161 (14d10 + 84) Speed: 30 ft., fly 90 ft. Strength: 21 (+5) Dexterity: 15 (+2) Constitution: 22 (+6) Intelligence: 15 (+2) Wisdom: 16 (+3) Charisma: 20 (+5) SavingThrows: Dex +6, Wis +7, Cha +9 Senses: darkvision 120 ft., passive Perception 13 Languages: Auran Challenge: 11 (7200 XP) DamageImmunities: lightning, thunder
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Doppelganger monstrosity (shapechanger) Medium neutral 14 52 (8d8 + 16) 30 ft. Deception +6, Insight +3 charmed darkvision 60 ft., passive Perception 11 Common 3 (700 XP) 11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2) monsters_vo.md#doppelganger monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Doppleganger](hd_monsters_doppleganger.md) Name: Doppelganger Markdown: >+ # <!--Name-->Doppelganger<!--/Name--> - CEO: <!--AltName-->[Doppleganger](hd_monsters_doppleganger.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->monstrosity (shapechanger)<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->52 (8d8 + 16)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->11 (+0)<!--/Strength-->|<!--Dexterity-->18 (+4)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->14 (+2)<!--/Charisma-->| - **Skills** <!--Skills-->Deception +6, Insight +3<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->Common<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> - **Condition Immunities** <!--ConditionImmunities-->charmed<!--/ConditionImmunities--> ## Special Features **_Shapechanger_**. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. 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. **_Ambusher_**. In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has surprised. **_Surprise Attack_**. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. ## Actions **_Multiattack_**. The doppelganger makes two melee attacks. **_Slam_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 7 (1d6 + 4) bludgeoning damage. **_Read Thoughts_**. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. AltName: '[Doppleganger](hd_monsters_doppleganger.md)' Size: Medium Type: monstrosity (shapechanger) Alignment: neutral ArmorClass: 14 HitPoints: 52 (8d8 + 16) Speed: 30 ft. Strength: 11 (+0) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 11 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) Skills: Deception +6, Insight +3 Senses: darkvision 60 ft., passive Perception 11 Languages: Common Challenge: 3 (700 XP) ConditionImmunities: charmed
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Adult White Dragon dragon Huge chaotic evil 18 (natural armor) 200 (16d12 + 96) 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. Dex +5, Con +11, Wis +6, Cha +6 Perception +11, Stealth +5 cold blindsight 60 ft., darkvision 120 ft., passive Perception 21 Common, Draconic 13 (10000 XP) 22 (+6) 10 (+0) 22 (+6) 8 (-1) 12 (+1) 12 (+1) monsters_vo.md#adult-white-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon blanc adulte](hd_monsters_dragon_blanc_adulte.md) Name: Adult White Dragon Markdown: >+ # <!--Name-->Adult White Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon blanc adulte](hd_monsters_dragon_blanc_adulte.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->200 (16d12 + 96)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->22 (+6)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->22 (+6)<!--/Constitution-->|<!--Intelligence--> 8 (-1)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +5, Con +11, Wis +6, Cha +6<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +11, Stealth +5<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 21<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->13 (10000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->cold<!--/DamageImmunities--> ## Special Features **_Ice Walk_**. 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 moment. **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. _Hit_: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. **_Claw_**. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. _Hit_: 13 (2d6 + 6) slashing damage. **_Tail_**. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. _Hit_: 15 (2d8 + 6) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Cold Breath (Recharge 5-6)_**. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. AltName: '[Dragon blanc adulte](hd_monsters_dragon_blanc_adulte.md)' Size: Huge Type: dragon Alignment: chaotic evil ArmorClass: 18 (natural armor) HitPoints: 200 (16d12 + 96) Speed: 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. Strength: 22 (+6) Dexterity: 10 (+0) Constitution: 22 (+6) Intelligence: ' 8 (-1)' Wisdom: 12 (+1) Charisma: 12 (+1) SavingThrows: Dex +5, Con +11, Wis +6, Cha +6 Skills: Perception +11, Stealth +5 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages: Common, Draconic Challenge: 13 (10000 XP) DamageImmunities: cold
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ancient White Dragon dragon Gargantuan chaotic evil 20 (natural armor) 333 (18d20 + 144) 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. Dex +6, Con +14, Wis +7, Cha +8 Perception +13, Stealth +6 cold blindsight 60 ft., darkvision 120 ft., passive Perception 23 Common, Draconic 20 (25000 XP) 26 (+8) 10 (+0) 26 (+8) 10 (+0) 13 (+1) 14 (+2) monsters_vo.md#ancient-white-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon blanc vénérable](hd_monsters_dragon_blanc_venerable.md) Name: Ancient White Dragon Markdown: >+ # <!--Name-->Ancient White Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon blanc vénérable](hd_monsters_dragon_blanc_venerable.md)<!--/AltName--> -  <!--Size-->Gargantuan<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->20 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->333 (18d20 + 144)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->26 (+8)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->26 (+8)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->14 (+2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +6, Con +14, Wis +7, Cha +8<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +13, Stealth +6<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 23<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->20 (25000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->cold<!--/DamageImmunities--> ## Special Features **_Ice Walk_**. 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 moment. **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. _Hit_: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage. **_Claw_**. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. _Hit_: 15 (2d6 + 8) slashing damage. **_Tail_**. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. _Hit_: 17 (2d8 + 8) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Cold Breath (Recharge 5-6)_**. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed. AltName: '[Dragon blanc vénérable](hd_monsters_dragon_blanc_venerable.md)' Size: Gargantuan Type: dragon Alignment: chaotic evil ArmorClass: 20 (natural armor) HitPoints: 333 (18d20 + 144) Speed: 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. Strength: 26 (+8) Dexterity: 10 (+0) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 13 (+1) Charisma: 14 (+2) SavingThrows: Dex +6, Con +14, Wis +7, Cha +8 Skills: Perception +13, Stealth +6 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 23 Languages: Common, Draconic Challenge: 20 (25000 XP) DamageImmunities: cold
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Young White Dragon dragon Large chaotic evil 17 (natural armor) 133 (14d10 + 56) 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. Dex +3, Con +7, Wis +3, Cha +4 Perception +6, Stealth +3 cold blindsight 30 ft., darkvision 120 ft., passive Perception 16 Common, Draconic 6 (2300 XP) 18 (+4) 10 (+0) 18 (+4) 6 (-2) 11 (+0) 12 (+1) monsters_vo.md#young-white-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Jeune dragon blanc](hd_monsters_jeune_dragon_blanc.md) Name: Young White Dragon Markdown: >+ # <!--Name-->Young White Dragon<!--/Name--> - CEO: <!--AltName-->[Jeune dragon blanc](hd_monsters_jeune_dragon_blanc.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->133 (14d10 + 56)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +3, Con +7, Wis +3, Cha +4<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +6, Stealth +3<!--/Skills--> - **Senses** <!--Senses-->blindsight 30 ft., darkvision 120 ft., passive Perception 16<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->6 (2300 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->cold<!--/DamageImmunities--> ## Special Features **_Ice Walk_**. 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 moment. ## Actions **_Multiattack_**. The dragon makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. _Hit_: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage. **_Claw_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) slashing damage. **_Cold Breath (Recharge 5-6)_**. 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. AltName: '[Jeune dragon blanc](hd_monsters_jeune_dragon_blanc.md)' Size: Large Type: dragon Alignment: chaotic evil ArmorClass: 17 (natural armor) HitPoints: 133 (14d10 + 56) Speed: 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. Strength: 18 (+4) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: ' 6 (-2)' Wisdom: 11 (+0) Charisma: 12 (+1) SavingThrows: Dex +3, Con +7, Wis +3, Cha +4 Skills: Perception +6, Stealth +3 Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages: Common, Draconic Challenge: 6 (2300 XP) DamageImmunities: cold
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO White Dragon Wyrmling dragon Medium chaotic evil 16 (natural armor) 32 (5d8 + 10) 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. Dex +2, Con +4, Wis +2, Cha +2 Perception +4, Stealth +2 cold blindsight 10 ft., darkvision 60 ft., passive Perception 14 Draconic 2 (450 XP) 14 (+2) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 11 (+0) monsters_vo.md#white-dragon-wyrmling monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragonnet blanc](hd_monsters_dragonnet_blanc.md) Name: White Dragon Wyrmling Markdown: >+ # <!--Name-->White Dragon Wyrmling<!--/Name--> - CEO: <!--AltName-->[Dragonnet blanc](hd_monsters_dragonnet_blanc.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->16 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->32 (5d8 + 10)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->14 (+2)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence--> 5 (-3)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +2, Con +4, Wis +2, Cha +2<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +4, Stealth +2<!--/Skills--> - **Senses** <!--Senses-->blindsight 10 ft., darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Draconic<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->cold<!--/DamageImmunities--> ## Special Features **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage. **_Cold Breath (Recharge 5-6)_**. 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. AltName: '[Dragonnet blanc](hd_monsters_dragonnet_blanc.md)' Size: Medium Type: dragon Alignment: chaotic evil ArmorClass: 16 (natural armor) HitPoints: 32 (5d8 + 10) Speed: 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. Strength: 14 (+2) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: ' 5 (-3)' Wisdom: 10 (+0) Charisma: 11 (+0) SavingThrows: Dex +2, Con +4, Wis +2, Cha +2 Skills: Perception +4, Stealth +2 Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages: Draconic Challenge: 2 (450 XP) DamageImmunities: cold
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Adult Blue Dragon dragon Huge lawful evil 19 (natural armor) 225 (18d12 + 108) 40 ft., burrow 30 ft., fly 80 ft. Dex +5, Con +11, Wis +7, Cha +9 Perception +12, Stealth +5 lightning blindsight 60 ft., darkvision 120 ft., passive Perception 22 Common, Draconic 16 (15000 XP) 25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) monsters_vo.md#adult-blue-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon bleu adulte](hd_monsters_dragon_bleu_adulte.md) Name: Adult Blue Dragon Markdown: >+ # <!--Name-->Adult Blue Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon bleu adulte](hd_monsters_dragon_bleu_adulte.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->225 (18d12 + 108)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., burrow 30 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->25 (+7)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->23 (+6)<!--/Constitution-->|<!--Intelligence-->16 (+3)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->19 (+4)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +5, Con +11, Wis +7, Cha +9<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +12, Stealth +5<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 22<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->16 (15000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->lightning<!--/DamageImmunities--> ## Special Features **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. _Hit_: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. **_Claw_**. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. _Hit_: 14 (2d6 + 7) slashing damage. **_Tail_**. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. _Hit_: 16 (2d8 + 7) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Lightning Breath (Recharge 5-6)_**. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. AltName: '[Dragon bleu adulte](hd_monsters_dragon_bleu_adulte.md)' Size: Huge Type: dragon Alignment: lawful evil ArmorClass: 19 (natural armor) HitPoints: 225 (18d12 + 108) Speed: 40 ft., burrow 30 ft., fly 80 ft. Strength: 25 (+7) Dexterity: 10 (+0) Constitution: 23 (+6) Intelligence: 16 (+3) Wisdom: 15 (+2) Charisma: 19 (+4) SavingThrows: Dex +5, Con +11, Wis +7, Cha +9 Skills: Perception +12, Stealth +5 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages: Common, Draconic Challenge: 16 (15000 XP) DamageImmunities: lightning
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ancient Blue Dragon dragon Gargantuan lawful evil 22 (natural armor) 481 (26d20 + 208) 40 ft., burrow 40 ft., fly 80 ft. Dex +7, Con +15, Wis +10, Cha +12 Perception +17, Stealth +7 lightning blindsight 60 ft., darkvision 120 ft., passive Perception 27 Common, Draconic 23 (50000 XP) 29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5) monsters_vo.md#ancient-blue-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon bleu vénérable](hd_monsters_dragon_bleu_venerable.md) Name: Ancient Blue Dragon Markdown: >+ # <!--Name-->Ancient Blue Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon bleu vénérable](hd_monsters_dragon_bleu_venerable.md)<!--/AltName--> -  <!--Size-->Gargantuan<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->22 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->481 (26d20 + 208)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., burrow 40 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->29 (+9)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->27 (+8)<!--/Constitution-->|<!--Intelligence-->18 (+4)<!--/Intelligence-->|<!--Wisdom-->17 (+3)<!--/Wisdom-->|<!--Charisma-->21 (+5)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +7, Con +15, Wis +10, Cha +12<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +17, Stealth +7<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 27<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->23 (50000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->lightning<!--/DamageImmunities--> ## Special Features **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. _Hit_: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage. **_Claw_**. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. _Hit_: 16 (2d6 + 9) slashing damage. **_Tail_**. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. _Hit_: 18 (2d8 + 9) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Lightning Breath (Recharge 5-6)_**. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed. AltName: '[Dragon bleu vénérable](hd_monsters_dragon_bleu_venerable.md)' Size: Gargantuan Type: dragon Alignment: lawful evil ArmorClass: 22 (natural armor) HitPoints: 481 (26d20 + 208) Speed: 40 ft., burrow 40 ft., fly 80 ft. Strength: 29 (+9) Dexterity: 10 (+0) Constitution: 27 (+8) Intelligence: 18 (+4) Wisdom: 17 (+3) Charisma: 21 (+5) SavingThrows: Dex +7, Con +15, Wis +10, Cha +12 Skills: Perception +17, Stealth +7 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages: Common, Draconic Challenge: 23 (50000 XP) DamageImmunities: lightning
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Young Blue Dragon dragon Large lawful evil 18 (natural armor) 152 (16d10 + 64) 40 ft., burrow 20 ft., fly 80 ft. Dex +4, Con +8, Wis +5, Cha +7 Perception +9, Stealth +4 lightning blindsight 30 ft., darkvision 120 ft., passive Perception 19 Common, Draconic 9 (5000 XP) 21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3) monsters_vo.md#young-blue-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Jeune dragon bleu](hd_monsters_jeune_dragon_bleu.md) Name: Young Blue Dragon Markdown: >+ # <!--Name-->Young Blue Dragon<!--/Name--> - CEO: <!--AltName-->[Jeune dragon bleu](hd_monsters_jeune_dragon_bleu.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->152 (16d10 + 64)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., burrow 20 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->21 (+5)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->19 (+4)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->17 (+3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +4, Con +8, Wis +5, Cha +7<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +9, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->blindsight 30 ft., darkvision 120 ft., passive Perception 19<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->9 (5000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->lightning<!--/DamageImmunities--> ## Special Features **_Multiattack_**. The dragon makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. _Hit_: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage. **_Claw_**. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. _Hit_: 12 (2d6 + 5) slashing damage. **_Lightning Breath (Recharge 5-6)_**. The dragon exhales lightning in 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. AltName: '[Jeune dragon bleu](hd_monsters_jeune_dragon_bleu.md)' Size: Large Type: dragon Alignment: lawful evil ArmorClass: 18 (natural armor) HitPoints: 152 (16d10 + 64) Speed: 40 ft., burrow 20 ft., fly 80 ft. Strength: 21 (+5) Dexterity: 10 (+0) Constitution: 19 (+4) Intelligence: 14 (+2) Wisdom: 13 (+1) Charisma: 17 (+3) SavingThrows: Dex +4, Con +8, Wis +5, Cha +7 Skills: Perception +9, Stealth +4 Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 19 Languages: Common, Draconic Challenge: 9 (5000 XP) DamageImmunities: lightning
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Blue Dragon Wyrmling dragon Medium lawful evil 17 (natural armor) 52 (8d8 + 16) 30 ft., burrow 15 ft., fly 60 ft. Dex +2, Con +4, Wis +2, Cha +4 Perception +4, Stealth +2 lightning blindsight 10 ft., darkvision 60 ft., passive Perception 14 Draconic 3 (700 XP) 17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2) monsters_vo.md#blue-dragon-wyrmling monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragonnet bleu](hd_monsters_dragonnet_bleu.md) Name: Blue Dragon Wyrmling Markdown: >+ # <!--Name-->Blue Dragon Wyrmling<!--/Name--> - CEO: <!--AltName-->[Dragonnet bleu](hd_monsters_dragonnet_bleu.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->52 (8d8 + 16)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., burrow 15 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +2, Con +4, Wis +2, Cha +4<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +4, Stealth +2<!--/Skills--> - **Senses** <!--Senses-->blindsight 10 ft., darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Draconic<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->lightning<!--/DamageImmunities--> ## Special Features **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage. **_Lightning Breath (Recharge 5-6)_**. The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. AltName: '[Dragonnet bleu](hd_monsters_dragonnet_bleu.md)' Size: Medium Type: dragon Alignment: lawful evil ArmorClass: 17 (natural armor) HitPoints: 52 (8d8 + 16) Speed: 30 ft., burrow 15 ft., fly 60 ft. Strength: 17 (+3) Dexterity: 10 (+0) Constitution: 15 (+2) Intelligence: 12 (+1) Wisdom: 11 (+0) Charisma: 15 (+2) SavingThrows: Dex +2, Con +4, Wis +2, Cha +4 Skills: Perception +4, Stealth +2 Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages: Draconic Challenge: 3 (700 XP) DamageImmunities: lightning
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Adult Brass Dragon dragon Huge chaotic good 18 (natural armor) 172 (15d12 + 75) 40 ft., burrow 30 ft., fly 80 ft. Dex +5, Con +10, Wis +6, Cha +8 History +7, Perception +11, Persuasion +8, Stealth +5 fire blindsight 60 ft., darkvision 120 ft., passive Perception 21 Common, Draconic 13 (10000 XP) 23 (+6) 10 (+0) 21 (+5) 14 (+2) 13 (+1) 17 (+3) monsters_vo.md#adult-brass-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon d'airain adulte](hd_monsters_dragon_dairain_adulte.md) Name: Adult Brass Dragon Markdown: >+ # <!--Name-->Adult Brass Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon d'airain adulte](hd_monsters_dragon_dairain_adulte.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->172 (15d12 + 75)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., burrow 30 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->23 (+6)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->21 (+5)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->17 (+3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +5, Con +10, Wis +6, Cha +8<!--/SavingThrows--> - **Skills** <!--Skills-->History +7, Perception +11, Persuasion +8, Stealth +5<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 21<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->13 (10000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> ## Special Features **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. _Hit_: 17 (2d10 + 6) piercing damage. **_Claw_**. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. _Hit_: 13 (2d6 + 6) slashing damage. **_Tail_**. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. _Hit_: 15 (2d8 + 6) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Fire Breath_**. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. **_Sleep Breath_**. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed. AltName: "[Dragon d'airain adulte](hd_monsters_dragon_dairain_adulte.md)" Size: Huge Type: dragon Alignment: chaotic good ArmorClass: 18 (natural armor) HitPoints: 172 (15d12 + 75) Speed: 40 ft., burrow 30 ft., fly 80 ft. Strength: 23 (+6) Dexterity: 10 (+0) Constitution: 21 (+5) Intelligence: 14 (+2) Wisdom: 13 (+1) Charisma: 17 (+3) SavingThrows: Dex +5, Con +10, Wis +6, Cha +8 Skills: History +7, Perception +11, Persuasion +8, Stealth +5 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages: Common, Draconic Challenge: 13 (10000 XP) DamageImmunities: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ancient Brass Dragon dragon Gargantuan chaotic good 20 (natural armor) 297 (17d20 + 119) 40 ft., burrow 40 ft., fly 80 ft. Dex +6, Con +13, Wis +8, Cha +10 History +9, Perception +14, Persuasion +10, Stealth +6 fire blindsight 60 ft., darkvision 120 ft., passive Perception 24 Common, Draconic 20 (25000 XP) 27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4) monsters_vo.md#ancient-brass-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon d'airain vénérable](hd_monsters_dragon_dairain_venerable.md) Name: Ancient Brass Dragon Markdown: >+ # <!--Name-->Ancient Brass Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon d'airain vénérable](hd_monsters_dragon_dairain_venerable.md)<!--/AltName--> -  <!--Size-->Gargantuan<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->20 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->297 (17d20 + 119)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., burrow 40 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->27 (+8)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->25 (+7)<!--/Constitution-->|<!--Intelligence-->16 (+3)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->19 (+4)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +6, Con +13, Wis +8, Cha +10<!--/SavingThrows--> - **Skills** <!--Skills-->History +9, Perception +14, Persuasion +10, Stealth +6<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 24<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->20 (25000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> ## Special Features **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. _Hit_: 19 (2d10 + 8) piercing damage. **_Claw_**. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. _Hit_: 15 (2d6 + 8) slashing damage. **_Tail_**. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. _Hit_: 17 (2d8 + 8) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons: **_Fire Breath_**. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. **_Sleep Breath_**. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. **_Change Shape_**. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed. AltName: "[Dragon d'airain vénérable](hd_monsters_dragon_dairain_venerable.md)" Size: Gargantuan Type: dragon Alignment: chaotic good ArmorClass: 20 (natural armor) HitPoints: 297 (17d20 + 119) Speed: 40 ft., burrow 40 ft., fly 80 ft. Strength: 27 (+8) Dexterity: 10 (+0) Constitution: 25 (+7) Intelligence: 16 (+3) Wisdom: 15 (+2) Charisma: 19 (+4) SavingThrows: Dex +6, Con +13, Wis +8, Cha +10 Skills: History +9, Perception +14, Persuasion +10, Stealth +6 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages: Common, Draconic Challenge: 20 (25000 XP) DamageImmunities: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Young Brass Dragon dragon Large chaotic good 17 (natural armor) 110 (13d10 + 39) 40 ft., burrow 20 ft., fly 80 ft. Dex +3, Con +6, Wis +3, Cha +5 Perception +6, Persuasion +5, Stealth +3 fire blindsight 30 ft., darkvision 120 ft., passive Perception 16 Common, Draconic 6 (2300 XP) 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) monsters_vo.md#young-brass-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Jeune dragon d'airain](hd_monsters_jeune_dragon_dairain.md) Name: Young Brass Dragon Markdown: >+ # <!--Name-->Young Brass Dragon<!--/Name--> - CEO: <!--AltName-->[Jeune dragon d'airain](hd_monsters_jeune_dragon_dairain.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->110 (13d10 + 39)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., burrow 20 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +3, Con +6, Wis +3, Cha +5<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +6, Persuasion +5, Stealth +3<!--/Skills--> - **Senses** <!--Senses-->blindsight 30 ft., darkvision 120 ft., passive Perception 16<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->6 (2300 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> ## Special Features **_Multiattack_**. The dragon makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. _Hit_: 15 (2d10 + 4) piercing damage. **_Claw_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) slashing damage. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Fire Breath_**. 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. **_Sleep Breath_**. 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. AltName: "[Jeune dragon d'airain](hd_monsters_jeune_dragon_dairain.md)" Size: Large Type: dragon Alignment: chaotic good ArmorClass: 17 (natural armor) HitPoints: 110 (13d10 + 39) Speed: 40 ft., burrow 20 ft., fly 80 ft. Strength: 19 (+4) Dexterity: 10 (+0) Constitution: 17 (+3) Intelligence: 12 (+1) Wisdom: 11 (+0) Charisma: 15 (+2) SavingThrows: Dex +3, Con +6, Wis +3, Cha +5 Skills: Perception +6, Persuasion +5, Stealth +3 Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages: Common, Draconic Challenge: 6 (2300 XP) DamageImmunities: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Brass Dragon Wyrmling dragon Medium chaotic good 16 (natural armor) 16 (3d8 + 3) 30 ft., burrow 15 ft., fly 60 ft. Dex +2, Con +3, Wis +2, Cha +3 Perception +4, Stealth +2 fire blindsight 10 ft., darkvision 60 ft., passive Perception 14 Draconic 1 (200 XP) 15 (+2) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1) monsters_vo.md#brass-dragon-wyrmling monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragonnet d'airain](hd_monsters_dragonnet_dairain.md) Name: Brass Dragon Wyrmling Markdown: >+ # <!--Name-->Brass Dragon Wyrmling<!--/Name--> - CEO: <!--AltName-->[Dragonnet d'airain](hd_monsters_dragonnet_dairain.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->16 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->16 (3d8 + 3)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., burrow 15 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->13 (+1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +2, Con +3, Wis +2, Cha +3<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +4, Stealth +2<!--/Skills--> - **Senses** <!--Senses-->blindsight 10 ft., darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Draconic<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> ## Special Features **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 7 (1d10 + 2) piercing damage. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Fire Breath_**. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. **_Sleep Breath_**. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. AltName: "[Dragonnet d'airain](hd_monsters_dragonnet_dairain.md)" Size: Medium Type: dragon Alignment: chaotic good ArmorClass: 16 (natural armor) HitPoints: 16 (3d8 + 3) Speed: 30 ft., burrow 15 ft., fly 60 ft. Strength: 15 (+2) Dexterity: 10 (+0) Constitution: 13 (+1) Intelligence: 10 (+0) Wisdom: 11 (+0) Charisma: 13 (+1) SavingThrows: Dex +2, Con +3, Wis +2, Cha +3 Skills: Perception +4, Stealth +2 Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages: Draconic Challenge: 1 (200 XP) DamageImmunities: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Adult Silver Dragon dragon Huge lawful good 19 (natural armor) 243 (18d12 + 126) 40 ft., fly 80 ft. Dex +5, Con +12, Wis +6, Cha +10 Arcana +8, History +8, Perception +11, Stealth +5 cold blindsight 60 ft., darkvision 120 ft., passive Perception 21 Common, Draconic 16 (15000 XP) 27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) monsters_vo.md#adult-silver-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon d'argent adulte](hd_monsters_dragon_dargent_adulte.md) Name: Adult Silver Dragon Markdown: >+ # <!--Name-->Adult Silver Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon d'argent adulte](hd_monsters_dragon_dargent_adulte.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->243 (18d12 + 126)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->27 (+8)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->25 (+7)<!--/Constitution-->|<!--Intelligence-->16 (+3)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->21 (+5)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +5, Con +12, Wis +6, Cha +10<!--/SavingThrows--> - **Skills** <!--Skills-->Arcana +8, History +8, Perception +11, Stealth +5<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 21<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->16 (15000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->cold<!--/DamageImmunities--> ## Special Features **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. _Hit_: 19 (2d10 + 8) piercing damage. **_Claw_**. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. _Hit_: 15 (2d6 + 8) slashing damage. **_Tail_**. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. _Hit_: 17 (2d8 + 8) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Cold Breath_**. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. **_Paralyzing Breath_**. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 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. **_Change Shape_**. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed. AltName: "[Dragon d'argent adulte](hd_monsters_dragon_dargent_adulte.md)" Size: Huge Type: dragon Alignment: lawful good ArmorClass: 19 (natural armor) HitPoints: 243 (18d12 + 126) Speed: 40 ft., fly 80 ft. Strength: 27 (+8) Dexterity: 10 (+0) Constitution: 25 (+7) Intelligence: 16 (+3) Wisdom: 13 (+1) Charisma: 21 (+5) SavingThrows: Dex +5, Con +12, Wis +6, Cha +10 Skills: Arcana +8, History +8, Perception +11, Stealth +5 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages: Common, Draconic Challenge: 16 (15000 XP) DamageImmunities: cold
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ancient Silver Dragon dragon Gargantuan lawful good 22 (natural armor) 487 (25d20 + 225) 40 ft., fly 80 ft. Dex +7, Con +16, Wis +9, Cha +13 Arcana +11, History +11, Perception +16, Stealth +7 cold blindsight 60 ft., darkvision 120 ft., passive Perception 26 Common, Draconic 23 (50000 XP) 30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) monsters_vo.md#ancient-silver-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon d'argent vénérable](hd_monsters_dragon_dargent_venerable.md) Name: Ancient Silver Dragon Markdown: >+ # <!--Name-->Ancient Silver Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon d'argent vénérable](hd_monsters_dragon_dargent_venerable.md)<!--/AltName--> -  <!--Size-->Gargantuan<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->22 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->487 (25d20 + 225)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->30 (+10)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->29 (+9)<!--/Constitution-->|<!--Intelligence-->18 (+4)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->23 (+6)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +7, Con +16, Wis +9, Cha +13<!--/SavingThrows--> - **Skills** <!--Skills-->Arcana +11, History +11, Perception +16, Stealth +7<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 26<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->23 (50000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->cold<!--/DamageImmunities--> ## Special Features **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. _Hit_: 21 (2d10 + 10) piercing damage. **_Claw_**. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. _Hit_: 17 (2d6 + 10) slashing damage. **_Tail_**. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. _Hit_: 19 (2d8 + 10) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Cold Breath_**. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. **_Paralyzing Breath_**. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 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. **_Change Shape_**. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed. AltName: "[Dragon d'argent vénérable](hd_monsters_dragon_dargent_venerable.md)" Size: Gargantuan Type: dragon Alignment: lawful good ArmorClass: 22 (natural armor) HitPoints: 487 (25d20 + 225) Speed: 40 ft., fly 80 ft. Strength: 30 (+10) Dexterity: 10 (+0) Constitution: 29 (+9) Intelligence: 18 (+4) Wisdom: 15 (+2) Charisma: 23 (+6) SavingThrows: Dex +7, Con +16, Wis +9, Cha +13 Skills: Arcana +11, History +11, Perception +16, Stealth +7 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages: Common, Draconic Challenge: 23 (50000 XP) DamageImmunities: cold
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Young Silver Dragon dragon Large lawful good 18 (natural armor) 168 (16d10 + 80) 40 ft., fly 80 ft. Dex +4, Con +9, Wis +4, Cha +8 Arcana +6, History +6, Perception +8, Stealth +4 cold blindsight 30 ft., darkvision 120 ft., passive Perception 18 Common, Draconic 9 (5000 XP) 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) monsters_vo.md#young-silver-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Jeune dragon d'argent](hd_monsters_jeune_dragon_dargent.md) Name: Young Silver Dragon Markdown: >+ # <!--Name-->Young Silver Dragon<!--/Name--> - CEO: <!--AltName-->[Jeune dragon d'argent](hd_monsters_jeune_dragon_dargent.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->168 (16d10 + 80)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->23 (+6)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->21 (+5)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->19 (+4)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +4, Con +9, Wis +4, Cha +8<!--/SavingThrows--> - **Skills** <!--Skills-->Arcana +6, History +6, Perception +8, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->blindsight 30 ft., darkvision 120 ft., passive Perception 18<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->9 (5000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->cold<!--/DamageImmunities--> ## Special Features **_Multiattack_**. The dragon makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. _Hit_: 17 (2d10 + 6) piercing damage. **_Claw_**. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. _Hit_: 13 (2d6 + 6) slashing damage. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Cold Breath_**. 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. **_Paralyzing Breath_**. 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. AltName: "[Jeune dragon d'argent](hd_monsters_jeune_dragon_dargent.md)" Size: Large Type: dragon Alignment: lawful good ArmorClass: 18 (natural armor) HitPoints: 168 (16d10 + 80) Speed: 40 ft., fly 80 ft. Strength: 23 (+6) Dexterity: 10 (+0) Constitution: 21 (+5) Intelligence: 14 (+2) Wisdom: 11 (+0) Charisma: 19 (+4) SavingThrows: Dex +4, Con +9, Wis +4, Cha +8 Skills: Arcana +6, History +6, Perception +8, Stealth +4 Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 18 Languages: Common, Draconic Challenge: 9 (5000 XP) DamageImmunities: cold
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Silver Dragon Wyrmling dragon Medium lawful good 17 (natural armor) 45 (6d8 + 18) 30 ft., fly 60 ft. Dex +2, Con +5, Wis +2, Cha +4 Perception +4, Stealth +2 cold blindsight 10 ft., darkvision 60 ft., passive Perception 14 Draconic 2 (450 XP) 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) monsters_vo.md#silver-dragon-wyrmling monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragonnet d'argent](hd_monsters_dragonnet_dargent.md) Name: Silver Dragon Wyrmling Markdown: >+ # <!--Name-->Silver Dragon Wyrmling<!--/Name--> - CEO: <!--AltName-->[Dragonnet d'argent](hd_monsters_dragonnet_dargent.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->45 (6d8 + 18)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +2, Con +5, Wis +2, Cha +4<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +4, Stealth +2<!--/Skills--> - **Senses** <!--Senses-->blindsight 10 ft., darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Draconic<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->cold<!--/DamageImmunities--> ## Special Features **_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 9 (1d10 + 4) piercing damage. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Cold Breath_**. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. **_Paralyzing Breath_**. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 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. AltName: "[Dragonnet d'argent](hd_monsters_dragonnet_dargent.md)" Size: Medium Type: dragon Alignment: lawful good ArmorClass: 17 (natural armor) HitPoints: 45 (6d8 + 18) Speed: 30 ft., fly 60 ft. Strength: 19 (+4) Dexterity: 10 (+0) Constitution: 17 (+3) Intelligence: 12 (+1) Wisdom: 11 (+0) Charisma: 15 (+2) SavingThrows: Dex +2, Con +5, Wis +2, Cha +4 Skills: Perception +4, Stealth +2 Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages: Draconic Challenge: 2 (450 XP) DamageImmunities: cold
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Adult Gold Dragon dragon Huge lawful good 19 (natural armor) 256 (19d12 + 133) 40 ft., fly 80 ft., swim 40 ft. Dex +8, Con +13, Wis +8, Cha +13 Insight +8, Perception +14, Persuasion +13, Stealth +8 fire blindsight 60 ft., darkvision 120 ft., passive Perception 24 Common, Draconic 17 (18000 XP) 27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 24 (+7) monsters_vo.md#adult-gold-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon d'or adulte](hd_monsters_dragon_dor_adulte.md) Name: Adult Gold Dragon Markdown: >+ # <!--Name-->Adult Gold Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon d'or adulte](hd_monsters_dragon_dor_adulte.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->256 (19d12 + 133)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 80 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->27 (+8)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->25 (+7)<!--/Constitution-->|<!--Intelligence-->16 (+3)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->24 (+7)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +8, Con +13, Wis +8, Cha +13<!--/SavingThrows--> - **Skills** <!--Skills-->Insight +8, Perception +14, Persuasion +13, Stealth +8<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 24<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->17 (18000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> ## Special Features **_Amphibious_**. The dragon can breathe air and water. **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. _Hit_: 19 (2d10 + 8) piercing damage. **_Claw_**. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. _Hit_: 15 (2d6 + 8) slashing damage. **_Tail_**. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. _Hit_: 17 (2d8 + 8) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Fire Breath_**. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. **_Weakening Breath_**. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 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. **_Change Shape_**. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed. AltName: "[Dragon d'or adulte](hd_monsters_dragon_dor_adulte.md)" Size: Huge Type: dragon Alignment: lawful good ArmorClass: 19 (natural armor) HitPoints: 256 (19d12 + 133) Speed: 40 ft., fly 80 ft., swim 40 ft. Strength: 27 (+8) Dexterity: 14 (+2) Constitution: 25 (+7) Intelligence: 16 (+3) Wisdom: 15 (+2) Charisma: 24 (+7) SavingThrows: Dex +8, Con +13, Wis +8, Cha +13 Skills: Insight +8, Perception +14, Persuasion +13, Stealth +8 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages: Common, Draconic Challenge: 17 (18000 XP) DamageImmunities: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ancient Gold Dragon dragon Gargantuan lawful good 22 (natural armor) 546 (28d20 + 252) 40 ft., fly 80 ft., swim 40 ft. Dex +9, Con +16, Wis +10, Cha +16 Insight +10, Perception +17, Persuasion +16, Stealth +9 fire blindsight 60 ft., darkvision 120 ft., passive Perception 27 Common, Draconic 24 (62000 XP) 30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9) monsters_vo.md#ancient-gold-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon d'or vénérable](hd_monsters_dragon_dor_venerable.md) Name: Ancient Gold Dragon Markdown: >+ # <!--Name-->Ancient Gold Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon d'or vénérable](hd_monsters_dragon_dor_venerable.md)<!--/AltName--> -  <!--Size-->Gargantuan<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->22 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->546 (28d20 + 252)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 80 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->30 (+10)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->29 (+9)<!--/Constitution-->|<!--Intelligence-->18 (+4)<!--/Intelligence-->|<!--Wisdom-->17 (+3)<!--/Wisdom-->|<!--Charisma-->28 (+9)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +9, Con +16, Wis +10, Cha +16<!--/SavingThrows--> - **Skills** <!--Skills-->Insight +10, Perception +17, Persuasion +16, Stealth +9<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 27<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->24 (62000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> ## Special Features **_Amphibious_**. The dragon can breathe air and water. **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. _Hit_: 21 (2d10 + 10) piercing damage. **_Claw_**. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. _Hit_: 17 (2d6 + 10) slashing damage. **_Tail_**. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. _Hit_: 19 (2d8 + 10) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Fire Breath_**. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. **_Weakening Breath_**. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 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. **_Change Shape_**. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed. AltName: "[Dragon d'or vénérable](hd_monsters_dragon_dor_venerable.md)" Size: Gargantuan Type: dragon Alignment: lawful good ArmorClass: 22 (natural armor) HitPoints: 546 (28d20 + 252) Speed: 40 ft., fly 80 ft., swim 40 ft. Strength: 30 (+10) Dexterity: 14 (+2) Constitution: 29 (+9) Intelligence: 18 (+4) Wisdom: 17 (+3) Charisma: 28 (+9) SavingThrows: Dex +9, Con +16, Wis +10, Cha +16 Skills: Insight +10, Perception +17, Persuasion +16, Stealth +9 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages: Common, Draconic Challenge: 24 (62000 XP) DamageImmunities: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Young Gold Dragon dragon Large lawful good 18 (natural armor) 178 (17d10 + 85) 40 ft., fly 80 ft., swim 40 ft. Dex +6, Con +9, Wis +5, Cha +9 Insight +5, Perception +9, Persuasion +9, Stealth +6 fire blindsight 30 ft., darkvision 120 ft., passive Perception 19 Common, Draconic 10 (5900 XP) 23 (+6) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 20 (+5) monsters_vo.md#young-gold-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Jeune dragon d'or](hd_monsters_jeune_dragon_dor.md) Name: Young Gold Dragon Markdown: >+ # <!--Name-->Young Gold Dragon<!--/Name--> - CEO: <!--AltName-->[Jeune dragon d'or](hd_monsters_jeune_dragon_dor.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->178 (17d10 + 85)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 80 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->23 (+6)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->21 (+5)<!--/Constitution-->|<!--Intelligence-->16 (+3)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->20 (+5)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +6, Con +9, Wis +5, Cha +9<!--/SavingThrows--> - **Skills** <!--Skills-->Insight +5, Perception +9, Persuasion +9, Stealth +6<!--/Skills--> - **Senses** <!--Senses-->blindsight 30 ft., darkvision 120 ft., passive Perception 19<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->10 (5900 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> ## Special Features **_Amphibious_**. The dragon can breathe air and water. ## Actions **_Multiattack_**. The dragon makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. _Hit_: 17 (2d10 + 6) piercing damage. **_Claw_**. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. _Hit_: 13 (2d6 + 6) slashing damage. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Fire Breath_**. 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. **_Weakening Breath_**. 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. AltName: "[Jeune dragon d'or](hd_monsters_jeune_dragon_dor.md)" Size: Large Type: dragon Alignment: lawful good ArmorClass: 18 (natural armor) HitPoints: 178 (17d10 + 85) Speed: 40 ft., fly 80 ft., swim 40 ft. Strength: 23 (+6) Dexterity: 14 (+2) Constitution: 21 (+5) Intelligence: 16 (+3) Wisdom: 13 (+1) Charisma: 20 (+5) SavingThrows: Dex +6, Con +9, Wis +5, Cha +9 Skills: Insight +5, Perception +9, Persuasion +9, Stealth +6 Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 19 Languages: Common, Draconic Challenge: 10 (5900 XP) DamageImmunities: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Gold Dragon Wyrmling dragon Medium lawful good 17 (natural armor) 60 (8d8 + 24) 30 ft., fly 60 ft., swim 30 ft. Dex +4, Con +5, Wis +2, Cha +5 Perception +4, Stealth +4 fire blindsight 10 ft., darkvision 60 ft., passive Perception 14 Draconic 3 (700 XP) 19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 16 (+3) monsters_vo.md#gold-dragon-wyrmling monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragonnet d'or](hd_monsters_dragonnet_dor.md) Name: Gold Dragon Wyrmling Markdown: >+ # <!--Name-->Gold Dragon Wyrmling<!--/Name--> - CEO: <!--AltName-->[Dragonnet d'or](hd_monsters_dragonnet_dor.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->60 (8d8 + 24)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 60 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->16 (+3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +4, Con +5, Wis +2, Cha +5<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +4, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->blindsight 10 ft., darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Draconic<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> ## Special Features **_Amphibious_**. The dragon can breathe air and water. ## Actions **_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 9 (1d10 + 4) piercing damage. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Fire Breath_**. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. **_Weakening Breath_**. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 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. AltName: "[Dragonnet d'or](hd_monsters_dragonnet_dor.md)" Size: Medium Type: dragon Alignment: lawful good ArmorClass: 17 (natural armor) HitPoints: 60 (8d8 + 24) Speed: 30 ft., fly 60 ft., swim 30 ft. Strength: 19 (+4) Dexterity: 14 (+2) Constitution: 17 (+3) Intelligence: 14 (+2) Wisdom: 11 (+0) Charisma: 16 (+3) SavingThrows: Dex +4, Con +5, Wis +2, Cha +5 Skills: Perception +4, Stealth +4 Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages: Draconic Challenge: 3 (700 XP) DamageImmunities: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Adult Bronze Dragon dragon Huge lawful good 19 (natural armor) 212 (17d12 + 102) 40 ft., fly 80 ft., swim 40 ft. Dex +5, Con +11, Wis +7, Cha +9 Insight +7, Perception +12, Stealth +5 lightning blindsight 60 ft., darkvision 120 ft., passive Perception 22 Common, Draconic 15 (13000 XP) 25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) monsters_vo.md#adult-bronze-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon de bronze adulte](hd_monsters_dragon_de_bronze_adulte.md) Name: Adult Bronze Dragon Markdown: >+ # <!--Name-->Adult Bronze Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon de bronze adulte](hd_monsters_dragon_de_bronze_adulte.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->212 (17d12 + 102)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 80 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->25 (+7)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->23 (+6)<!--/Constitution-->|<!--Intelligence-->16 (+3)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->19 (+4)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +5, Con +11, Wis +7, Cha +9<!--/SavingThrows--> - **Skills** <!--Skills-->Insight +7, Perception +12, Stealth +5<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 22<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->15 (13000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->lightning<!--/DamageImmunities--> ## Special Features **_Amphibious_**. The dragon can breathe air and water. **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. _Hit_: 18 (2d10 + 7) piercing damage. **_Claw_**. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. _Hit_: 14 (2d6 + 7) slashing damage. **_Tail_**. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. _Hit_: 16 (2d8 + 7) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Lightning Breath_**. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. **_Repulsion Breath_**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. **_Change Shape_**. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. AltName: '[Dragon de bronze adulte](hd_monsters_dragon_de_bronze_adulte.md)' Size: Huge Type: dragon Alignment: lawful good ArmorClass: 19 (natural armor) HitPoints: 212 (17d12 + 102) Speed: 40 ft., fly 80 ft., swim 40 ft. Strength: 25 (+7) Dexterity: 10 (+0) Constitution: 23 (+6) Intelligence: 16 (+3) Wisdom: 15 (+2) Charisma: 19 (+4) SavingThrows: Dex +5, Con +11, Wis +7, Cha +9 Skills: Insight +7, Perception +12, Stealth +5 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages: Common, Draconic Challenge: 15 (13000 XP) DamageImmunities: lightning
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ancient Bronze Dragon dragon Gargantuan lawful good 22 (natural armor) 444 (24d20 + 192) 40 ft., fly 80 ft., swim 40 ft. Dex +7, Con +15, Wis +10, Cha +12 Insight +10, Perception +17, Stealth +7 lightning blindsight 60 ft., darkvision 120 ft., passive Perception 27 Common, Draconic 22 (41000 XP) 29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5) monsters_vo.md#ancient-bronze-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon de bronze vénérable](hd_monsters_dragon_de_bronze_venerable.md) Name: Ancient Bronze Dragon Markdown: >+ # <!--Name-->Ancient Bronze Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon de bronze vénérable](hd_monsters_dragon_de_bronze_venerable.md)<!--/AltName--> -  <!--Size-->Gargantuan<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->22 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->444 (24d20 + 192)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 80 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->29 (+9)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->27 (+8)<!--/Constitution-->|<!--Intelligence-->18 (+4)<!--/Intelligence-->|<!--Wisdom-->17 (+3)<!--/Wisdom-->|<!--Charisma-->21 (+5)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +7, Con +15, Wis +10, Cha +12<!--/SavingThrows--> - **Skills** <!--Skills-->Insight +10, Perception +17, Stealth +7<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 27<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->22 (41000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->lightning<!--/DamageImmunities--> ## Special Features **_Amphibious_**. The dragon can breathe air and water. **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. _Hit_: 20 (2d10 + 9) piercing damage. **_Claw_**. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. _Hit_: 16 (2d6 + 9) slashing damage. **_Tail_**. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. _Hit_: 18 (2d8 + 9) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Lightning Breath_**. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. **_Repulsion Breath_**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. **_Change Shape_**. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed. AltName: '[Dragon de bronze vénérable](hd_monsters_dragon_de_bronze_venerable.md)' Size: Gargantuan Type: dragon Alignment: lawful good ArmorClass: 22 (natural armor) HitPoints: 444 (24d20 + 192) Speed: 40 ft., fly 80 ft., swim 40 ft. Strength: 29 (+9) Dexterity: 10 (+0) Constitution: 27 (+8) Intelligence: 18 (+4) Wisdom: 17 (+3) Charisma: 21 (+5) SavingThrows: Dex +7, Con +15, Wis +10, Cha +12 Skills: Insight +10, Perception +17, Stealth +7 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages: Common, Draconic Challenge: 22 (41000 XP) DamageImmunities: lightning
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Young Bronze Dragon dragon Large lawful good 18 (natural armor) 142 (15d10 + 60) 40 ft., fly 80 ft., swim 40 ft. Dex +3, Con +7, Wis +4, Cha +6 Insight +4, Perception +7, Stealth +3 lightning blindsight 30 ft., darkvision 120 ft., passive Perception 17 Common, Draconic 8 (3900 XP) 21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3) monsters_vo.md#young-bronze-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Jeune dragon de bronze](hd_monsters_jeune_dragon_de_bronze.md) Name: Young Bronze Dragon Markdown: >+ # <!--Name-->Young Bronze Dragon<!--/Name--> - CEO: <!--AltName-->[Jeune dragon de bronze](hd_monsters_jeune_dragon_de_bronze.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->142 (15d10 + 60)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 80 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->21 (+5)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->19 (+4)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->17 (+3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +3, Con +7, Wis +4, Cha +6<!--/SavingThrows--> - **Skills** <!--Skills-->Insight +4, Perception +7, Stealth +3<!--/Skills--> - **Senses** <!--Senses-->blindsight 30 ft., darkvision 120 ft., passive Perception 17<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->8 (3900 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->lightning<!--/DamageImmunities--> ## Special Features **_Amphibious_**. The dragon can breathe air and water. ## Actions **_Multiattack_**. The dragon makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. _Hit_: 16 (2d10 + 5) piercing damage. **_Claw_**. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. _Hit_: 12 (2d6 + 5) slashing damage. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Lightning Breath_**. 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. **_Repulsion Breath_**. 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. AltName: '[Jeune dragon de bronze](hd_monsters_jeune_dragon_de_bronze.md)' Size: Large Type: dragon Alignment: lawful good ArmorClass: 18 (natural armor) HitPoints: 142 (15d10 + 60) Speed: 40 ft., fly 80 ft., swim 40 ft. Strength: 21 (+5) Dexterity: 10 (+0) Constitution: 19 (+4) Intelligence: 14 (+2) Wisdom: 13 (+1) Charisma: 17 (+3) SavingThrows: Dex +3, Con +7, Wis +4, Cha +6 Skills: Insight +4, Perception +7, Stealth +3 Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages: Common, Draconic Challenge: 8 (3900 XP) DamageImmunities: lightning
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Bronze Dragon Wyrmling dragon Medium lawful good 17 (natural armor) 32 (5d8 + 10) 30 ft., fly 60 ft., swim 30 ft. Dex +2, Con +4, Wis +2, Cha +4 Perception +4, Stealth +2 lightning blindsight 10 ft., darkvision 60 ft., passive Perception 14 Draconic 2 (450 XP) 17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2) monsters_vo.md#bronze-dragon-wyrmling monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragonnet de bronze](hd_monsters_dragonnet_de_bronze.md) Name: Bronze Dragon Wyrmling Markdown: >+ # <!--Name-->Bronze Dragon Wyrmling<!--/Name--> - CEO: <!--AltName-->[Dragonnet de bronze](hd_monsters_dragonnet_de_bronze.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->32 (5d8 + 10)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 60 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +2, Con +4, Wis +2, Cha +4<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +4, Stealth +2<!--/Skills--> - **Senses** <!--Senses-->blindsight 10 ft., darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Draconic<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->lightning<!--/DamageImmunities--> ## Special Features **_Amphibious_**. The dragon can breathe air and water. ## Actions **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 8 (1d10 + 3) piercing damage. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Lightning Breath_**. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. **_Repulsion Breath_**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. AltName: '[Dragonnet de bronze](hd_monsters_dragonnet_de_bronze.md)' Size: Medium Type: dragon Alignment: lawful good ArmorClass: 17 (natural armor) HitPoints: 32 (5d8 + 10) Speed: 30 ft., fly 60 ft., swim 30 ft. Strength: 17 (+3) Dexterity: 10 (+0) Constitution: 15 (+2) Intelligence: 12 (+1) Wisdom: 11 (+0) Charisma: 15 (+2) SavingThrows: Dex +2, Con +4, Wis +2, Cha +4 Skills: Perception +4, Stealth +2 Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages: Draconic Challenge: 2 (450 XP) DamageImmunities: lightning
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Adult Copper Dragon dragon Huge chaotic good 18 (natural armor) 184 (16d12 + 80) 40 ft., climb 40 ft., fly 80 ft. Dex +6, Con +10, Wis +7, Cha +8 Deception +8, Perception +12, Stealth +6 acid blindsight 60 ft., darkvision 120 ft., passive Perception 22 Common, Draconic 14 (11500 XP) 23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3) monsters_vo.md#adult-copper-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon de cuivre adulte](hd_monsters_dragon_de_cuivre_adulte.md) Name: Adult Copper Dragon Markdown: >+ # <!--Name-->Adult Copper Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon de cuivre adulte](hd_monsters_dragon_de_cuivre_adulte.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->184 (16d12 + 80)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., climb 40 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->23 (+6)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->21 (+5)<!--/Constitution-->|<!--Intelligence-->18 (+4)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->17 (+3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +6, Con +10, Wis +7, Cha +8<!--/SavingThrows--> - **Skills** <!--Skills-->Deception +8, Perception +12, Stealth +6<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 22<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->14 (11500 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->acid<!--/DamageImmunities--> ## Special Features **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. _Hit_: 17 (2d10 + 6) piercing damage. **_Claw_**. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. _Hit_: 13 (2d6 + 6) slashing damage. **_Tail_**. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. _Hit_: 15 (2d8 + 6) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Acid Breath_**. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. **_Slowing Breath_**. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 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. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed. AltName: '[Dragon de cuivre adulte](hd_monsters_dragon_de_cuivre_adulte.md)' Size: Huge Type: dragon Alignment: chaotic good ArmorClass: 18 (natural armor) HitPoints: 184 (16d12 + 80) Speed: 40 ft., climb 40 ft., fly 80 ft. Strength: 23 (+6) Dexterity: 12 (+1) Constitution: 21 (+5) Intelligence: 18 (+4) Wisdom: 15 (+2) Charisma: 17 (+3) SavingThrows: Dex +6, Con +10, Wis +7, Cha +8 Skills: Deception +8, Perception +12, Stealth +6 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages: Common, Draconic Challenge: 14 (11500 XP) DamageImmunities: acid
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ancient Copper Dragon dragon Gargantuan chaotic good 21 (natural armor) 350 (20d20 + 140) 40 ft., climb 40 ft., fly 80 ft. Dex +8, Con +14, Wis +10, Cha +11 Deception +11, Perception +17, Stealth +8 acid blindsight 60 ft., darkvision 120 ft., passive Perception 27 Common, Draconic 21 (33000 XP) 27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4) monsters_vo.md#ancient-copper-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon de cuivre vénérable](hd_monsters_dragon_de_cuivre_venerable.md) Name: Ancient Copper Dragon Markdown: >+ # <!--Name-->Ancient Copper Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon de cuivre vénérable](hd_monsters_dragon_de_cuivre_venerable.md)<!--/AltName--> -  <!--Size-->Gargantuan<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->21 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->350 (20d20 + 140)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., climb 40 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->27 (+8)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->25 (+7)<!--/Constitution-->|<!--Intelligence-->20 (+5)<!--/Intelligence-->|<!--Wisdom-->17 (+3)<!--/Wisdom-->|<!--Charisma-->19 (+4)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +8, Con +14, Wis +10, Cha +11<!--/SavingThrows--> - **Skills** <!--Skills-->Deception +11, Perception +17, Stealth +8<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 27<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->21 (33000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->acid<!--/DamageImmunities--> ## Special Features **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. _Hit_: 19 (2d10 + 8) piercing damage. **_Claw_**. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. _Hit_: 15 (2d6 + 8) slashing damage. **_Tail_**. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. _Hit_: 17 (2d8 + 8) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Acid Breath_**. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. **_Slowing Breath_**. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 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. **_Change Shape_**. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed. AltName: '[Dragon de cuivre vénérable](hd_monsters_dragon_de_cuivre_venerable.md)' Size: Gargantuan Type: dragon Alignment: chaotic good ArmorClass: 21 (natural armor) HitPoints: 350 (20d20 + 140) Speed: 40 ft., climb 40 ft., fly 80 ft. Strength: 27 (+8) Dexterity: 12 (+1) Constitution: 25 (+7) Intelligence: 20 (+5) Wisdom: 17 (+3) Charisma: 19 (+4) SavingThrows: Dex +8, Con +14, Wis +10, Cha +11 Skills: Deception +11, Perception +17, Stealth +8 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages: Common, Draconic Challenge: 21 (33000 XP) DamageImmunities: acid
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Young Copper Dragon dragon Large chaotic good 17 (natural armor) 119 (14d10 + 42) 40 ft., climb 40 ft., fly 80 ft. Dex +4, Con +6, Wis +4, Cha +5 Deception +5, Perception +7, Stealth +4 acid blindsight 30 ft., darkvision 120 ft., passive Perception 17 Common, Draconic 7 (2900 XP) 19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2) monsters_vo.md#young-copper-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Jeune dragon de cuivre](hd_monsters_jeune_dragon_de_cuivre.md) Name: Young Copper Dragon Markdown: >+ # <!--Name-->Young Copper Dragon<!--/Name--> - CEO: <!--AltName-->[Jeune dragon de cuivre](hd_monsters_jeune_dragon_de_cuivre.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->119 (14d10 + 42)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., climb 40 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence-->16 (+3)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +4, Con +6, Wis +4, Cha +5<!--/SavingThrows--> - **Skills** <!--Skills-->Deception +5, Perception +7, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->blindsight 30 ft., darkvision 120 ft., passive Perception 17<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->7 (2900 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->acid<!--/DamageImmunities--> ## Special Features **_Multiattack_**. The dragon makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. _Hit_: 15 (2d10 + 4) piercing damage. **_Claw_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) slashing damage. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Acid Breath_**. 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. **_Slowing Breath_**. 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. AltName: '[Jeune dragon de cuivre](hd_monsters_jeune_dragon_de_cuivre.md)' Size: Large Type: dragon Alignment: chaotic good ArmorClass: 17 (natural armor) HitPoints: 119 (14d10 + 42) Speed: 40 ft., climb 40 ft., fly 80 ft. Strength: 19 (+4) Dexterity: 12 (+1) Constitution: 17 (+3) Intelligence: 16 (+3) Wisdom: 13 (+1) Charisma: 15 (+2) SavingThrows: Dex +4, Con +6, Wis +4, Cha +5 Skills: Deception +5, Perception +7, Stealth +4 Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages: Common, Draconic Challenge: 7 (2900 XP) DamageImmunities: acid
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Copper Dragon Wyrmling dragon Medium chaotic good 16 (natural armor) 22 (4d8 + 4) 30 ft., climb 30 ft., fly 60 ft. Dex +3, Con +3, Wis +2, Cha +3 Perception +4, Stealth +3 acid blindsight 10 ft., darkvision 60 ft., passive Perception 14 Draconic 1 (200 XP) 15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1) monsters_vo.md#copper-dragon-wyrmling monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragonnet de cuivre](hd_monsters_dragonnet_de_cuivre.md) Name: Copper Dragon Wyrmling Markdown: >+ # <!--Name-->Copper Dragon Wyrmling<!--/Name--> - CEO: <!--AltName-->[Dragonnet de cuivre](hd_monsters_dragonnet_de_cuivre.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->16 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (4d8 + 4)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., climb 30 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->13 (+1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +3, Con +3, Wis +2, Cha +3<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +4, Stealth +3<!--/Skills--> - **Senses** <!--Senses-->blindsight 10 ft., darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Draconic<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->acid<!--/DamageImmunities--> ## Special Features **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 7 (1d10 + 2) piercing damage. **_Breath Weapons (Recharge 5-6)_**. The dragon uses one of the following breath weapons. **_Acid Breath_**. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. **_Slowing Breath_**. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 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. AltName: '[Dragonnet de cuivre](hd_monsters_dragonnet_de_cuivre.md)' Size: Medium Type: dragon Alignment: chaotic good ArmorClass: 16 (natural armor) HitPoints: 22 (4d8 + 4) Speed: 30 ft., climb 30 ft., fly 60 ft. Strength: 15 (+2) Dexterity: 12 (+1) Constitution: 13 (+1) Intelligence: 14 (+2) Wisdom: 11 (+0) Charisma: 13 (+1) SavingThrows: Dex +3, Con +3, Wis +2, Cha +3 Skills: Perception +4, Stealth +3 Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages: Draconic Challenge: 1 (200 XP) DamageImmunities: acid
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Adult Black Dragon dragon Huge chaotic evil 19 (natural armor) 195 (17d12 + 85) 40 ft., fly 80 ft., swim 40 ft. Dex +7, Con +10, Wis +6, Cha +8 Perception +11, Stealth +7 acid blindsight 60 ft., darkvision 120 ft., passive Perception 21 Common, Draconic 14 (11500 XP) 23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3) monsters_vo.md#adult-black-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon noir adulte](hd_monsters_dragon_noir_adulte.md) Name: Adult Black Dragon Markdown: >+ # <!--Name-->Adult Black Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon noir adulte](hd_monsters_dragon_noir_adulte.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->195 (17d12 + 85)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 80 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->23 (+6)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->21 (+5)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->17 (+3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +7, Con +10, Wis +6, Cha +8<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +11, Stealth +7<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 21<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->14 (11500 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->acid<!--/DamageImmunities--> ## Special Features **_Amphibious_**. The dragon can breathe air and water. **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. _Hit_: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage. **_Claw_**. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. _Hit_: 13 (2d6 + 6) slashing damage. **_Tail_**. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. _Hit_: 15 (2d8 + 6) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Acid Breath (Recharge 5-6)_**. The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. AltName: '[Dragon noir adulte](hd_monsters_dragon_noir_adulte.md)' Size: Huge Type: dragon Alignment: chaotic evil ArmorClass: 19 (natural armor) HitPoints: 195 (17d12 + 85) Speed: 40 ft., fly 80 ft., swim 40 ft. Strength: 23 (+6) Dexterity: 14 (+2) Constitution: 21 (+5) Intelligence: 14 (+2) Wisdom: 13 (+1) Charisma: 17 (+3) SavingThrows: Dex +7, Con +10, Wis +6, Cha +8 Skills: Perception +11, Stealth +7 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages: Common, Draconic Challenge: 14 (11500 XP) DamageImmunities: acid
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ancient Black Dragon dragon Gargantuan chaotic evil 22 (natural armor) 367 (21d20 + 147) 40 ft., fly 80 ft., swim 40 ft. Dex +9, Con +14, Wis +9, Cha +11 Perception +16, Stealth +9 acid blindsight 60 ft., darkvision 120 ft., passive Perception 26 Common, Draconic 21 (33000 XP) 27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4) monsters_vo.md#ancient-black-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon noir vénérable](hd_monsters_dragon_noir_venerable.md) Name: Ancient Black Dragon Markdown: >+ # <!--Name-->Ancient Black Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon noir vénérable](hd_monsters_dragon_noir_venerable.md)<!--/AltName--> -  <!--Size-->Gargantuan<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->22 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->367 (21d20 + 147)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 80 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->27 (+8)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->25 (+7)<!--/Constitution-->|<!--Intelligence-->16 (+3)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->19 (+4)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +9, Con +14, Wis +9, Cha +11<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +16, Stealth +9<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 26<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->21 (33000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->acid<!--/DamageImmunities--> ## Special Features **_Amphibious_**. The dragon can breathe air and water. **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. _Hit_: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. **_Claw_**. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. _Hit_: 15 (2d6 + 8) slashing damage. **_Tail_**. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. _Hit_: 17 (2d8 + 8) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Acid Breath (Recharge 5-6)_**. The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed. AltName: '[Dragon noir vénérable](hd_monsters_dragon_noir_venerable.md)' Size: Gargantuan Type: dragon Alignment: chaotic evil ArmorClass: 22 (natural armor) HitPoints: 367 (21d20 + 147) Speed: 40 ft., fly 80 ft., swim 40 ft. Strength: 27 (+8) Dexterity: 14 (+2) Constitution: 25 (+7) Intelligence: 16 (+3) Wisdom: 15 (+2) Charisma: 19 (+4) SavingThrows: Dex +9, Con +14, Wis +9, Cha +11 Skills: Perception +16, Stealth +9 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages: Common, Draconic Challenge: 21 (33000 XP) DamageImmunities: acid
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Young Black Dragon dragon Large chaotic evil 18 (natural armor) 127 (15d10 + 45) 40 ft., fly 80 ft., swim 40 ft. Dex +5, Con +6, Wis +3, Cha +5 Perception +6, Stealth +5 acid blindsight 30 ft., darkvision 120 ft., passive Perception 16 Common, Draconic 7 (2900 XP) 19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2) monsters_vo.md#young-black-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Jeune dragon noir](hd_monsters_jeune_dragon_noir.md) Name: Young Black Dragon Markdown: >+ # <!--Name-->Young Black Dragon<!--/Name--> - CEO: <!--AltName-->[Jeune dragon noir](hd_monsters_jeune_dragon_noir.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->127 (15d10 + 45)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 80 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +5, Con +6, Wis +3, Cha +5<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +6, Stealth +5<!--/Skills--> - **Senses** <!--Senses-->blindsight 30 ft., darkvision 120 ft., passive Perception 16<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->7 (2900 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->acid<!--/DamageImmunities--> ## Special Features **_Amphibious_**. The dragon can breathe air and water. ## Actions **_Multiattack_**. The dragon makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. _Hit_: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage. **_Claw_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) slashing damage. **_Acid Breath (Recharge 5-6)_**. The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. AltName: '[Jeune dragon noir](hd_monsters_jeune_dragon_noir.md)' Size: Large Type: dragon Alignment: chaotic evil ArmorClass: 18 (natural armor) HitPoints: 127 (15d10 + 45) Speed: 40 ft., fly 80 ft., swim 40 ft. Strength: 19 (+4) Dexterity: 14 (+2) Constitution: 17 (+3) Intelligence: 12 (+1) Wisdom: 11 (+0) Charisma: 15 (+2) SavingThrows: Dex +5, Con +6, Wis +3, Cha +5 Skills: Perception +6, Stealth +5 Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages: Common, Draconic Challenge: 7 (2900 XP) DamageImmunities: acid
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Black Dragon Wyrmling dragon Medium chaotic evil 17 (natural armor) 33 (6d8 + 6) 30 ft., fly 60 ft., swim 30 ft. Dex +4, Con +3, Wis +2, Cha +3 Perception +4, Stealth +4 acid blindsight 10 ft., darkvision 60 ft., passive Perception 14 Draconic 2 (450 XP) 15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1) monsters_vo.md#black-dragon-wyrmling monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragonnet noir](hd_monsters_dragonnet_noir.md) Name: Black Dragon Wyrmling Markdown: >+ # <!--Name-->Black Dragon Wyrmling<!--/Name--> - CEO: <!--AltName-->[Dragonnet noir](hd_monsters_dragonnet_noir.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->33 (6d8 + 6)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 60 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->13 (+1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +4, Con +3, Wis +2, Cha +3<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +4, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->blindsight 10 ft., darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Draconic<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->acid<!--/DamageImmunities--> ## Special Features **_Amphibious_**. The dragon can breathe air and water. ## Actions **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage. **_Acid Breath (Recharge 56)_**. The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. AltName: '[Dragonnet noir](hd_monsters_dragonnet_noir.md)' Size: Medium Type: dragon Alignment: chaotic evil ArmorClass: 17 (natural armor) HitPoints: 33 (6d8 + 6) Speed: 30 ft., fly 60 ft., swim 30 ft. Strength: 15 (+2) Dexterity: 14 (+2) Constitution: 13 (+1) Intelligence: 10 (+0) Wisdom: 11 (+0) Charisma: 13 (+1) SavingThrows: Dex +4, Con +3, Wis +2, Cha +3 Skills: Perception +4, Stealth +4 Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages: Draconic Challenge: 2 (450 XP) DamageImmunities: acid
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Adult Red Dragon dragon Huge chaotic evil 19 (natural armor) 256 (19d12 + 133) 40 ft., climb 40 ft., fly 80 ft. Dex +6, Con +13, Wis +7, Cha +11 Perception +13, Stealth +6 fire blindsight 60 ft., darkvision 120 ft., passive Perception 23 Common, Draconic 17 (18000 XP) 27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) monsters_vo.md#adult-red-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon rouge adulte](hd_monsters_dragon_rouge_adulte.md) Name: Adult Red Dragon Markdown: >+ # <!--Name-->Adult Red Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon rouge adulte](hd_monsters_dragon_rouge_adulte.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->256 (19d12 + 133)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., climb 40 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->27 (+8)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->25 (+7)<!--/Constitution-->|<!--Intelligence-->16 (+3)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->21 (+5)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +6, Con +13, Wis +7, Cha +11<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +13, Stealth +6<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 23<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->17 (18000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> ## Special Features **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. _Hit_: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. **_Claw_**. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. _Hit_: 15 (2d6 + 8) slashing damage. **_Tail_**. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. _Hit_: 17 (2d8 + 8) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Fire Breath (Recharge 5-6)_**. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. AltName: '[Dragon rouge adulte](hd_monsters_dragon_rouge_adulte.md)' Size: Huge Type: dragon Alignment: chaotic evil ArmorClass: 19 (natural armor) HitPoints: 256 (19d12 + 133) Speed: 40 ft., climb 40 ft., fly 80 ft. Strength: 27 (+8) Dexterity: 10 (+0) Constitution: 25 (+7) Intelligence: 16 (+3) Wisdom: 13 (+1) Charisma: 21 (+5) SavingThrows: Dex +6, Con +13, Wis +7, Cha +11 Skills: Perception +13, Stealth +6 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 23 Languages: Common, Draconic Challenge: 17 (18000 XP) DamageImmunities: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ancient Red Dragon dragon Gargantuan chaotic evil 22 (natural armor) 546 (28d20 + 252) 40 ft., climb 40 ft., fly 80 ft. Dex +7, Con +16, Wis +9, Cha +13 Perception +16, Stealth +7 fire blindsight 60 ft., darkvision 120 ft., passive Perception 26 Common, Draconic 24 (62000 XP) 30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) monsters_vo.md#ancient-red-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon rouge vénérable](hd_monsters_dragon_rouge_venerable.md) Name: Ancient Red Dragon Markdown: >+ # <!--Name-->Ancient Red Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon rouge vénérable](hd_monsters_dragon_rouge_venerable.md)<!--/AltName--> -  <!--Size-->Gargantuan<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->22 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->546 (28d20 + 252)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., climb 40 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->30 (+10)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->29 (+9)<!--/Constitution-->|<!--Intelligence-->18 (+4)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->23 (+6)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +7, Con +16, Wis +9, Cha +13<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +16, Stealth +7<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 26<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->24 (62000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> ## Special Features **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weopon Attack: +17 to hit, reach 15 ft., one target. _Hit_: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. **_Claw_**. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. _Hit_: 17 (2d6 + 10) slashing damage. **_Tail_**. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. _Hit_: 19 (2d8 + 10) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Fire Breath (Recharge 5-6)_**. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 actions)_**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. AltName: '[Dragon rouge vénérable](hd_monsters_dragon_rouge_venerable.md)' Size: Gargantuan Type: dragon Alignment: chaotic evil ArmorClass: 22 (natural armor) HitPoints: 546 (28d20 + 252) Speed: 40 ft., climb 40 ft., fly 80 ft. Strength: 30 (+10) Dexterity: 10 (+0) Constitution: 29 (+9) Intelligence: 18 (+4) Wisdom: 15 (+2) Charisma: 23 (+6) SavingThrows: Dex +7, Con +16, Wis +9, Cha +13 Skills: Perception +16, Stealth +7 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages: Common, Draconic Challenge: 24 (62000 XP) DamageImmunities: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Young Red Dragon dragon Large chaotic evil 18 (natural armor) 178 (17d10 + 85) 40 ft., climb 40 ft., fly 80 ft. Dex +4, Con +9, Wis +4, Cha +8 Perception +8, Stealth +4 fire blindsight 30 ft., darkvision 120 ft., passive Perception 18 Common, Draconic 10 (5900 XP) 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) monsters_vo.md#young-red-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Jeune dragon rouge](hd_monsters_jeune_dragon_rouge.md) Name: Young Red Dragon Markdown: >+ # <!--Name-->Young Red Dragon<!--/Name--> - CEO: <!--AltName-->[Jeune dragon rouge](hd_monsters_jeune_dragon_rouge.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->178 (17d10 + 85)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., climb 40 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->23 (+6)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->21 (+5)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->19 (+4)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +4, Con +9, Wis +4, Cha +8<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +8, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->blindsight 30 ft., darkvision 120 ft., passive Perception 18<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->10 (5900 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> ## Special Features **_Multiattack_**. The dragon makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. _Hit_: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. **_Claw_**. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. _Hit_: 13 (2d6 + 6) slashing damage. **_Fire Breath (Recharge 5-6)_**. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. AltName: '[Jeune dragon rouge](hd_monsters_jeune_dragon_rouge.md)' Size: Large Type: dragon Alignment: chaotic evil ArmorClass: 18 (natural armor) HitPoints: 178 (17d10 + 85) Speed: 40 ft., climb 40 ft., fly 80 ft. Strength: 23 (+6) Dexterity: 10 (+0) Constitution: 21 (+5) Intelligence: 14 (+2) Wisdom: 11 (+0) Charisma: 19 (+4) SavingThrows: Dex +4, Con +9, Wis +4, Cha +8 Skills: Perception +8, Stealth +4 Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 18 Languages: Common, Draconic Challenge: 10 (5900 XP) DamageImmunities: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Red Dragon Wyrmling dragon Medium chaotic evil 17 (natural armor) 75 (10d8 + 30) 30 ft., climb 30 ft., fly 60 ft. Dex +2, Con +5, Wis +2, Cha +4 Perception +4, Stealth +2 fire blindsight 10 ft., darkvision 60 ft., passive Perception 14 Draconic 4 (1100 XP) 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) monsters_vo.md#red-dragon-wyrmling monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragonnet rouge](hd_monsters_dragonnet_rouge.md) Name: Red Dragon Wyrmling Markdown: >+ # <!--Name-->Red Dragon Wyrmling<!--/Name--> - CEO: <!--AltName-->[Dragonnet rouge](hd_monsters_dragonnet_rouge.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->75 (10d8 + 30)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., climb 30 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +2, Con +5, Wis +2, Cha +4<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +4, Stealth +2<!--/Skills--> - **Senses** <!--Senses-->blindsight 10 ft., darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Draconic<!--/Languages--> - **Challenge** <!--Challenge-->4 (1100 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> ## Special Features **_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. **_Fire Breath (Recharge 5-6)_**. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. AltName: '[Dragonnet rouge](hd_monsters_dragonnet_rouge.md)' Size: Medium Type: dragon Alignment: chaotic evil ArmorClass: 17 (natural armor) HitPoints: 75 (10d8 + 30) Speed: 30 ft., climb 30 ft., fly 60 ft. Strength: 19 (+4) Dexterity: 10 (+0) Constitution: 17 (+3) Intelligence: 12 (+1) Wisdom: 11 (+0) Charisma: 15 (+2) SavingThrows: Dex +2, Con +5, Wis +2, Cha +4 Skills: Perception +4, Stealth +2 Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages: Draconic Challenge: 4 (1100 XP) DamageImmunities: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Adult Green Dragon dragon Huge lawful evil 19 (natural armor) 207 (18d12 + 90) 40 ft., fly 80 ft., swim 40 ft. Dex +6, Con +10, Wis +7, Cha +8 Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 poison poisoned blindsight 60 ft., darkvision 120 ft., passive Perception 22 Common, Draconic 15 (13000 XP) 23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3) monsters_vo.md#adult-green-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon vert adulte](hd_monsters_dragon_vert_adulte.md) Name: Adult Green Dragon Markdown: >+ # <!--Name-->Adult Green Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon vert adulte](hd_monsters_dragon_vert_adulte.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->207 (18d12 + 90)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 80 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->23 (+6)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->21 (+5)<!--/Constitution-->|<!--Intelligence-->18 (+4)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->17 (+3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +6, Con +10, Wis +7, Cha +8<!--/SavingThrows--> - **Skills** <!--Skills-->Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 22<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->15 (13000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Amphibious_**. The dragon can breathe air and water. **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. _Hit_: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage. **_Claw_**. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. _Hit_: 13 (2d6 + 6) slashing damage. **_Tail_**. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. _Hit_: 15 (2d8 + 6) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Poison Breath (Recharge 5-6)_**. The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. AltName: '[Dragon vert adulte](hd_monsters_dragon_vert_adulte.md)' Size: Huge Type: dragon Alignment: lawful evil ArmorClass: 19 (natural armor) HitPoints: 207 (18d12 + 90) Speed: 40 ft., fly 80 ft., swim 40 ft. Strength: 23 (+6) Dexterity: 12 (+1) Constitution: 21 (+5) Intelligence: 18 (+4) Wisdom: 15 (+2) Charisma: 17 (+3) SavingThrows: Dex +6, Con +10, Wis +7, Cha +8 Skills: Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages: Common, Draconic Challenge: 15 (13000 XP) DamageImmunities: poison ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ancient Green Dragon dragon Gargantuan lawful evil 21 (natural armor) 385 (22d20 + 154) 40 ft., fly 80 ft., swim 40 ft. Dex +8, Con +14, Wis +10, Cha +11 Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8 poison poisoned blindsight 60 ft., darkvision 120 ft., passive Perception 27 Common, Draconic 22 (41000 XP) 27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4) monsters_vo.md#ancient-green-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon vert vénérable](hd_monsters_dragon_vert_venerable.md) Name: Ancient Green Dragon Markdown: >+ # <!--Name-->Ancient Green Dragon<!--/Name--> - CEO: <!--AltName-->[Dragon vert vénérable](hd_monsters_dragon_vert_venerable.md)<!--/AltName--> -  <!--Size-->Gargantuan<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->21 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->385 (22d20 + 154)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 80 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->27 (+8)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->25 (+7)<!--/Constitution-->|<!--Intelligence-->20 (+5)<!--/Intelligence-->|<!--Wisdom-->17 (+3)<!--/Wisdom-->|<!--Charisma-->19 (+4)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +8, Con +14, Wis +10, Cha +11<!--/SavingThrows--> - **Skills** <!--Skills-->Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., darkvision 120 ft., passive Perception 27<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->22 (41000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Amphibious_**. The dragon can breathe air and water. **_Legendary Resistance (3/Day)_**. If the dragon fails a saving throw, it can choose to succeed instead. ## Actions **_Multiattack_**. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. _Hit_: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. **_Claw_**. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. _Hit_: 22 (4d6 + 8) slashing damage. **_Tail_**. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. _Hit_: 17 (2d8 + 8) bludgeoning damage. **_Frightful Presence_**. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. **_Poison Breath (Recharge 5-6)_**. The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. ## Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. **_Detect_**. The dragon makes a Wisdom (Perception) check. **_Tail Attack_**. The dragon makes a tail attack. **_Wing Attack (Costs 2 Actions)_**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed. AltName: '[Dragon vert vénérable](hd_monsters_dragon_vert_venerable.md)' Size: Gargantuan Type: dragon Alignment: lawful evil ArmorClass: 21 (natural armor) HitPoints: 385 (22d20 + 154) Speed: 40 ft., fly 80 ft., swim 40 ft. Strength: 27 (+8) Dexterity: 12 (+1) Constitution: 25 (+7) Intelligence: 20 (+5) Wisdom: 17 (+3) Charisma: 19 (+4) SavingThrows: Dex +8, Con +14, Wis +10, Cha +11 Skills: Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8 Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages: Common, Draconic Challenge: 22 (41000 XP) DamageImmunities: poison ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Young Green Dragon dragon Large lawful evil 18 (natural armor) 136 (16d10 + 48) 40 ft., fly 80 ft., swim 40 ft. Dex +4, Con +6, Wis +4, Cha +5 Deception +5, Perception +7, Stealth +4 poison poisoned blindsight 30 ft., darkvision 120 ft., passive Perception 17 Common, Draconic 8 (3900 XP) 19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2) monsters_vo.md#young-green-dragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Jeune dragon vert](hd_monsters_jeune_dragon_vert.md) Name: Young Green Dragon Markdown: >+ # <!--Name-->Young Green Dragon<!--/Name--> - CEO: <!--AltName-->[Jeune dragon vert](hd_monsters_jeune_dragon_vert.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->136 (16d10 + 48)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 80 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence-->16 (+3)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +4, Con +6, Wis +4, Cha +5<!--/SavingThrows--> - **Skills** <!--Skills-->Deception +5, Perception +7, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->blindsight 30 ft., darkvision 120 ft., passive Perception 17<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->8 (3900 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Amphibious_**. The dragon can breathe air and water. ## Actions **_Multiattack_**. The dragon makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. _Hit_: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. **_Claw_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) slashing damage. **_Poison Breath (Recharge 5-6)_**. 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. AltName: '[Jeune dragon vert](hd_monsters_jeune_dragon_vert.md)' Size: Large Type: dragon Alignment: lawful evil ArmorClass: 18 (natural armor) HitPoints: 136 (16d10 + 48) Speed: 40 ft., fly 80 ft., swim 40 ft. Strength: 19 (+4) Dexterity: 12 (+1) Constitution: 17 (+3) Intelligence: 16 (+3) Wisdom: 13 (+1) Charisma: 15 (+2) SavingThrows: Dex +4, Con +6, Wis +4, Cha +5 Skills: Deception +5, Perception +7, Stealth +4 Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages: Common, Draconic Challenge: 8 (3900 XP) DamageImmunities: poison ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Green Dragon Wyrmling dragon Medium lawful evil 17 (natural armor) 38 (7d8 + 7) 30 ft., fly 60 ft., swim 30 ft. Dex +3, Con +3, Wis +2, Cha +3 Perception +4, Stealth +3 poison poisoned blindsight 10 ft., darkvision 60 ft., passive Perception 14 Draconic 2 (450 XP) 15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1) monsters_vo.md#green-dragon-wyrmling monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragonnet vert](hd_monsters_dragonnet_vert.md) Name: Green Dragon Wyrmling Markdown: >+ # <!--Name-->Green Dragon Wyrmling<!--/Name--> - CEO: <!--AltName-->[Dragonnet vert](hd_monsters_dragonnet_vert.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->38 (7d8 + 7)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 60 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->13 (+1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +3, Con +3, Wis +2, Cha +3<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +4, Stealth +3<!--/Skills--> - **Senses** <!--Senses-->blindsight 10 ft., darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Draconic<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Amphibious_**. The dragon can breathe air and water. ## Actions **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage. **_Poison Breath (Recharge 5-6)_**. The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. AltName: '[Dragonnet vert](hd_monsters_dragonnet_vert.md)' Size: Medium Type: dragon Alignment: lawful evil ArmorClass: 17 (natural armor) HitPoints: 38 (7d8 + 7) Speed: 30 ft., fly 60 ft., swim 30 ft. Strength: 15 (+2) Dexterity: 12 (+1) Constitution: 13 (+1) Intelligence: 14 (+2) Wisdom: 11 (+0) Charisma: 13 (+1) SavingThrows: Dex +3, Con +3, Wis +2, Cha +3 Skills: Perception +4, Stealth +3 Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages: Draconic Challenge: 2 (450 XP) DamageImmunities: poison ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageResistances Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Dragon Turtle dragon Gargantuan neutral 20 (natural armor) 341 (22d20 + 110) 20 ft., swim 40 ft. Dex +6, Con +11, Wis +7 fire darkvision 120 ft., passive Perception 11 Aquan, Draconic 17 (18000 XP) 25 (+7) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 12 (+1) monsters_vo.md#dragon-turtle monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dragon-tortue](hd_monsters_dragon_tortue.md) Name: Dragon Turtle Markdown: >+ # <!--Name-->Dragon Turtle<!--/Name--> - CEO: <!--AltName-->[Dragon-tortue](hd_monsters_dragon_tortue.md)<!--/AltName--> -  <!--Size-->Gargantuan<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->20 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->341 (22d20 + 110)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->25 (+7)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->20 (+5)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +6, Con +11, Wis +7<!--/SavingThrows--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->Aquan, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->17 (18000 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->fire<!--/DamageResistances--> ## Special Features **_Amphibious_**. The dragon turtle can breathe air and water. ## Actions **_Multiattack_**. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. **_Bite_**. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. _Hit_: 26 (3d12 + 7) piercing damage. **_Claw_**. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. _Hit_: 16 (2d8 + 7) slashing damage. **_Tail_**. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. _Hit_: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. **_Steam Breath (Recharge 5-6)_**. The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d 6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. AltName: '[Dragon-tortue](hd_monsters_dragon_tortue.md)' Size: Gargantuan Type: dragon Alignment: neutral ArmorClass: 20 (natural armor) HitPoints: 341 (22d20 + 110) Speed: 20 ft., swim 40 ft. Strength: 25 (+7) Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 12 (+1) SavingThrows: Dex +6, Con +11, Wis +7 Senses: darkvision 120 ft., passive Perception 11 Languages: Aquan, Draconic Challenge: 17 (18000 XP) DamageResistances: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Dretch fiend (demon) Small chaotic evil 11 (natural armor) 18 (4d6 + 4) 20 ft. cold, fire, lightning poison poisoned darkvision 60 ft., passive Perception 9 Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) 1/4 (50 XP) 11 (+0) 11 (+0) 12 (+1) 5 (-3) 8 (-1) 3 (-4) monsters_vo.md#dretch monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dretch](hd_monsters_dretch.md) Name: Dretch Markdown: >+ # <!--Name-->Dretch<!--/Name--> - CEO: <!--AltName-->[Dretch](hd_monsters_dretch.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->fiend (demon)<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->18 (4d6 + 4)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->11 (+0)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 5 (-3)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 9<!--/Senses--> - **Languages** <!--Languages-->Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold, fire, lightning<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Multiattack_**. The dretch makes two attacks: one with its bite and one with its claws. **_Bite_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. _Hit_: 3 (1d6) piercing damage. **_Claws_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. _Hit_: 5 (2d4) slashing damage. **_Fetid Cloud (1/Day)_**. A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. AltName: '[Dretch](hd_monsters_dretch.md)' Size: Small Type: fiend (demon) Alignment: chaotic evil ArmorClass: 11 (natural armor) HitPoints: 18 (4d6 + 4) Speed: 20 ft. Strength: 11 (+0) Dexterity: 11 (+0) Constitution: 12 (+1) Intelligence: ' 5 (-3)' Wisdom: ' 8 (-1)' Charisma: ' 3 (-4)' Senses: darkvision 60 ft., passive Perception 9 Languages: Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) Challenge: 1/4 (50 XP) DamageImmunities: poison DamageResistances: cold, fire, lightning ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Drider monstrosity Large chaotic evil 19 (natural armor) 123 (13d10 + 52) 30 ft., climb 30 ft. Perception +5, Stealth +9 darkvision 120 ft., passive Perception 15 Elvish, Undercommon 6 (2300 XP) 16 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 12 (+1) monsters_vo.md#drider monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Drider](hd_monsters_drider.md) Name: Drider Markdown: >+ # <!--Name-->Drider<!--/Name--> - CEO: <!--AltName-->[Drider](hd_monsters_drider.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->123 (13d10 + 52)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., climb 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence-->13 (+1)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +5, Stealth +9<!--/Skills--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 15<!--/Senses--> - **Languages** <!--Languages-->Elvish, Undercommon<!--/Languages--> - **Challenge** <!--Challenge-->6 (2300 XP)<!--/Challenge--> ## Special Features **_Fey Ancestry_**. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. **_Innate Spellcasting_**. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: At will: _[dancing lights](srd_spells_dancing_lights.md)_ 1/day each: _[darkness](srd_spells_darkness.md)_, _[faerie fire](srd_spells_faerie_fire.md)_ **_Spider Climb_**. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **_Sunlight Sensitivity_**. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. **_Web Walker_**. The drider ignores movement restrictions caused by webbing. ## Actions **_Multiattack_**. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. **_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. _Hit_: 2 (1d4) piercing damage plus 9 (2d8) poison damage. **_Longsword_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. **_Longbow_**. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. _Hit_: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage. AltName: '[Drider](hd_monsters_drider.md)' Size: Large Type: monstrosity Alignment: chaotic evil ArmorClass: 19 (natural armor) HitPoints: 123 (13d10 + 52) Speed: 30 ft., climb 30 ft. Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 13 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Skills: Perception +5, Stealth +9 Senses: darkvision 120 ft., passive Perception 15 Languages: Elvish, Undercommon Challenge: 6 (2300 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Drow humanoid (elf) Medium neutral evil 15 (chain shirt) 13 (3d8) 30 ft. Perception +2, Stealth +4 darkvision 120 ft., passive Perception 12 Elvish, Undercommon 1/4 (50 XP) 10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1) monsters_vo.md#drow monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Drow](hd_monsters_drow.md) Name: Drow Markdown: >+ # <!--Name-->Drow<!--/Name--> - CEO: <!--AltName-->[Drow](hd_monsters_drow.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (elf)<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (chain shirt)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->13 (3d8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +2, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->Elvish, Undercommon<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Fey Ancestry_**. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. **_Innate Spellcasting_**. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: _[dancing lights](srd_spells_dancing_lights.md)_ 1/day each: _[darkness](srd_spells_darkness.md), [faerie fire](srd_spells_faerie_fire.md)_ **_Sunlight Sensitivity_**. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ## Actions **_Shortsword_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. **_Hand Crossbow_**. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. AltName: '[Drow](hd_monsters_drow.md)' Size: Medium Type: humanoid (elf) Alignment: neutral evil ArmorClass: 15 (chain shirt) HitPoints: 13 (3d8) Speed: 30 ft. Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 11 (+0) Wisdom: 11 (+0) Charisma: 12 (+1) Skills: Perception +2, Stealth +4 Senses: darkvision 120 ft., passive Perception 12 Languages: Elvish, Undercommon Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Druid humanoid (any race) Medium any alignment 11 (16 with 27 (5d8 + 5) 30 ft. Medicine +4, Nature +3, Perception +4 passive Perception 14 Druidic plus any two languages 2 (450 XP) 10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0) monsters_vo.md#druid monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Druide](hd_monsters_druide.md) Name: Druid Markdown: >+ # <!--Name-->Druid<!--/Name--> - CEO: <!--AltName-->[Druide](hd_monsters_druide.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11 (16 with<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->27 (5d8 + 5)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Medicine +4, Nature +3, Perception +4<!--/Skills--> - **Senses** <!--Senses-->passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Druidic plus any two languages<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Spellcasting_**. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: * **Cantrips (at will):** _[druidcraft](srd_spells_druidcraft.md)_, _[produce flame](srd_spells_produce_flame.md)_, _[shillelagh](srd_spells_shillelagh.md)_ * **1st level (4 slots):** _[entangle](srd_spells_entangle.md)_, _[longstrider](srd_spells_longstrider.md)_, _[speak with animals](srd_spells_speak_with_animals.md)_, _[thunderwave](srd_spells_thunderwave.md)_ * **2nd level (3 slots):** _[animal messenger](srd_spells_animal_messenger.md)_, _[barkskin](srd_spells_barkskin.md)_ ## Actions **_Quarterstaff_**. Melee Weapon Attack: +2 to hit (+4 to hit with _[shillelagh](srd_spells_shillelagh.md)_), reach 5 ft., one target. _Hit_: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with _[shillelagh](srd_spells_shillelagh.md)_. AltName: '[Druide](hd_monsters_druide.md)' Size: Medium Type: humanoid (any race) Alignment: any alignment ArmorClass: 11 (16 with HitPoints: 27 (5d8 + 5) Speed: 30 ft. Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 13 (+1) Intelligence: 12 (+1) Wisdom: 15 (+2) Charisma: 11 (+0) Skills: Medicine +4, Nature +3, Perception +4 Senses: passive Perception 14 Languages: Druidic plus any two languages Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Dryad fey Medium neutral 11 (16 with 22 (5d8) 30 ft. Perception +4, Stealth +5 darkvision 60 ft., passive Perception 14 Elvish, Sylvan 1 (200 XP) 10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4) monsters_vo.md#dryad monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Dryade](hd_monsters_dryade.md) Name: Dryad Markdown: >+ # <!--Name-->Dryad<!--/Name--> - CEO: <!--AltName-->[Dryade](hd_monsters_dryade.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->fey<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11 (16 with<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (5d8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->18 (+4)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +4, Stealth +5<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Elvish, Sylvan<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> ## Special Features **_Innate Spellcasting_**. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: At will: _[druidcraft](srd_spells_druidcraft.md)_ 3/day each: _[entangle](srd_spells_entangle.md)_, _[goodberry](srd_spells_goodberry.md)_ 1/day each: _[barkskin](srd_spells_barkskin.md)_, _[pass without trace](srd_spells_pass_without_trace.md)_, _[shillelagh](srd_spells_shillelagh.md)_ **_Magic Resistance_**. The dryad has advantage on saving throws against spells and other magical effects. **_Speak with Beasts and Plants_**. The dryad can communicate with beasts and plants as if they shared a language. **_Tree Stride_**. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. ## Actions **_Club_**. Melee Weapon Attack: +2 to hit (+6 to hit with _[shillelagh](srd_spells_shillelagh.md)_), reach 5 ft., one target. _Hit_: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with _[shillelagh](srd_spells_shillelagh.md)_. **_Fey Charm_**. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time the dryad or its allies 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 dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time. AltName: '[Dryade](hd_monsters_dryade.md)' Size: Medium Type: fey Alignment: neutral ArmorClass: 11 (16 with HitPoints: 22 (5d8) Speed: 30 ft. Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 11 (+0) Intelligence: 14 (+2) Wisdom: 15 (+2) Charisma: 18 (+4) Skills: Perception +4, Stealth +5 Senses: darkvision 60 ft., passive Perception 14 Languages: Elvish, Sylvan Challenge: 1 (200 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Duergar humanoid (dwarf) Medium lawful evil 16 (scale mail, shield) 26 (4d8 + 8) 25 ft. poison darkvision 120 ft., passive Perception 10 Dwarvish, Undercommon 1 (200 XP) 14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1) monsters_vo.md#duergar monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Duergar](hd_monsters_duergar.md) Name: Duergar Markdown: >+ # <!--Name-->Duergar<!--/Name--> - CEO: <!--AltName-->[Duergar](hd_monsters_duergar.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (dwarf)<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->16 (scale mail, shield)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->26 (4d8 + 8)<!--/HitPoints--> - **Speed** <!--Speed-->25 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->14 (+2)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 9 (-1)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Dwarvish, Undercommon<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->poison<!--/DamageResistances--> ## Special Features **_Duergar Resilience_**. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. **_Sunlight Sensitivity_**. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ## Actions **_Enlarge (Recharges after a Short or Long Rest)_**. For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. **_War Pick_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. **_Javelin_**. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. **_Invisibility (Recharges after a Short or Long Rest)_**. The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. AltName: '[Duergar](hd_monsters_duergar.md)' Size: Medium Type: humanoid (dwarf) Alignment: lawful evil ArmorClass: 16 (scale mail, shield) HitPoints: 26 (4d8 + 8) Speed: 25 ft. Strength: 14 (+2) Dexterity: 11 (+0) Constitution: 14 (+2) Intelligence: 11 (+0) Wisdom: 10 (+0) Charisma: ' 9 (-1)' Senses: darkvision 120 ft., passive Perception 10 Languages: Dwarvish, Undercommon Challenge: 1 (200 XP) DamageResistances: poison
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageResistances ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Deva celestial Medium lawful good 17 (natural armor) 136 (16d8 + 64) 30 ft., fly 90 ft. Wis +9, Cha +9 Insight +9, Perception +9 radiant; bludgeoning, piercing, and slashing from nonmagical attacks charmed, exhaustion, frightened darkvision 120 ft., passive Perception 19 all, telepathy 120 ft. 10 (5900 XP) 18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5) monsters_vo.md#deva monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Déva](hd_monsters_deva.md) Name: Deva Markdown: >+ # <!--Name-->Deva<!--/Name--> - CEO: <!--AltName-->[Déva](hd_monsters_deva.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->celestial<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->136 (16d8 + 64)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 90 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->18 (+4)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence-->17 (+3)<!--/Intelligence-->|<!--Wisdom-->20 (+5)<!--/Wisdom-->|<!--Charisma-->20 (+5)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Wis +9, Cha +9<!--/SavingThrows--> - **Skills** <!--Skills-->Insight +9, Perception +9<!--/Skills--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 19<!--/Senses--> - **Languages** <!--Languages-->all, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->10 (5900 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->radiant; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, frightened<!--/ConditionImmunities--> ## Special Features **_Angelic Weapons_**. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). **_Innate Spellcasting_**. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: At will: _[detect evil and good](srd_spells_detect_evil_and_good.md)_ 1/day each: _[commune](srd_spells_commune.md)_, _[raise dead](srd_spells_raise_dead.md)_ **_Magic Resistance_**. The deva has advantage on saving throws against spells and other magical effects. ## Actions **_Multiattack_**. The deva makes two melee attacks. **_Mace_**. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. _Hit_: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. **_Healing Touch (3/Day)_**. The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. **_Change Shape_**. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. AltName: '[Déva](hd_monsters_deva.md)' Size: Medium Type: celestial Alignment: lawful good ArmorClass: 17 (natural armor) HitPoints: 136 (16d8 + 64) Speed: 30 ft., fly 90 ft. Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 17 (+3) Wisdom: 20 (+5) Charisma: 20 (+5) SavingThrows: Wis +9, Cha +9 Skills: Insight +9, Perception +9 Senses: darkvision 120 ft., passive Perception 19 Languages: all, telepathy 120 ft. Challenge: 10 (5900 XP) DamageResistances: radiant; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: charmed, exhaustion, frightened
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Priest humanoid (any race) Medium any alignment 13 (chain shirt) 27 (5d8 + 5) 25 ft. Medicine +7, Persuasion +3, Religion +4 passive Perception 13 any two languages 2 (450 XP) 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) monsters_vo.md#priest monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Ecclésiastique](hd_monsters_ecclesiastique.md) Name: Priest Markdown: >+ # <!--Name-->Priest<!--/Name--> - CEO: <!--AltName-->[Ecclésiastique](hd_monsters_ecclesiastique.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (chain shirt)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->27 (5d8 + 5)<!--/HitPoints--> - **Speed** <!--Speed-->25 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence-->13 (+1)<!--/Intelligence-->|<!--Wisdom-->16 (+3)<!--/Wisdom-->|<!--Charisma-->13 (+1)<!--/Charisma-->| - **Skills** <!--Skills-->Medicine +7, Persuasion +3, Religion +4<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->any two languages<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Divine Eminence_**. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. **_Spellcasting_**. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: * **Cantrips (at will):** _[light](srd_spells_light.md)_, _[sacred flame](srd_spells_sacred_flame.md)_, _[thaumaturgy](srd_spells_thaumaturgy.md)_ * **1st level (4 slots):** _[cure wounds](srd_spells_cure_wounds.md)_, _[guiding bolt](srd_spells_guiding_bolt.md)_, _[sanctuary](srd_spells_sanctuary.md)_ * **2nd level (3 slots):** _[lesser restoration](srd_spells_lesser_restoration.md)_, _[spiritual weapon](srd_spells_spiritual_weapon.md)_ * **3rd level (2 slots):** _[dispel magic](srd_spells_dispel_magic.md)_, _[spirit guardians](srd_spells_spirit_guardians.md)_ ## Actions **_Mace_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. _Hit_: 3 (1d6) bludgeoning damage. AltName: '[Ecclésiastique](hd_monsters_ecclesiastique.md)' Size: Medium Type: humanoid (any race) Alignment: any alignment ArmorClass: 13 (chain shirt) HitPoints: 27 (5d8 + 5) Speed: 25 ft. Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 13 (+1) Wisdom: 16 (+3) Charisma: 13 (+1) Skills: Medicine +7, Persuasion +3, Religion +4 Senses: passive Perception 13 Languages: any two languages Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Roper monstrosity Large neutral evil 20 (natural armor) 93 (11d10 + 33) 10 ft., climb 10 ft. Perception +6, Stealth +5 darkvision 60 ft., passive Perception 16 - 5 (1800 XP) 18 (+4) 8 (-1) 17 (+3) 7 (-2) 16 (+3) 6 (-2) monsters_vo.md#roper monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Enlaceur](hd_monsters_enlaceur.md) Name: Roper Markdown: >+ # <!--Name-->Roper<!--/Name--> - CEO: <!--AltName-->[Enlaceur](hd_monsters_enlaceur.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->20 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->93 (11d10 + 33)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., climb 10 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->16 (+3)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +6, Stealth +5<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 16<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> ## Special Features **_False Appearance_**. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. **_Grasping Tendrils_**. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. **_Spider Climb_**. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ## Actions **_Multiattack_**. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. **_Bite_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 22 (4d8 + 4) piercing damage. **_Tendril_**. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. _Hit_: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. **_Reel_**. The roper pulls each creature grappled by it up to 25 feet straight toward it. AltName: '[Enlaceur](hd_monsters_enlaceur.md)' Size: Large Type: monstrosity Alignment: neutral evil ArmorClass: 20 (natural armor) HitPoints: 93 (11d10 + 33) Speed: 10 ft., climb 10 ft. Strength: 18 (+4) Dexterity: ' 8 (-1)' Constitution: 17 (+3) Intelligence: ' 7 (-2)' Wisdom: 16 (+3) Charisma: ' 6 (-2)' Skills: Perception +6, Stealth +5 Senses: darkvision 60 ft., passive Perception 16 Languages: '-' Challenge: 5 (1800 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Spy humanoid (any race) Medium any alignment 12 27 (6d8) 30 ft. Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 passive Perception 16 any two languages 1 (200 XP) 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) monsters_vo.md#spy monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Espion](hd_monsters_espion.md) Name: Spy Markdown: >+ # <!--Name-->Spy<!--/Name--> - CEO: <!--AltName-->[Espion](hd_monsters_espion.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->27 (6d8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->16 (+3)<!--/Charisma-->| - **Skills** <!--Skills-->Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->passive Perception 16<!--/Senses--> - **Languages** <!--Languages-->any two languages<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> ## Special Features **_Cunning Action_**. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. **_Sneak Attack (1/Turn)_**. The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. ## Actions **_Multiattack_**. The spy makes two melee attacks. **_Shortsword_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. **_Hand Crossbow_**. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. AltName: '[Espion](hd_monsters_espion.md)' Size: Medium Type: humanoid (any race) Alignment: any alignment ArmorClass: 12 HitPoints: 27 (6d8) Speed: 30 ft. Strength: 10 (+0) Dexterity: 15 (+2) Constitution: 10 (+0) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 16 (+3) Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses: passive Perception 16 Languages: any two languages Challenge: 1 (200 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Sprite fey Tiny neutral good 15 (leather armor) 2 (1d4) 10 ft., fly 40 ft. Perception +3, Stealth +8 passive Perception 13 Common, Elvish, Sylvan 1/4 (50 XP) 3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0) monsters_vo.md#sprite monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Esprit follet](hd_monsters_esprit_follet.md) Name: Sprite Markdown: >+ # <!--Name-->Sprite<!--/Name--> - CEO: <!--AltName-->[Esprit follet](hd_monsters_esprit_follet.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->fey<!--/Type-->, <!--Alignment-->neutral good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (leather armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->2 (1d4)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., fly 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 3 (-4)<!--/Strength-->|<!--Dexterity-->18 (+4)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +8<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Common, Elvish, Sylvan<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Longsword_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. _Hit_: 1 slashing damage. **_Shortbow_**. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. _Hit_: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. **_Heart Sight_**. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. **_Invisibility_**. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. AltName: '[Esprit follet](hd_monsters_esprit_follet.md)' Size: Tiny Type: fey Alignment: neutral good ArmorClass: 15 (leather armor) HitPoints: 2 (1d4) Speed: 10 ft., fly 40 ft. Strength: ' 3 (-4)' Dexterity: 18 (+4) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 13 (+1) Charisma: 11 (+0) Skills: Perception +3, Stealth +8 Senses: passive Perception 13 Languages: Common, Elvish, Sylvan Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ettercap monstrosity Medium neutral evil 13 (natural armor) 44 (8d8 + 8) 30 ft., climb 30 ft. Perception +3, Stealth +4, Survival +3 darkvision 60 ft., passive Perception 13 - 2 (450 XP) 14 (+2) 15 (+2) 13 (+1) 7 (-2) 12 (+1) 8 (-1) monsters_vo.md#ettercap monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Ettercap](hd_monsters_ettercap.md) Name: Ettercap Markdown: >+ # <!--Name-->Ettercap<!--/Name--> - CEO: <!--AltName-->[Ettercap](hd_monsters_ettercap.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->44 (8d8 + 8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., climb 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->14 (+2)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +4, Survival +3<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Spider Climb_**. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **_Web Sense_**. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. **_Web Walker_**. The ettercap ignores movement restrictions caused by webbing. ## Actions **_Multiattack_**. The ettercap makes two attacks: one with its bite and one with its claws. **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **_Claws_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 7 (2d4 + 2) slashing damage. **_Web (Recharge 5-6)_**. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. _Hit_: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. AltName: '[Ettercap](hd_monsters_ettercap.md)' Size: Medium Type: monstrosity Alignment: neutral evil ArmorClass: 13 (natural armor) HitPoints: 44 (8d8 + 8) Speed: 30 ft., climb 30 ft. Strength: 14 (+2) Dexterity: 15 (+2) Constitution: 13 (+1) Intelligence: ' 7 (-2)' Wisdom: 12 (+1) Charisma: ' 8 (-1)' Skills: Perception +3, Stealth +4, Survival +3 Senses: darkvision 60 ft., passive Perception 13 Languages: '-' Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ettin giant Large chaotic evil 12 (natural armor) 85 (10d10 + 30) 40 ft. Perception +4 darkvision 60 ft., passive Perception 14 Giant, Orc 4 (1100 XP) 21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1) monsters_vo.md#ettin monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Ettin](hd_monsters_ettin.md) Name: Ettin Markdown: >+ # <!--Name-->Ettin<!--/Name--> - CEO: <!--AltName-->[Ettin](hd_monsters_ettin.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->giant<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->85 (10d10 + 30)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->21 (+5)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Giant, Orc<!--/Languages--> - **Challenge** <!--Challenge-->4 (1100 XP)<!--/Challenge--> ## Special Features **_Two Heads_**. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being [blinded](srd_conditions_blinded.md), charmed, deafened, frightened, stunned and knocked unconscious. **_Wakeful_**. When one of the ettin's heads is asleep, its other head is awake. ## Actions **_Multiattack_**. The ettin makes two attacks: one with its battleaxe and one with its morningstar. **_Battleaxe_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 14 (2d8 + 5) slashing damage. **_Morningstar_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 14 (2d8 + 5) piercing damage. AltName: '[Ettin](hd_monsters_ettin.md)' Size: Large Type: giant Alignment: chaotic evil ArmorClass: 12 (natural armor) HitPoints: 85 (10d10 + 30) Speed: 40 ft. Strength: 21 (+5) Dexterity: ' 8 (-1)' Constitution: 17 (+3) Intelligence: ' 6 (-2)' Wisdom: 10 (+0) Charisma: ' 8 (-1)' Skills: Perception +4 Senses: darkvision 60 ft., passive Perception 14 Languages: Giant, Orc Challenge: 4 (1100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Cult Fanatic humanoid (any race) Medium any non-good alignment 13 (leather armor) 33 (6d8 + 6) 30 ft. Deception +4, Persuasion +4, Religion +2 passive Perception 11 any one language (usually Common) 2 (450 XP) 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) monsters_vo.md#cult-fanatic monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Fanatique de secte](hd_monsters_fanatique_de_secte.md) Name: Cult Fanatic Markdown: >+ # <!--Name-->Cult Fanatic<!--/Name--> - CEO: <!--AltName-->[Fanatique de secte](hd_monsters_fanatique_de_secte.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any non-good alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (leather armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->33 (6d8 + 6)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->11 (+0)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->14 (+2)<!--/Charisma-->| - **Skills** <!--Skills-->Deception +4, Persuasion +4, Religion +2<!--/Skills--> - **Senses** <!--Senses-->passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->any one language (usually Common)<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Dark Devotion_**. The fanatic has advantage on saving throws against being charmed or frightened. **_Spellcasting_**. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: * **Cantrips (at will):** _[light](srd_spells_light.md)_, _[sacred flame](srd_spells_sacred_flame.md)_, _[thaumaturgy](srd_spells_thaumaturgy.md)_ * **1st level (4 slots):** _[command](srd_spells_command.md)_, _[inflict wounds](srd_spells_inflict_wounds.md)_, _[shield of faith](srd_spells_shield_of_faith.md)_ * **2nd level (3 slots):** _[hold person](srd_spells_hold_person.md)_, _[spiritual weapon](srd_spells_spiritual_weapon.md)_ ## Actions **_Multiattack_**. The fanatic makes two melee attacks. **_Dagger_**. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. _Hit_: 4 (1d4 + 2) piercing damage. AltName: '[Fanatique de secte](hd_monsters_fanatique_de_secte.md)' Size: Medium Type: humanoid (any race) Alignment: any non-good alignment ArmorClass: 13 (leather armor) HitPoints: 33 (6d8 + 6) Speed: 30 ft. Strength: 11 (+0) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 13 (+1) Charisma: 14 (+2) Skills: Deception +4, Persuasion +4, Religion +2 Senses: passive Perception 11 Languages: any one language (usually Common) Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ghost undead Medium any alignment 11 45 (10d8) 0 ft., fly 40 ft. (hover) acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks cold, necrotic, poison charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained darkvision 60 ft., passive Perception 11 the languages it knew in life 4 (1100 XP) 7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) monsters_vo.md#ghost monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Fantôme](hd_monsters_fantome.md) Name: Ghost Markdown: >+ # <!--Name-->Ghost<!--/Name--> - CEO: <!--AltName-->[Fantôme](hd_monsters_fantome.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->any alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->45 (10d8)<!--/HitPoints--> - **Speed** <!--Speed-->0 ft., fly 40 ft. (hover)<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 7 (-2)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->17 (+3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->the languages it knew in life<!--/Languages--> - **Challenge** <!--Challenge-->4 (1100 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->cold, necrotic, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained<!--/ConditionImmunities--> ## Special Features **_Ethereal Sight_**. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. **_Incorporeal Movement_**. The ghost 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. ## Actions **_Withering Touch_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 17 (4d6 + 3) necrotic damage. **_Etherealness_**. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. **_Horrifying Visage_**. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a _[greater restoration](srd_spells_greater_restoration.md)_ spell, but only within 24 hours of it occurring. **_Possession (Recharge 6)_**. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the _[dispel evil and good](srd_spells_dispel_evil_and_good.md)_ spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. AltName: '[Fantôme](hd_monsters_fantome.md)' Size: Medium Type: undead Alignment: any alignment ArmorClass: 11 HitPoints: 45 (10d8) Speed: 0 ft., fly 40 ft. (hover) Strength: ' 7 (-2)' Dexterity: 13 (+1) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 17 (+3) Senses: darkvision 60 ft., passive Perception 11 Languages: the languages it knew in life Challenge: 4 (1100 XP) DamageImmunities: cold, necrotic, poison DamageResistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Hawk beast Tiny unaligned 13 1 (1d4 - 1) 10 ft., fly 60 ft. Perception +4 passive Perception 14 - 0 (10 XP) 5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2) monsters_vo.md#hawk monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Faucon](hd_monsters_faucon.md) Name: Hawk Markdown: >+ # <!--Name-->Hawk<!--/Name--> - CEO: <!--AltName-->[Faucon](hd_monsters_faucon.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->1 (1d4 - 1)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 5 (-3)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution--> 8 (-1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +4<!--/Skills--> - **Senses** <!--Senses-->passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Keen Sight_**. The hawk has advantage on Wisdom (Perception) checks that rely on sight. ## Actions **_Talons_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 1 slashing damage. AltName: '[Faucon](hd_monsters_faucon.md)' Size: Tiny Type: beast Alignment: unaligned ArmorClass: 13 HitPoints: 1 (1d4 - 1) Speed: 10 ft., fly 60 ft. Strength: ' 5 (-3)' Dexterity: 16 (+3) Constitution: ' 8 (-1)' Intelligence: ' 2 (-4)' Wisdom: 14 (+2) Charisma: ' 6 (-2)' Skills: Perception +4 Senses: passive Perception 14 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Blood Hawk beast Small unaligned 12 7 (2d6) 10 ft., fly 60 ft. Perception +4 passive Perception 14 - 1/8 (25 XP) 6 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3) monsters_vo.md#blood-hawk monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Faucon de sang](hd_monsters_faucon_de_sang.md) Name: Blood Hawk Markdown: >+ # <!--Name-->Blood Hawk<!--/Name--> - CEO: <!--AltName-->[Faucon de sang](hd_monsters_faucon_de_sang.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->7 (2d6)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 6 (-2)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +4<!--/Skills--> - **Senses** <!--Senses-->passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Keen Sight_**. The hawk has advantage on Wisdom (Perception) checks that rely on sight. **_Pack Tactics_**. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated. ## Actions **_Beak_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 4 (1d4 + 2) piercing damage. AltName: '[Faucon de sang](hd_monsters_faucon_de_sang.md)' Size: Small Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 7 (2d6) Speed: 10 ft., fly 60 ft. Strength: ' 6 (-2)' Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: ' 3 (-4)' Wisdom: 14 (+2) Charisma: ' 5 (-3)' Skills: Perception +4 Senses: passive Perception 14 Languages: '-' Challenge: 1/8 (25 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Will-o'-Wisp undead Tiny chaotic evil 19 22 (9d4) 0 ft., fly 50 ft. (hover) acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks lightning, poison exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious darkvision 120 ft., passive Perception 12 the languages it knew in life 2 (450 XP) 1 (-5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0) monsters_vo.md#will-o-wisp monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Feu follet](hd_monsters_feu_follet.md) Name: Will-o'-Wisp Markdown: >+ # <!--Name-->Will-o'-Wisp<!--/Name--> - CEO: <!--AltName-->[Feu follet](hd_monsters_feu_follet.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->19<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (9d4)<!--/HitPoints--> - **Speed** <!--Speed-->0 ft., fly 50 ft. (hover)<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 1 (-5)<!--/Strength-->|<!--Dexterity-->28 (+9)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence-->13 (+1)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->the languages it knew in life<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->lightning, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious<!--/ConditionImmunities--> ## Special Features **_Consume Life_**. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points. **_Ephemeral_**. The will-o'-wisp can't wear or carry anything. **_Incorporeal Movement_**. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. **_Variable Illumination_**. The will-o'-wisp sheds bright light in a 5-to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action. ## Actions **_Shock_**. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 9 (2d8) lightning damage. **_Invisibility_**. The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). AltName: '[Feu follet](hd_monsters_feu_follet.md)' Size: Tiny Type: undead Alignment: chaotic evil ArmorClass: 19 HitPoints: 22 (9d4) Speed: 0 ft., fly 50 ft. (hover) Strength: ' 1 (-5)' Dexterity: 28 (+9) Constitution: 10 (+0) Intelligence: 13 (+1) Wisdom: 14 (+2) Charisma: 11 (+0) Senses: darkvision 120 ft., passive Perception 12 Languages: the languages it knew in life Challenge: 2 (450 XP) DamageImmunities: lightning, poison DamageResistances: acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Guard humanoid (any race) Medium any alignment 16 (chain shirt, shield) 11 (2d8 + 2) 30 ft. Perception +2 passive Perception 12 any one language (usually Common) 1/8 (25 XP) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) monsters_vo.md#guard monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Garde](hd_monsters_garde.md) Name: Guard Markdown: >+ # <!--Name-->Guard<!--/Name--> - CEO: <!--AltName-->[Garde](hd_monsters_garde.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->16 (chain shirt, shield)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->11 (2d8 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +2<!--/Skills--> - **Senses** <!--Senses-->passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->any one language (usually Common)<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Spear_**. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit_: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. AltName: '[Garde](hd_monsters_garde.md)' Size: Medium Type: humanoid (any race) Alignment: any alignment ArmorClass: 16 (chain shirt, shield) HitPoints: 11 (2d8 + 2) Speed: 30 ft. Strength: 13 (+1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 11 (+0) Charisma: 10 (+0) Skills: Perception +2 Senses: passive Perception 12 Languages: any one language (usually Common) Challenge: 1/8 (25 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Shield Guardian construct Large unaligned 17 (natural armor) 142 (15d10 + 60) 30 ft. poison charmed, exhaustion, frightened, paralyzed, poisoned blindsight 10 ft., darkvision 60 ft., passive Perception 10 understands commands given in any language but can't speak 7 (2900 XP) 18 (+4) 8 (-1) 18 (+4) 7 (-2) 10 (+0) 3 (-4) monsters_vo.md#shield-guardian monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Garde animé](hd_monsters_garde_anime.md) Name: Shield Guardian Markdown: >+ # <!--Name-->Shield Guardian<!--/Name--> - CEO: <!--AltName-->[Garde animé](hd_monsters_garde_anime.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->construct<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->142 (15d10 + 60)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 10 ft., darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->understands commands given in any language but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->7 (2900 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, frightened, paralyzed, poisoned<!--/ConditionImmunities--> ## Special Features **_Bound_**. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. **_Regeneration_**. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. **_Spell Storing_**. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. ## Actions **_Multiattack_**. The guardian makes two fist attacks. **_Fist_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) bludgeoning damage. ## Reactions **_Shield_**. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer. AltName: '[Garde animé](hd_monsters_garde_anime.md)' Size: Large Type: construct Alignment: unaligned ArmorClass: 17 (natural armor) HitPoints: 142 (15d10 + 60) Speed: 30 ft. Strength: 18 (+4) Dexterity: ' 8 (-1)' Constitution: 18 (+4) Intelligence: ' 7 (-2)' Wisdom: 10 (+0) Charisma: ' 3 (-4)' Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages: understands commands given in any language but can't speak Challenge: 7 (2900 XP) DamageImmunities: poison ConditionImmunities: charmed, exhaustion, frightened, paralyzed, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Gargoyle elemental Medium chaotic evil 15 (natural armor) 52 (7d8 + 21) 30 ft., fly 60 ft. bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine poison exhaustion, petrified, poisoned darkvision 60 ft., passive Perception 10 Terran 2 (450 XP) 15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2) monsters_vo.md#gargoyle monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Gargouille](hd_monsters_gargouille.md) Name: Gargoyle Markdown: >+ # <!--Name-->Gargoyle<!--/Name--> - CEO: <!--AltName-->[Gargouille](hd_monsters_gargouille.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->52 (7d8 + 21)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Terran<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->exhaustion, petrified, poisoned<!--/ConditionImmunities--> ## Special Features **_False Appearance_**. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. ## Actions **_Multiattack_**. The gargoyle makes two attacks: one with its bite and one with its claws. **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. **_Claws_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) slashing damage. AltName: '[Gargouille](hd_monsters_gargouille.md)' Size: Medium Type: elemental Alignment: chaotic evil ArmorClass: 15 (natural armor) HitPoints: 52 (7d8 + 21) Speed: 30 ft., fly 60 ft. Strength: 15 (+2) Dexterity: 11 (+0) Constitution: 16 (+3) Intelligence: ' 6 (-2)' Wisdom: 11 (+0) Charisma: ' 7 (-2)' Senses: darkvision 60 ft., passive Perception 10 Languages: Terran Challenge: 2 (450 XP) DamageImmunities: poison DamageResistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine ConditionImmunities: exhaustion, petrified, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ochre Jelly ooze Large unaligned 8 45 (6d10 + 12) 10 ft., climb 10 ft. acid lightning, slashing blinded, charmed, deafened, exhaustion, frightened, prone blindsight 60 ft. ([blind] beyond this radius), passive Perception 8 - 2 (450 XP) 15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5) monsters_vo.md#ochre-jelly monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Gelée ocre](hd_monsters_gelee_ocre.md) Name: Ochre Jelly Markdown: >+ # <!--Name-->Ochre Jelly<!--/Name--> - CEO: <!--AltName-->[Gelée ocre](hd_monsters_gelee_ocre.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->ooze<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->8<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->45 (6d10 + 12)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., climb 10 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity--> 6 (-2)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom--> 6 (-2)<!--/Wisdom-->|<!--Charisma--> 1 (-5)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 60 ft. ([blind] beyond this radius), passive Perception 8<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->lightning, slashing<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->acid<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->blinded, charmed, deafened, exhaustion, frightened, prone<!--/ConditionImmunities--> ## Special Features **_Amorphous_**. The jelly can move through a space as narrow as 1 inch wide without squeezing. **_Spider Climb_**. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ## Actions **_Pseudopod_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage. ## Reactions **_Split_**. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly. AltName: '[Gelée ocre](hd_monsters_gelee_ocre.md)' Size: Large Type: ooze Alignment: unaligned ArmorClass: 8 HitPoints: 45 (6d10 + 12) Speed: 10 ft., climb 10 ft. Strength: 15 (+2) Dexterity: ' 6 (-2)' Constitution: 14 (+2) Intelligence: ' 2 (-4)' Wisdom: ' 6 (-2)' Charisma: ' 1 (-5)' Senses: blindsight 60 ft. ([blind] beyond this radius), passive Perception 8 Languages: '-' Challenge: 2 (450 XP) DamageImmunities: lightning, slashing DamageResistances: acid ConditionImmunities: blinded, charmed, deafened, exhaustion, frightened, prone
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Glabrezu fiend (demon) Large chaotic evil 17 (natural armor) 157 (15d10 + 75) 40 ft. Str +9, Con +9, Wis +7, Cha +7 cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks poison poisoned truesight 120 ft., passive Perception 13 Abyssal, telepathy 120 ft. 9 (5000 XP) 20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 16 (+3) monsters_vo.md#glabrezu monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Glabrezu](hd_monsters_glabrezu.md) Name: Glabrezu Markdown: >+ # <!--Name-->Glabrezu<!--/Name--> - CEO: <!--AltName-->[Glabrezu](hd_monsters_glabrezu.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->fiend (demon)<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->157 (15d10 + 75)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->20 (+5)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->21 (+5)<!--/Constitution-->|<!--Intelligence-->19 (+4)<!--/Intelligence-->|<!--Wisdom-->17 (+3)<!--/Wisdom-->|<!--Charisma-->16 (+3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Str +9, Con +9, Wis +7, Cha +7<!--/SavingThrows--> - **Senses** <!--Senses-->truesight 120 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Abyssal, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->9 (5000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Innate Spellcasting_**. The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: At will: _[darkness](srd_spells_darkness.md)_, _[detect magic](srd_spells_detect_magic.md)_, _[dispel magic](srd_spells_dispel_magic.md)_ 1/day each: _[confusion](srd_spells_confusion.md)_, _[fly](srd_spells_fly.md)_, _[power word stun](srd_spells_power_word_stun.md)_ **_Magic Resistance_**. The glabrezu has advantage on saving throws against spells and other magical effects. ## Actions **_Multiattack_**. The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. **_Pincer_**. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. _Hit_: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target. **_Fist_**. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. _Hit_: 7 (2d4 + 2) bludgeoning damage. AltName: '[Glabrezu](hd_monsters_glabrezu.md)' Size: Large Type: fiend (demon) Alignment: chaotic evil ArmorClass: 17 (natural armor) HitPoints: 157 (15d10 + 75) Speed: 40 ft. Strength: 20 (+5) Dexterity: 15 (+2) Constitution: 21 (+5) Intelligence: 19 (+4) Wisdom: 17 (+3) Charisma: 16 (+3) SavingThrows: Str +9, Con +9, Wis +7, Cha +7 Senses: truesight 120 ft., passive Perception 13 Languages: Abyssal, telepathy 120 ft. Challenge: 9 (5000 XP) DamageImmunities: poison DamageResistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Gladiator humanoid (any race) Medium any alignment 16 (studded leather, shield) 112 (15d8 + 45) 30 ft. Str +7, Dex +5, Con +6 Athletics +10, Intimidation +5 passive Perception 11 any one language (usually Common) 5 (1800 XP) 18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) monsters_vo.md#gladiator monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Gladiateur](hd_monsters_gladiateur.md) Name: Gladiator Markdown: >+ # <!--Name-->Gladiator<!--/Name--> - CEO: <!--AltName-->[Gladiateur](hd_monsters_gladiateur.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->16 (studded leather, shield)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->112 (15d8 + 45)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Str +7, Dex +5, Con +6<!--/SavingThrows--> - **Skills** <!--Skills-->Athletics +10, Intimidation +5<!--/Skills--> - **Senses** <!--Senses-->passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->any one language (usually Common)<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> ## Special Features **_Brave_**. The gladiator has advantage on saving throws against being frightened. **_Brute_**. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). ## Actions **_Multiattack_**. The gladiator makes three melee attacks or two ranged attacks. **_Spear_**. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. _Hit_: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. **_Shield Bash_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. _Hit_: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. ## Reactions **_Parry_**. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. AltName: '[Gladiateur](hd_monsters_gladiateur.md)' Size: Medium Type: humanoid (any race) Alignment: any alignment ArmorClass: 16 (studded leather, shield) HitPoints: 112 (15d8 + 45) Speed: 30 ft. Strength: 18 (+4) Dexterity: 15 (+2) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 15 (+2) SavingThrows: Str +7, Dex +5, Con +6 Skills: Athletics +10, Intimidation +5 Senses: passive Perception 11 Languages: any one language (usually Common) Challenge: 5 (1800 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Gnoll humanoid (gnoll) Medium chaotic evil 15 (hide armor, shield) 22 (5d8) 30 ft. darkvision 60 ft., passive Perception 10 Gnoll 1/2 (100 XP) 14 (+2) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 7 (-2) monsters_vo.md#gnoll monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Gnoll](hd_monsters_gnoll.md) Name: Gnoll Markdown: >+ # <!--Name-->Gnoll<!--/Name--> - CEO: <!--AltName-->[Gnoll](hd_monsters_gnoll.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (gnoll)<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (hide armor, shield)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (5d8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->14 (+2)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Gnoll<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Rampage_**. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. ## Actions **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 4 (1d4 + 2) piercing damage. **_Spear_**. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. **_Longbow_**. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. _Hit_: 5 (1d8 + 1) piercing damage. AltName: '[Gnoll](hd_monsters_gnoll.md)' Size: Medium Type: humanoid (gnoll) Alignment: chaotic evil ArmorClass: 15 (hide armor, shield) HitPoints: 22 (5d8) Speed: 30 ft. Strength: 14 (+2) Dexterity: 12 (+1) Constitution: 11 (+0) Intelligence: ' 6 (-2)' Wisdom: 10 (+0) Charisma: ' 7 (-2)' Senses: darkvision 60 ft., passive Perception 10 Languages: Gnoll Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Deep Gnome (Svirfneblin) humanoid (gnome) Small neutral good 15 (chain shirt) 16 (3d6 + 6) 20 ft. Investigation +3, Perception +2, Stealth +4 darkvision 120 ft., passive Perception 12 Gnomish, Terran, Undercommon 1/2 (100 XP) 15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 9 (-1) monsters_vo.md#deep-gnome-svirfneblin monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Gnome des profondeurs (svirfneblin)](hd_monsters_gnome_des_profondeurs_svirfneblin.md) Name: Deep Gnome (Svirfneblin) Markdown: >+ # <!--Name-->Deep Gnome (Svirfneblin)<!--/Name--> - CEO: <!--AltName-->[Gnome des profondeurs (svirfneblin)](hd_monsters_gnome_des_profondeurs_svirfneblin.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->humanoid (gnome)<!--/Type-->, <!--Alignment-->neutral good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (chain shirt)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->16 (3d6 + 6)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 9 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Investigation +3, Perception +2, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->Gnomish, Terran, Undercommon<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Stone Camouflage_**. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. **_Gnome Cunning_**. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. **_Innate Spellcasting_**. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: _[nondetection](srd_spells_nondetection.md)_ (self only) 1/day each: _[blindness/deafness](srd_spells_blindnessdeafness.md)_, _[blur](srd_spells_blur.md)_, _[disguise self](srd_spells_disguise_self.md)_ ## Actions **_War Pick_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 6 (1d8 + 2) piercing damage. **_Poisoned Dart_**. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. _Hit_: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. AltName: '[Gnome des profondeurs (svirfneblin)](hd_monsters_gnome_des_profondeurs_svirfneblin.md)' Size: Small Type: humanoid (gnome) Alignment: neutral good ArmorClass: 15 (chain shirt) HitPoints: 16 (3d6 + 6) Speed: 20 ft. Strength: 15 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: ' 9 (-1)' Skills: Investigation +3, Perception +2, Stealth +4 Senses: darkvision 120 ft., passive Perception 12 Languages: Gnomish, Terran, Undercommon Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Goblin humanoid (goblinoid) Small neutral evil 15 (leather armor, shield) 7 (2d6) 30 ft. Stealth +6 darkvision 60 ft., passive Perception 9 Common, Goblin 1/4 (50 XP) 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1) monsters_vo.md#goblin monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Gobelin](hd_monsters_gobelin.md) Name: Goblin Markdown: >+ # <!--Name-->Goblin<!--/Name--> - CEO: <!--AltName-->[Gobelin](hd_monsters_gobelin.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->humanoid (goblinoid)<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (leather armor, shield)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->7 (2d6)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 8 (-1)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +6<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 9<!--/Senses--> - **Languages** <!--Languages-->Common, Goblin<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Nimble Escape_**. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. ## Actions **_Scimitar_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) slashing damage. **_Shortbow_**. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. AltName: '[Gobelin](hd_monsters_gobelin.md)' Size: Small Type: humanoid (goblinoid) Alignment: neutral evil ArmorClass: 15 (leather armor, shield) HitPoints: 7 (2d6) Speed: 30 ft. Strength: ' 8 (-1)' Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: ' 8 (-1)' Charisma: ' 8 (-1)' Skills: Stealth +6 Senses: darkvision 60 ft., passive Perception 9 Languages: Common, Goblin Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Bugbear humanoid (goblinoid) Medium chaotic evil 16 (hide armor, shield) 27 (5d8 + 5) 30 ft. Stealth +6, Survival +2 darkvision 60 ft., passive Perception 10 Common, Goblin 1 (200 XP) 15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1) monsters_vo.md#bugbear monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Gobelours](hd_monsters_gobelours.md) Name: Bugbear Markdown: >+ # <!--Name-->Bugbear<!--/Name--> - CEO: <!--AltName-->[Gobelours](hd_monsters_gobelours.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (goblinoid)<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->16 (hide armor, shield)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->27 (5d8 + 5)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 8 (-1)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 9 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +6, Survival +2<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Common, Goblin<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> ## Special Features **_Brute_**. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). **_Surprise Attack_**. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. ## Actions **_Morningstar_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 11 (2d8 + 2) piercing damage. **_Javelin_**. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. _Hit_: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range. AltName: '[Gobelours](hd_monsters_gobelours.md)' Size: Medium Type: humanoid (goblinoid) Alignment: chaotic evil ArmorClass: 16 (hide armor, shield) HitPoints: 27 (5d8 + 5) Speed: 30 ft. Strength: 15 (+2) Dexterity: 14 (+2) Constitution: 13 (+1) Intelligence: ' 8 (-1)' Wisdom: 11 (+0) Charisma: ' 9 (-1)' Skills: Stealth +6, Survival +2 Senses: darkvision 60 ft., passive Perception 10 Languages: Common, Goblin Challenge: 1 (200 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Clay Golem construct Large unaligned 14 (natural armor) 133 (14d10 + 56) 20 ft. acid, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft., passive Perception 9 understands the languages of its creator but can't speak 9 (5000 XP) 20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5) monsters_vo.md#clay-golem monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Golem d'argile](hd_monsters_golem_dargile.md) Name: Clay Golem Markdown: >+ # <!--Name-->Clay Golem<!--/Name--> - CEO: <!--AltName-->[Golem d'argile](hd_monsters_golem_dargile.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->construct<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->133 (14d10 + 56)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->20 (+5)<!--/Strength-->|<!--Dexterity--> 9 (-1)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 1 (-5)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 9<!--/Senses--> - **Languages** <!--Languages-->understands the languages of its creator but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->9 (5000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->acid, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, frightened, paralyzed, petrified, poisoned<!--/ConditionImmunities--> ## Special Features **_Acid Absorption_**. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. **_Berserk_**. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. **_Immutable Form_**. The golem is immune to any spell or effect that would alter its form. **_Magic Resistance_**. The golem has advantage on saving throws against spells and other magical effects. **_Magic Weapons_**. The golem's weapon attacks are magical. ## Actions **_Multiattack_**. The golem makes two slam attacks. **_Slam_**. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. _Hit_: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the _[greater restoration](srd_spells_greater_restoration.md)_ spell or other magic. **_Haste (Recharge 5-6)_**. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. AltName: "[Golem d'argile](hd_monsters_golem_dargile.md)" Size: Large Type: construct Alignment: unaligned ArmorClass: 14 (natural armor) HitPoints: 133 (14d10 + 56) Speed: 20 ft. Strength: 20 (+5) Dexterity: ' 9 (-1)' Constitution: 18 (+4) Intelligence: ' 3 (-4)' Wisdom: ' 8 (-1)' Charisma: ' 1 (-5)' Senses: darkvision 60 ft., passive Perception 9 Languages: understands the languages of its creator but can't speak Challenge: 9 (5000 XP) DamageImmunities: acid, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine ConditionImmunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Flesh Golem construct Medium neutral 9 93 (11d8 + 44) 30 ft. lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft., passive Perception 10 understands the languages of its creator but can't speak 5 (1800 XP) 19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3) monsters_vo.md#flesh-golem monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Golem de chair](hd_monsters_golem_de_chair.md) Name: Flesh Golem Markdown: >+ # <!--Name-->Flesh Golem<!--/Name--> - CEO: <!--AltName-->[Golem de chair](hd_monsters_golem_de_chair.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->construct<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->9<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->93 (11d8 + 44)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity--> 9 (-1)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->understands the languages of its creator but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, frightened, paralyzed, petrified, poisoned<!--/ConditionImmunities--> ## Special Features **_Berserk_**. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. **_Aversion of Fire_**. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. **_Immutable Form_**. The golem is immune to any spell or effect that would alter its form. **_Lightning Absorption_**. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. **_Magic Resistance_**. The golem has advantage on saving throws against spells and other magical effects. **_Magic Weapons_**. The golem's weapon attacks are magical. ## Actions **_Multiattack_**. The golem makes two slam attacks. **_Slam_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 13 (2d8 + 4) bludgeoning damage. AltName: '[Golem de chair](hd_monsters_golem_de_chair.md)' Size: Medium Type: construct Alignment: neutral ArmorClass: 9 HitPoints: 93 (11d8 + 44) Speed: 30 ft. Strength: 19 (+4) Dexterity: ' 9 (-1)' Constitution: 18 (+4) Intelligence: ' 6 (-2)' Wisdom: 10 (+0) Charisma: ' 5 (-3)' Senses: darkvision 60 ft., passive Perception 10 Languages: understands the languages of its creator but can't speak Challenge: 5 (1800 XP) DamageImmunities: lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine ConditionImmunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Iron Golem construct Large unaligned 20 (natural armor) 210 (20d10 + 100) 30 ft. fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 120 ft., passive Perception 10 understands the languages of its creator but can't speak 16 (15000 XP) 24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) monsters_vo.md#iron-golem monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Golem de fer](hd_monsters_golem_de_fer.md) Name: Iron Golem Markdown: >+ # <!--Name-->Iron Golem<!--/Name--> - CEO: <!--AltName-->[Golem de fer](hd_monsters_golem_de_fer.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->construct<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->20 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->210 (20d10 + 100)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->24 (+7)<!--/Strength-->|<!--Dexterity--> 9 (-1)<!--/Dexterity-->|<!--Constitution-->20 (+5)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 1 (-5)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->understands the languages of its creator but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->16 (15000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, frightened, paralyzed, petrified, poisoned<!--/ConditionImmunities--> ## Special Features **_Fire Absorption_**. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. **_Immutable Form_**. The golem is immune to any spell or effect that would alter its form. **_Magic Resistance_**. The golem has advantage on saving throws against spells and other magical effects. **_Magic Weapons_**. The golem's weapon attacks are magical. ## Actions **_Multiattack_**. The golem makes two melee attacks. **_Slam_**. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. _Hit_: 20 (3d8 + 7) bludgeoning damage. **_Sword_**. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. _Hit_: 23 (3d10 + 7) slashing damage. **_Poison Breath (Recharge 6)_**. The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. AltName: '[Golem de fer](hd_monsters_golem_de_fer.md)' Size: Large Type: construct Alignment: unaligned ArmorClass: 20 (natural armor) HitPoints: 210 (20d10 + 100) Speed: 30 ft. Strength: 24 (+7) Dexterity: ' 9 (-1)' Constitution: 20 (+5) Intelligence: ' 3 (-4)' Wisdom: 11 (+0) Charisma: ' 1 (-5)' Senses: darkvision 120 ft., passive Perception 10 Languages: understands the languages of its creator but can't speak Challenge: 16 (15000 XP) DamageImmunities: fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine ConditionImmunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Stone Golem construct Large unaligned 17 (natural armor) 178 (17d10 + 85) 30 ft. poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 120 ft., passive Perception 10 understands the languages of its creator but can't speak 10 (5900 XP) 22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) monsters_vo.md#stone-golem monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Golem de pierre](hd_monsters_golem_de_pierre.md) Name: Stone Golem Markdown: >+ # <!--Name-->Stone Golem<!--/Name--> - CEO: <!--AltName-->[Golem de pierre](hd_monsters_golem_de_pierre.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->construct<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->178 (17d10 + 85)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->22 (+6)<!--/Strength-->|<!--Dexterity--> 9 (-1)<!--/Dexterity-->|<!--Constitution-->20 (+5)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 1 (-5)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->understands the languages of its creator but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->10 (5900 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, frightened, paralyzed, petrified, poisoned<!--/ConditionImmunities--> ## Special Features **_Immutable Form_**. The golem is immune to any spell or effect that would alter its form. **_Magic Resistance_**. The golem has advantage on saving throws against spells and other magical effects. **_Magic Weapons_**. The golem's weapon attacks are magical. ## Actions **_Multiattack_**. The golem makes two slam attacks. **_Slam_**. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. _Hit_: 19 (3d8 + 6) bludgeoning damage. **_Slow (Recharge 5-6)_**. 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. AltName: '[Golem de pierre](hd_monsters_golem_de_pierre.md)' Size: Large Type: construct Alignment: unaligned ArmorClass: 17 (natural armor) HitPoints: 178 (17d10 + 85) Speed: 30 ft. Strength: 22 (+6) Dexterity: ' 9 (-1)' Constitution: 20 (+5) Intelligence: ' 3 (-4)' Wisdom: 11 (+0) Charisma: ' 1 (-5)' Senses: darkvision 120 ft., passive Perception 10 Languages: understands the languages of its creator but can't speak Challenge: 10 (5900 XP) DamageImmunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine ConditionImmunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Gorgon monstrosity Large unaligned 19 (natural armor) 114 (12d10 + 48) 40 ft. Perception +4 petrified darkvision 60 ft., passive Perception 14 - 5 (1800 XP) 20 (+5) 11 (+0) 18 (+4) 2 (-4) 12 (+1) 7 (-2) monsters_vo.md#gorgon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Gorgone](hd_monsters_gorgone.md) Name: Gorgon Markdown: >+ # <!--Name-->Gorgon<!--/Name--> - CEO: <!--AltName-->[Gorgone](hd_monsters_gorgone.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->114 (12d10 + 48)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->20 (+5)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Condition Immunities** <!--ConditionImmunities-->petrified<!--/ConditionImmunities--> ## Special Features **_Trampling Charge_**. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. ## Actions **_Gore_**. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. _Hit_: 18 (2d12 + 5) piercing damage. **_Hooves_**. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. _Hit_: 16 (2d10 + 5) bludgeoning damage. **_Petrifying Breath (Recharge 5-6)_**. The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the _[greater restoration](srd_spells_greater_restoration.md)_ spell or other magic. AltName: '[Gorgone](hd_monsters_gorgone.md)' Size: Large Type: monstrosity Alignment: unaligned ArmorClass: 19 (natural armor) HitPoints: 114 (12d10 + 48) Speed: 40 ft. Strength: 20 (+5) Dexterity: 11 (+0) Constitution: 18 (+4) Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 7 (-2)' Skills: Perception +4 Senses: darkvision 60 ft., passive Perception 14 Languages: '-' Challenge: 5 (1800 XP) ConditionImmunities: petrified
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ghoul undead Medium chaotic evil 12 22 (5d8) 30 ft. poison charmed, exhaustion, poisoned darkvision 60 ft., passive Perception 10 Common 1 (200 XP) 13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) monsters_vo.md#ghoul monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Goule](hd_monsters_goule.md) Name: Ghoul Markdown: >+ # <!--Name-->Ghoul<!--/Name--> - CEO: <!--AltName-->[Goule](hd_monsters_goule.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (5d8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Common<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, poisoned<!--/ConditionImmunities--> ## Special Features **_Bite_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. _Hit_: 9 (2d6 + 2) piercing damage. **_Claws_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. AltName: '[Goule](hd_monsters_goule.md)' Size: Medium Type: undead Alignment: chaotic evil ArmorClass: 12 HitPoints: 22 (5d8) Speed: 30 ft. Strength: 13 (+1) Dexterity: 15 (+2) Constitution: 10 (+0) Intelligence: ' 7 (-2)' Wisdom: 10 (+0) Charisma: ' 6 (-2)' Senses: darkvision 60 ft., passive Perception 10 Languages: Common Challenge: 1 (200 XP) DamageImmunities: poison ConditionImmunities: charmed, exhaustion, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ape beast Medium unaligned 12 19 (3d8 + 6) 30 ft., climb 30 ft. Athletics +5, Perception +3 passive Perception 13 - 1/2 (100 XP) 16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2) monsters_vo.md#ape monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Grand singe](hd_monsters_grand_singe.md) Name: Ape Markdown: >+ # <!--Name-->Ape<!--/Name--> - CEO: <!--AltName-->[Grand singe](hd_monsters_grand_singe.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->19 (3d8 + 6)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., climb 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Athletics +5, Perception +3<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Multiattack_**. The ape makes two fist attacks. **_Fist_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 6 (1d6 + 3) bludgeoning damage. **_Rock_**. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. _Hit_: 6 (1d6 + 3) bludgeoning damage. AltName: '[Grand singe](hd_monsters_grand_singe.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 19 (3d8 + 6) Speed: 30 ft., climb 30 ft. Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: ' 6 (-2)' Wisdom: 12 (+1) Charisma: ' 7 (-2)' Skills: Athletics +5, Perception +3 Senses: passive Perception 13 Languages: '-' Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Frog beast Tiny unaligned 11 1 (1d4 - 1) 20 ft., swim 20 ft. Perception +1, Stealth +3 darkvision 30 ft., passive Perception 11 - 0 (0 XP) 1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4) monsters_vo.md#frog monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Grenouille](hd_monsters_grenouille.md) Name: Frog Markdown: >+ # <!--Name-->Frog<!--/Name--> - CEO: <!--AltName-->[Grenouille](hd_monsters_grenouille.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->1 (1d4 - 1)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., swim 20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 1 (-5)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution--> 8 (-1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +1, Stealth +3<!--/Skills--> - **Senses** <!--Senses-->darkvision 30 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (0 XP)<!--/Challenge--> ## Special Features **_Amphibious_**. The frog can breathe air and water. **_Standing Leap_**. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. AltName: '[Grenouille](hd_monsters_grenouille.md)' Size: Tiny Type: beast Alignment: unaligned ArmorClass: 11 HitPoints: 1 (1d4 - 1) Speed: 20 ft., swim 20 ft. Strength: ' 1 (-5)' Dexterity: 13 (+1) Constitution: ' 8 (-1)' Intelligence: ' 1 (-5)' Wisdom: ' 8 (-1)' Charisma: ' 3 (-4)' Skills: Perception +1, Stealth +3 Senses: darkvision 30 ft., passive Perception 11 Languages: '-' Challenge: 0 (0 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Frog beast Medium unaligned 11 18 (4d8) 30 ft., swim 30 ft. Perception +2, Stealth +3 darkvision 30 ft., passive Perception 12 - 1/4 (50 XP) 12 (+1) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 3 (-4) monsters_vo.md#giant-frog monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Grenouille géante](hd_monsters_grenouille_geante.md) Name: Giant Frog Markdown: >+ # <!--Name-->Giant Frog<!--/Name--> - CEO: <!--AltName-->[Grenouille géante](hd_monsters_grenouille_geante.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->18 (4d8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->12 (+1)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +2, Stealth +3<!--/Skills--> - **Senses** <!--Senses-->darkvision 30 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Amphibious_**. The frog can breathe air and water. **_Standing Leap_**. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. ## Actions **_Bite_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target. **_Swallow_**. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is [blinded](srd_conditions_blinded.md) and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. AltName: '[Grenouille géante](hd_monsters_grenouille_geante.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 11 HitPoints: 18 (4d8) Speed: 30 ft., swim 30 ft. Strength: 12 (+1) Dexterity: 13 (+1) Constitution: 11 (+0) Intelligence: ' 2 (-4)' Wisdom: 10 (+0) Charisma: ' 3 (-4)' Skills: Perception +2, Stealth +3 Senses: darkvision 30 ft., passive Perception 12 Languages: '-' Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Grick monstrosity Medium neutral 14 (natural armor) 27 (6d8) 30 ft., climb 30 ft. bludgeoning, piercing, and slashing damage from nonmagical attacks darkvision 60 ft., passive Perception 12 - 2 (450 XP) 14 (+2) 14 (+2) 11 (+0) 3 (-4) 14 (+2) 5 (-3) monsters_vo.md#grick monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Grick](hd_monsters_grick.md) Name: Grick Markdown: >+ # <!--Name-->Grick<!--/Name--> - CEO: <!--AltName-->[Grick](hd_monsters_grick.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->27 (6d8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., climb 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->14 (+2)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, and slashing damage from nonmagical attacks<!--/DamageResistances--> ## Special Features **_Stone Camouflage_**. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ## Actions **_Multiattack_**. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. **_Tentacles_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 9 (2d6 + 2) slashing damage. **_Beak_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. AltName: '[Grick](hd_monsters_grick.md)' Size: Medium Type: monstrosity Alignment: neutral ArmorClass: 14 (natural armor) HitPoints: 27 (6d8) Speed: 30 ft., climb 30 ft. Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 11 (+0) Intelligence: ' 3 (-4)' Wisdom: 14 (+2) Charisma: ' 5 (-3)' Senses: darkvision 60 ft., passive Perception 12 Languages: '-' Challenge: 2 (450 XP) DamageResistances: bludgeoning, piercing, and slashing damage from nonmagical attacks
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Griffon monstrosity Large unaligned 12 59 (7d10 + 21) 30 ft., fly 80 ft. Perception +5 darkvision 60 ft., passive Perception 15 - 2 (450 XP) 18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1) monsters_vo.md#griffon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Griffon](hd_monsters_griffon.md) Name: Griffon Markdown: >+ # <!--Name-->Griffon<!--/Name--> - CEO: <!--AltName-->[Griffon](hd_monsters_griffon.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->59 (7d10 + 21)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +5<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 15<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Keen Sight_**. The griffon has advantage on Wisdom (Perception) checks that rely on sight. ## Actions **_Multiattack_**. The griffon makes two attacks: one with its beak and one with its claws. **_Beak_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 8 (1d8 + 4) piercing damage. **_Claws_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) slashing damage. AltName: '[Griffon](hd_monsters_griffon.md)' Size: Large Type: monstrosity Alignment: unaligned ArmorClass: 12 HitPoints: 59 (7d10 + 21) Speed: 30 ft., fly 80 ft. Strength: 18 (+4) Dexterity: 15 (+2) Constitution: 16 (+3) Intelligence: ' 2 (-4)' Wisdom: 13 (+1) Charisma: ' 8 (-1)' Skills: Perception +5 Senses: darkvision 60 ft., passive Perception 15 Languages: '-' Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Sea Hag fey Medium chaotic evil 14 (natural armor) 52 (7d8 + 21) 30 ft., swim 40 ft. darkvision 60 ft., passive Perception 11 Aquan, Common, Giant 2 (450 XP) 16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1) monsters_vo.md#sea-hag monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Guenaude aquatique](hd_monsters_guenaude_aquatique.md) Name: Sea Hag Markdown: >+ # <!--Name-->Sea Hag<!--/Name--> - CEO: <!--AltName-->[Guenaude aquatique](hd_monsters_guenaude_aquatique.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->fey<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->52 (7d8 + 21)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->13 (+1)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->Aquan, Common, Giant<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Amphibious_**. The hag can breathe air and water. **_Horrific Appearance_**. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. ## Actions **_Claws_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) slashing damage. **_Death Glare_**. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. **_Illusory Appearance_**. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised. AltName: '[Guenaude aquatique](hd_monsters_guenaude_aquatique.md)' Size: Medium Type: fey Alignment: chaotic evil ArmorClass: 14 (natural armor) HitPoints: 52 (7d8 + 21) Speed: 30 ft., swim 40 ft. Strength: 16 (+3) Dexterity: 13 (+1) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 13 (+1) Senses: darkvision 60 ft., passive Perception 11 Languages: Aquan, Common, Giant Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageResistances ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Night Hag fiend Medium neutral evil 17 (natural armor) 112 (15d8 + 45) 30 ft. Deception +7, Insight +6, Perception +6, Stealth +6 cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons charmed darkvision 120 ft., passive Perception 16 Abyssal, Common, Infernal, Primordial 5 (1800 XP) 18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) monsters_vo.md#night-hag monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Guenaude nocturne](hd_monsters_guenaude_nocturne.md) Name: Night Hag Markdown: >+ # <!--Name-->Night Hag<!--/Name--> - CEO: <!--AltName-->[Guenaude nocturne](hd_monsters_guenaude_nocturne.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->fiend<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->112 (15d8 + 45)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->16 (+3)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->16 (+3)<!--/Charisma-->| - **Skills** <!--Skills-->Deception +7, Insight +6, Perception +6, Stealth +6<!--/Skills--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 16<!--/Senses--> - **Languages** <!--Languages-->Abyssal, Common, Infernal, Primordial<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed<!--/ConditionImmunities--> ## Special Features **_Innate Spellcasting_**. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: _[detect magic](srd_spells_detect_magic.md)_, _[magic missile](srd_spells_magic_missile.md)_ 2/day each: _[plane shift](srd_spells_plane_shift.md)_ (self only), _[ray of enfeeblement](srd_spells_ray_of_enfeeblement.md)_, _[sleep](srd_spells_sleep.md)_ **_Magic Resistance_**. The hag has advantage on saving throws against spells and other magical effects. ## Actions **_Claws (Hag Form Only)_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 13 (2d8 + 4) slashing damage. **_Change Shape_**. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. **_Etherealness_**. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. **_Nightmare Haunting (1/Day)_**. While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A _[protection from evil and good](srd_spells_protection_from_evil_and_good.md)_ spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the _[greater restoration](srd_spells_greater_restoration.md)_ spell or similar magic. AltName: '[Guenaude nocturne](hd_monsters_guenaude_nocturne.md)' Size: Medium Type: fiend Alignment: neutral evil ArmorClass: 17 (natural armor) HitPoints: 112 (15d8 + 45) Speed: 30 ft. Strength: 18 (+4) Dexterity: 15 (+2) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 16 (+3) Skills: Deception +7, Insight +6, Perception +6, Stealth +6 Senses: darkvision 120 ft., passive Perception 16 Languages: Abyssal, Common, Infernal, Primordial Challenge: 5 (1800 XP) DamageResistances: cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons ConditionImmunities: charmed
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Green Hag fey Medium neutral evil 17 (natural armor) 82 (11d8 + 33) 30 ft. Arcana +3, Deception +4, Perception +4, Stealth +3 darkvision 60 ft., passive Perception 14 Common, Draconic, Sylvan 3 (700 XP) 18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2) monsters_vo.md#green-hag monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Guenaude verte](hd_monsters_guenaude_verte.md) Name: Green Hag Markdown: >+ # <!--Name-->Green Hag<!--/Name--> - CEO: <!--AltName-->[Guenaude verte](hd_monsters_guenaude_verte.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->fey<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->82 (11d8 + 33)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->13 (+1)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->14 (+2)<!--/Charisma-->| - **Skills** <!--Skills-->Arcana +3, Deception +4, Perception +4, Stealth +3<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic, Sylvan<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> ## Special Features **_Amphibious_**. The hag can breathe air and water. **_Innate Spellcasting_**. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: At will: _[dancing lights](srd_spells_dancing_lights.md)_, _[minor illusion](srd_spells_minor_illusion.md)_, _[vicious mockery](srd_spells_vicious_mockery.md)_ **_Mimicry_**. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. ## Actions **_Claws_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 13 (2d8 + 4) slashing damage. **_Illusory Appearance_**. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 [Intelligence (Investigation)] check to discern that the hag is disguised. **_Invisible Passage_**. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. AltName: '[Guenaude verte](hd_monsters_guenaude_verte.md)' Size: Medium Type: fey Alignment: neutral evil ArmorClass: 17 (natural armor) HitPoints: 82 (11d8 + 33) Speed: 30 ft. Strength: 18 (+4) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 13 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) Skills: Arcana +3, Deception +4, Perception +4, Stealth +3 Senses: darkvision 60 ft., passive Perception 14 Languages: Common, Draconic, Sylvan Challenge: 3 (700 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Tribal Warrior humanoid (any race) Medium any alignment 12 (hide armor) 11 (2d8 + 2) 30 ft. passive Perception 10 any one language 1/8 (25 XP) 13 (+1) 11 (+0) 12 (+1) 8 (-1) 11 (+0) 8 (-1) monsters_vo.md#tribal-warrior monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Guerrier tribal](hd_monsters_guerrier_tribal.md) Name: Tribal Warrior Markdown: >+ # <!--Name-->Tribal Warrior<!--/Name--> - CEO: <!--AltName-->[Guerrier tribal](hd_monsters_guerrier_tribal.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (hide armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->11 (2d8 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 8 (-1)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->any one language<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Pack Tactics_**. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. ## Actions **_Spear_**. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit_: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. AltName: '[Guerrier tribal](hd_monsters_guerrier_tribal.md)' Size: Medium Type: humanoid (any race) Alignment: any alignment ArmorClass: 12 (hide armor) HitPoints: 11 (2d8 + 2) Speed: 30 ft. Strength: 13 (+1) Dexterity: 11 (+0) Constitution: 12 (+1) Intelligence: ' 8 (-1)' Wisdom: 11 (+0) Charisma: ' 8 (-1)' Senses: passive Perception 10 Languages: any one language Challenge: 1/8 (25 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Wasp beast Medium unaligned 12 13 (3d8) 10 ft., fly 50 ft. passive Perception 10 - 1/2 (100 XP) 10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4) monsters_vo.md#giant-wasp monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Guêpe géante](hd_monsters_guepe_geante.md) Name: Giant Wasp Markdown: >+ # <!--Name-->Giant Wasp<!--/Name--> - CEO: <!--AltName-->[Guêpe géante](hd_monsters_guepe_geante.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->13 (3d8)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., fly 50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Sting_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. AltName: '[Guêpe géante](hd_monsters_guepe_geante.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 13 (3d8) Speed: 10 ft., fly 50 ft. Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: ' 1 (-5)' Wisdom: 10 (+0) Charisma: ' 3 (-4)' Senses: passive Perception 10 Languages: '-' Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Gynosphinx monstrosity Large lawful neutral 17 (natural armor) 136 (16d10 + 48) 40 ft., fly 60 ft. Arcana +12, History +12, Perception +8, Religion +8 bludgeoning, piercing, and slashing from nonmagical attacks psychic charmed, frightened truesight 120 ft., passive Perception 18 Common, Sphinx 11 (7200 XP) 18 (+4) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4) monsters_vo.md#gynosphinx monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Gynosphinx](hd_monsters_gynosphinx.md) Name: Gynosphinx Markdown: >+ # <!--Name-->Gynosphinx<!--/Name--> - CEO: <!--AltName-->[Gynosphinx](hd_monsters_gynosphinx.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->lawful neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->136 (16d10 + 48)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->18 (+4)<!--/Intelligence-->|<!--Wisdom-->18 (+4)<!--/Wisdom-->|<!--Charisma-->18 (+4)<!--/Charisma-->| - **Skills** <!--Skills-->Arcana +12, History +12, Perception +8, Religion +8<!--/Skills--> - **Senses** <!--Senses-->truesight 120 ft., passive Perception 18<!--/Senses--> - **Languages** <!--Languages-->Common, Sphinx<!--/Languages--> - **Challenge** <!--Challenge-->11 (7200 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->psychic<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed, frightened<!--/ConditionImmunities--> ## Special Features **_Inscrutable_**. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. **_Magic Weapons_**. The sphinx's weapon attacks are magical. **_Spellcasting_**. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: * **Cantrips (at will):** _[mage hand](srd_spells_mage_hand.md)_, _[minor illusion](srd_spells_minor_illusion.md)_, _[prestidigitation](srd_spells_prestidigitation.md)_ * **1st level (4 slots):** _[detect magic](srd_spells_detect_magic.md)_, _[identify](srd_spells_identify.md)_, _[shield](srd_spells_shield.md)_ * **2nd level (3 slots):** _[darkness](srd_spells_darkness.md)_, _[locate object](srd_spells_locate_object.md)_, _[suggestion](srd_spells_suggestion.md)_ * **3rd level (3 slots):** _[dispel magic](srd_spells_dispel_magic.md)_, _[remove curse](srd_spells_remove_curse.md)_, _[tongues](srd_spells_tongues.md)_ * **4th level (3 slots):** _[banishment](srd_spells_banishment.md)_, _[greater invisibility](srd_spells_greater_invisibility.md)_ * **5th level (1 slot):** _[legend lore](srd_spells_legend_lore.md)_ ## Actions **_Multiattack_**. The sphinx makes two claw attacks. **_Claw_**. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. _Hit_: 13 (2d8 + 4) slashing damage. ## Legendary Actions The sphinx 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 sphinx regains spent legendary actions at the start of its turn. **_Claw Attack_**. The sphinx makes one claw attack. **_Teleport (Costs 2 Actions)_**. The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. **_Cast a Spell (Costs 3 Actions)_**. The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. AltName: '[Gynosphinx](hd_monsters_gynosphinx.md)' Size: Large Type: monstrosity Alignment: lawful neutral ArmorClass: 17 (natural armor) HitPoints: 136 (16d10 + 48) Speed: 40 ft., fly 60 ft. Strength: 18 (+4) Dexterity: 15 (+2) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 18 (+4) Skills: Arcana +12, History +12, Perception +8, Religion +8 Senses: truesight 120 ft., passive Perception 18 Languages: Common, Sphinx Challenge: 11 (7200 XP) DamageImmunities: psychic DamageResistances: bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: charmed, frightened
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Hill Giant giant Huge chaotic evil 13 (natural armor) 105 (10d12 + 40) 40 ft. Perception +2 passive Perception 12 Giant 5 (1800 XP) 21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2) monsters_vo.md#hill-giant monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Géant des collines](hd_monsters_geant_des_collines.md) Name: Hill Giant Markdown: >+ # <!--Name-->Hill Giant<!--/Name--> - CEO: <!--AltName-->[Géant des collines](hd_monsters_geant_des_collines.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->giant<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->105 (10d12 + 40)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->21 (+5)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->19 (+4)<!--/Constitution-->|<!--Intelligence--> 5 (-3)<!--/Intelligence-->|<!--Wisdom--> 9 (-1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +2<!--/Skills--> - **Senses** <!--Senses-->passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->Giant<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> ## Special Features **_Multiattack_**. The giant makes two greatclub attacks. **_Greatclub_**. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. _Hit_: 18 (3d8 + 5) bludgeoning damage. **_Rock_**. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. _Hit_: 21 (3d10 + 5) bludgeoning damage. AltName: '[Géant des collines](hd_monsters_geant_des_collines.md)' Size: Huge Type: giant Alignment: chaotic evil ArmorClass: 13 (natural armor) HitPoints: 105 (10d12 + 40) Speed: 40 ft. Strength: 21 (+5) Dexterity: ' 8 (-1)' Constitution: 19 (+4) Intelligence: ' 5 (-3)' Wisdom: ' 9 (-1)' Charisma: ' 6 (-2)' Skills: Perception +2 Senses: passive Perception 12 Languages: Giant Challenge: 5 (1800 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Cloud Giant giant Huge neutral good (50 %) or neutral evil (50 %) 14 (natural armor) 200 (16d12 + 96) 40 ft. Con +10, Wis +7, Cha +7 Insight +7, Perception +7 passive Perception 17 Common, Giant 9 (5000 XP) 27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3) monsters_vo.md#cloud-giant monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Géant des nuages](hd_monsters_geant_des_nuages.md) Name: Cloud Giant Markdown: >+ # <!--Name-->Cloud Giant<!--/Name--> - CEO: <!--AltName-->[Géant des nuages](hd_monsters_geant_des_nuages.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->giant<!--/Type-->, <!--Alignment-->neutral good (50 %) or neutral evil (50 %)<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->200 (16d12 + 96)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->27 (+8)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->22 (+6)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->16 (+3)<!--/Wisdom-->|<!--Charisma-->16 (+3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Con +10, Wis +7, Cha +7<!--/SavingThrows--> - **Skills** <!--Skills-->Insight +7, Perception +7<!--/Skills--> - **Senses** <!--Senses-->passive Perception 17<!--/Senses--> - **Languages** <!--Languages-->Common, Giant<!--/Languages--> - **Challenge** <!--Challenge-->9 (5000 XP)<!--/Challenge--> ## Special Features **_Keen Smell_**. The giant has advantage on Wisdom (Perception) checks that rely on smell. **_InnateSpellcasting_**. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: At will: _[detect magic](srd_spells_detect_magic.md)_, _[fog cloud](srd_spells_fog_cloud.md)_, _[light](srd_spells_light.md)_ 3/day each: _[feather fall](srd_spells_feather_fall.md)_, _[fly](srd_spells_fly.md)_, _[misty step](srd_spells_misty_step.md)_, _[telekinesis](srd_spells_telekinesis.md)_ 1/day each: _[control weather](srd_spells_control_weather.md)_, _[gaseous form](srd_spells_gaseous_form.md)_ ## Actions **_Multiattack_**. The giant makes two morningstar attacks. **_Morningstar_**. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. _Hit_: 21 (3d8 + 8) piercing damage. **_Rock_**. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. _Hit_: 30 (4d10 + 8) bludgeoning damage. AltName: '[Géant des nuages](hd_monsters_geant_des_nuages.md)' Size: Huge Type: giant Alignment: neutral good (50 %) or neutral evil (50 %) ArmorClass: 14 (natural armor) HitPoints: 200 (16d12 + 96) Speed: 40 ft. Strength: 27 (+8) Dexterity: 10 (+0) Constitution: 22 (+6) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 16 (+3) SavingThrows: Con +10, Wis +7, Cha +7 Skills: Insight +7, Perception +7 Senses: passive Perception 17 Languages: Common, Giant Challenge: 9 (5000 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Stone Giant giant Huge neutral 17 (natural armor) 126 (11d12 + 55) 40 ft. Dex +5, Con +8, Wis +4 Athletics +12, Perception +4 darkvision 60 ft., passive Perception 14 Giant 7 (2900 XP) 23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (-1) monsters_vo.md#stone-giant monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Géant des pierres](hd_monsters_geant_des_pierres.md) Name: Stone Giant Markdown: >+ # <!--Name-->Stone Giant<!--/Name--> - CEO: <!--AltName-->[Géant des pierres](hd_monsters_geant_des_pierres.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->giant<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->126 (11d12 + 55)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->23 (+6)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->20 (+5)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 9 (-1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +5, Con +8, Wis +4<!--/SavingThrows--> - **Skills** <!--Skills-->Athletics +12, Perception +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Giant<!--/Languages--> - **Challenge** <!--Challenge-->7 (2900 XP)<!--/Challenge--> ## Special Features **_Stone Camouflage_**. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ## Actions **_Multiattack_**. The giant makes two greatclub attacks. **_Greatclub_**. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. _Hit_: 19 (3d8 + 6) bludgeoning damage. **_Rock_**. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. _Hit_: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. **_Rock Catching_**. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. AltName: '[Géant des pierres](hd_monsters_geant_des_pierres.md)' Size: Huge Type: giant Alignment: neutral ArmorClass: 17 (natural armor) HitPoints: 126 (11d12 + 55) Speed: 40 ft. Strength: 23 (+6) Dexterity: 15 (+2) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: ' 9 (-1)' SavingThrows: Dex +5, Con +8, Wis +4 Skills: Athletics +12, Perception +4 Senses: darkvision 60 ft., passive Perception 14 Languages: Giant Challenge: 7 (2900 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageResistances DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Storm Giant giant Huge chaotic good 16 (scale mail) 230 (20d12 + 100) 50 ft., swim 50 ft. Str +14, Con +10, Wis +9, Cha +9 Arcana +8, Athletics +14, History +8, Perception +9 cold lightning, thunder passive Perception 19 Common, Giant 13 (10000 XP) 29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4) monsters_vo.md#storm-giant monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Géant des tempêtes](hd_monsters_geant_des_tempetes.md) Name: Storm Giant Markdown: >+ # <!--Name-->Storm Giant<!--/Name--> - CEO: <!--AltName-->[Géant des tempêtes](hd_monsters_geant_des_tempetes.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->giant<!--/Type-->, <!--Alignment-->chaotic good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->16 (scale mail)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->230 (20d12 + 100)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft., swim 50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->29 (+9)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->20 (+5)<!--/Constitution-->|<!--Intelligence-->16 (+3)<!--/Intelligence-->|<!--Wisdom-->18 (+4)<!--/Wisdom-->|<!--Charisma-->18 (+4)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Str +14, Con +10, Wis +9, Cha +9<!--/SavingThrows--> - **Skills** <!--Skills-->Arcana +8, Athletics +14, History +8, Perception +9<!--/Skills--> - **Senses** <!--Senses-->passive Perception 19<!--/Senses--> - **Languages** <!--Languages-->Common, Giant<!--/Languages--> - **Challenge** <!--Challenge-->13 (10000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->lightning, thunder<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold<!--/DamageResistances--> ## Special Features **_Amphibious_**. The giant can breathe air and water. **_Innate Spellcasting_**. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: _[detect magic](srd_spells_detect_magic.md)_, _[feather fall](srd_spells_feather_fall.md)_, _[levitate](srd_spells_levitate.md)_, _[light](srd_spells_light.md)_ 3/day each: _[control weather](srd_spells_control_weather.md)_, _[water breathing](srd_spells_water_breathing.md)_ ## Actions **_Multiattack_**. The giant makes two greatsword attacks. **_Greatsword_**. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. _Hit_: 30 (6d6 + 9) slashing damage. **_Rock_**. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. _Hit_: 35 (4d12 + 9) bludgeoning damage. **_Lightning Strike (Recharge 5-6)_**. 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. AltName: '[Géant des tempêtes](hd_monsters_geant_des_tempetes.md)' Size: Huge Type: giant Alignment: chaotic good ArmorClass: 16 (scale mail) HitPoints: 230 (20d12 + 100) Speed: 50 ft., swim 50 ft. Strength: 29 (+9) Dexterity: 14 (+2) Constitution: 20 (+5) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 18 (+4) SavingThrows: Str +14, Con +10, Wis +9, Cha +9 Skills: Arcana +8, Athletics +14, History +8, Perception +9 Senses: passive Perception 19 Languages: Common, Giant Challenge: 13 (10000 XP) DamageImmunities: lightning, thunder DamageResistances: cold
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Fire Giant giant Huge lawful evil 18 (plate) 162 (13d12 + 78) 30 ft. Dex +3, Con +10, Cha +5 Athletics +11, Perception +6 fire passive Perception 16 Giant 9 (5000 XP) 25 (+7) 9 (-1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) monsters_vo.md#fire-giant monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Géant du feu](hd_monsters_geant_du_feu.md) Name: Fire Giant Markdown: >+ # <!--Name-->Fire Giant<!--/Name--> - CEO: <!--AltName-->[Géant du feu](hd_monsters_geant_du_feu.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->giant<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (plate)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->162 (13d12 + 78)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->25 (+7)<!--/Strength-->|<!--Dexterity--> 9 (-1)<!--/Dexterity-->|<!--Constitution-->23 (+6)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->13 (+1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +3, Con +10, Cha +5<!--/SavingThrows--> - **Skills** <!--Skills-->Athletics +11, Perception +6<!--/Skills--> - **Senses** <!--Senses-->passive Perception 16<!--/Senses--> - **Languages** <!--Languages-->Giant<!--/Languages--> - **Challenge** <!--Challenge-->9 (5000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> ## Special Features **_Multiattack_**. The giant makes two greatsword attacks. **_Greatsword_**. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. _Hit_: 28 (6d6 + 7) slashing damage. **_Rock_**. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. _Hit_: 29 (4d10 + 7) bludgeoning damage. AltName: '[Géant du feu](hd_monsters_geant_du_feu.md)' Size: Huge Type: giant Alignment: lawful evil ArmorClass: 18 (plate) HitPoints: 162 (13d12 + 78) Speed: 30 ft. Strength: 25 (+7) Dexterity: ' 9 (-1)' Constitution: 23 (+6) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 13 (+1) SavingThrows: Dex +3, Con +10, Cha +5 Skills: Athletics +11, Perception +6 Senses: passive Perception 16 Languages: Giant Challenge: 9 (5000 XP) DamageImmunities: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Frost Giant giant Huge neutral evil 15 (patchwork armor) 138 (12d12 + 60) 40 ft. Con +8, Wis +3, Cha +4 Athletics +9, Perception +3 cold passive Perception 13 Giant 8 (3900 XP) 23 (+6) 9 (-1) 21 (+5) 9 (-1) 10 (+0) 12 (+1) monsters_vo.md#frost-giant monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Géant du givre](hd_monsters_geant_du_givre.md) Name: Frost Giant Markdown: >+ # <!--Name-->Frost Giant<!--/Name--> - CEO: <!--AltName-->[Géant du givre](hd_monsters_geant_du_givre.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->giant<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (patchwork armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->138 (12d12 + 60)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->23 (+6)<!--/Strength-->|<!--Dexterity--> 9 (-1)<!--/Dexterity-->|<!--Constitution-->21 (+5)<!--/Constitution-->|<!--Intelligence--> 9 (-1)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Con +8, Wis +3, Cha +4<!--/SavingThrows--> - **Skills** <!--Skills-->Athletics +9, Perception +3<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Giant<!--/Languages--> - **Challenge** <!--Challenge-->8 (3900 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->cold<!--/DamageImmunities--> ## Special Features **_Multiattack_**. The giant makes two greataxe attacks. **_Greataxe_**. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. _Hit_: 25 (3d12 + 6) slashing damage. **_Rock_**. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. _Hit_: 28 (4d10 + 6) bludgeoning damage. AltName: '[Géant du givre](hd_monsters_geant_du_givre.md)' Size: Huge Type: giant Alignment: neutral evil ArmorClass: 15 (patchwork armor) HitPoints: 138 (12d12 + 60) Speed: 40 ft. Strength: 23 (+6) Dexterity: ' 9 (-1)' Constitution: 21 (+5) Intelligence: ' 9 (-1)' Wisdom: 10 (+0) Charisma: 12 (+1) SavingThrows: Con +8, Wis +3, Cha +4 Skills: Athletics +9, Perception +3 Senses: passive Perception 13 Languages: Giant Challenge: 8 (3900 XP) DamageImmunities: cold
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Harpy monstrosity Medium chaotic evil 11 38 (7d8 + 7) 20 ft., fly 40 ft. passive Perception 10 Common 1 (200 XP) 12 (+1) 13 (+1) 12 (+1) 7 (-2) 10 (+0) 13 (+1) monsters_vo.md#harpy monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Harpie](hd_monsters_harpie.md) Name: Harpy Markdown: >+ # <!--Name-->Harpy<!--/Name--> - CEO: <!--AltName-->[Harpie](hd_monsters_harpie.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->38 (7d8 + 7)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., fly 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->12 (+1)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->13 (+1)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Common<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> ## Special Features **_Multiattack_**. The harpy makes two attacks: one with its claws and one with its club. **_Claws_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 6 (2d4 + 1) slashing damage. **_Club_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 3 (1d4 + 1) bludgeoning damage. **_Luring Song_**. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours. AltName: '[Harpie](hd_monsters_harpie.md)' Size: Medium Type: monstrosity Alignment: chaotic evil ArmorClass: 11 HitPoints: 38 (7d8 + 7) Speed: 20 ft., fly 40 ft. Strength: 12 (+1) Dexterity: 13 (+1) Constitution: 12 (+1) Intelligence: ' 7 (-2)' Wisdom: 10 (+0) Charisma: 13 (+1) Senses: passive Perception 10 Languages: Common Challenge: 1 (200 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Hezrou fiend (demon) Large chaotic evil 16 (natural armor) 136 (13d10 + 65) 30 ft. Str +7, Con +8, Wis +4 cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks poison poisoned darkvision 120 ft., passive Perception 11 Abyssal, telepathy 120 ft. 8 (3900 XP) 19 (+4) 17 (+3) 20 (+5) 5 (-3) 12 (+1) 13 (+1) monsters_vo.md#hezrou monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Hezrou](hd_monsters_hezrou.md) Name: Hezrou Markdown: >+ # <!--Name-->Hezrou<!--/Name--> - CEO: <!--AltName-->[Hezrou](hd_monsters_hezrou.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->fiend (demon)<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->16 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->136 (13d10 + 65)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->17 (+3)<!--/Dexterity-->|<!--Constitution-->20 (+5)<!--/Constitution-->|<!--Intelligence--> 5 (-3)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->13 (+1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Str +7, Con +8, Wis +4<!--/SavingThrows--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->Abyssal, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->8 (3900 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Magic Resistance_**. The hezrou has advantage on saving throws against spells and other magical effects. **_Stench_**. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours. ## Actions **_Multiattack_**. The hezrou makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 15 (2d10 + 4) piercing damage. **_Claw_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) slashing damage. AltName: '[Hezrou](hd_monsters_hezrou.md)' Size: Large Type: fiend (demon) Alignment: chaotic evil ArmorClass: 16 (natural armor) HitPoints: 136 (13d10 + 65) Speed: 30 ft. Strength: 19 (+4) Dexterity: 17 (+3) Constitution: 20 (+5) Intelligence: ' 5 (-3)' Wisdom: 12 (+1) Charisma: 13 (+1) SavingThrows: Str +7, Con +8, Wis +4 Senses: darkvision 120 ft., passive Perception 11 Languages: Abyssal, telepathy 120 ft. Challenge: 8 (3900 XP) DamageImmunities: poison DamageResistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Owlbear monstrosity Large unaligned 13 (natural armor) 59 (7d10 + 21) 40 ft. Perception +3 darkvision 60 ft., passive Perception 13 - 3 (700 XP) 20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2) monsters_vo.md#owlbear monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Hibours](hd_monsters_hibours.md) Name: Owlbear Markdown: >+ # <!--Name-->Owlbear<!--/Name--> - CEO: <!--AltName-->[Hibours](hd_monsters_hibours.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->59 (7d10 + 21)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->20 (+5)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> ## Special Features **_Keen Sight and Smell_**. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. ## Actions **_Multiattack_**. The owlbear makes two attacks: one with its beak and one with its claws. **_Beak_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. _Hit_: 10 (1d10 + 5) piercing damage. **_Claws_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 14 (2d8 + 5) slashing damage. AltName: '[Hibours](hd_monsters_hibours.md)' Size: Large Type: monstrosity Alignment: unaligned ArmorClass: 13 (natural armor) HitPoints: 59 (7d10 + 21) Speed: 40 ft. Strength: 20 (+5) Dexterity: 12 (+1) Constitution: 17 (+3) Intelligence: ' 3 (-4)' Wisdom: 12 (+1) Charisma: ' 7 (-2)' Skills: Perception +3 Senses: darkvision 60 ft., passive Perception 13 Languages: '-' Challenge: 3 (700 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Sea Horse beast Tiny unaligned 11 1 (1d4 - 1) 0 ft., swim 20 ft. passive Perception 10 - 0 (0 XP) 1 (-5) 12 (+1) 8 (-1) 1 (-5) 10 (+0) 2 (-4) monsters_vo.md#sea-horse monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Hippocampe](hd_monsters_hippocampe.md) Name: Sea Horse Markdown: >+ # <!--Name-->Sea Horse<!--/Name--> - CEO: <!--AltName-->[Hippocampe](hd_monsters_hippocampe.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->1 (1d4 - 1)<!--/HitPoints--> - **Speed** <!--Speed-->0 ft., swim 20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 1 (-5)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution--> 8 (-1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 2 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (0 XP)<!--/Challenge--> ## Special Features **_Water Breathing_**. The sea horse can breathe only underwater. AltName: '[Hippocampe](hd_monsters_hippocampe.md)' Size: Tiny Type: beast Alignment: unaligned ArmorClass: 11 HitPoints: 1 (1d4 - 1) Speed: 0 ft., swim 20 ft. Strength: ' 1 (-5)' Dexterity: 12 (+1) Constitution: ' 8 (-1)' Intelligence: ' 1 (-5)' Wisdom: 10 (+0) Charisma: ' 2 (-4)' Senses: passive Perception 10 Languages: '-' Challenge: 0 (0 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Sea Horse beast Large unaligned 13 (natural armor) 16 (3d10) 0 ft., swim 40 ft. passive Perception 11 - 1/2 (100 XP) 12 (+1) 15 (+2) 11 (+0) 2 (-4) 12 (+1) 5 (-3) monsters_vo.md#giant-sea-horse monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Hippocampe géant](hd_monsters_hippocampe_geant.md) Name: Giant Sea Horse Markdown: >+ # <!--Name-->Giant Sea Horse<!--/Name--> - CEO: <!--AltName-->[Hippocampe géant](hd_monsters_hippocampe_geant.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->16 (3d10)<!--/HitPoints--> - **Speed** <!--Speed-->0 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->12 (+1)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Charge_**. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. **_Water Breathing_**. The sea horse can breathe only underwater. ## Actions **_Ram_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 4 (1d6 + 1) bludgeoning damage. AltName: '[Hippocampe géant](hd_monsters_hippocampe_geant.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 13 (natural armor) HitPoints: 16 (3d10) Speed: 0 ft., swim 40 ft. Strength: 12 (+1) Dexterity: 15 (+2) Constitution: 11 (+0) Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 5 (-3)' Senses: passive Perception 11 Languages: '-' Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Hippogriff monstrosity Large unaligned 11 19 (3d10 + 3) 40 ft., fly 60 ft. Perception +5 passive Perception 15 - 1 (200 XP) 17 (+3) 13 (+1) 13 (+1) 2 (-4) 12 (+1) 8 (-1) monsters_vo.md#hippogriff monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Hippogriffe](hd_monsters_hippogriffe.md) Name: Hippogriff Markdown: >+ # <!--Name-->Hippogriff<!--/Name--> - CEO: <!--AltName-->[Hippogriffe](hd_monsters_hippogriffe.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->19 (3d10 + 3)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +5<!--/Skills--> - **Senses** <!--Senses-->passive Perception 15<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> ## Special Features **_Keen Sight_**. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. ## Actions **_Multiattack_**. The hippogriff makes two attacks: one with its beak and one with its claws. **_Beak_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 8 (1d10 + 3) piercing damage. **_Claws_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) slashing damage. AltName: '[Hippogriffe](hd_monsters_hippogriffe.md)' Size: Large Type: monstrosity Alignment: unaligned ArmorClass: 11 HitPoints: 19 (3d10 + 3) Speed: 40 ft., fly 60 ft. Strength: 17 (+3) Dexterity: 13 (+1) Constitution: 13 (+1) Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 8 (-1)' Skills: Perception +5 Senses: passive Perception 15 Languages: '-' Challenge: 1 (200 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Hobgoblin humanoid (goblinoid) Medium lawful evil 18 (chain mail, shield) 11 (2d8 + 2) 30 ft. darkvision 60 ft., passive Perception 10 Common, Goblin 1/2 (100 XP) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1) monsters_vo.md#hobgoblin monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Hobgobelin](hd_monsters_hobgobelin.md) Name: Hobgoblin Markdown: >+ # <!--Name-->Hobgoblin<!--/Name--> - CEO: <!--AltName-->[Hobgobelin](hd_monsters_hobgobelin.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (goblinoid)<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (chain mail, shield)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->11 (2d8 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 9 (-1)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Common, Goblin<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Martial Advantage_**. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. ## Actions **_Longsword_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. **_Longbow_**. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. _Hit_: 5 (1d8 + 1) piercing damage. AltName: '[Hobgobelin](hd_monsters_hobgobelin.md)' Size: Medium Type: humanoid (goblinoid) Alignment: lawful evil ArmorClass: 18 (chain mail, shield) HitPoints: 11 (2d8 + 2) Speed: 30 ft. Strength: 13 (+1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: ' 9 (-1)' Senses: darkvision 60 ft., passive Perception 10 Languages: Common, Goblin Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Lizardfolk humanoid (lizardfolk) Medium neutral 15 (natural armor, shield) 22 (4d8 + 4) 30 ft., swim 30 ft. Perception +3, Stealth +4, Survival +5 passive Perception 13 Draconic 1/2 (100 XP) 15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2) monsters_vo.md#lizardfolk monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Homme-lézard](hd_monsters_homme_lezard.md) Name: Lizardfolk Markdown: >+ # <!--Name-->Lizardfolk<!--/Name--> - CEO: <!--AltName-->[Homme-lézard](hd_monsters_homme_lezard.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (lizardfolk)<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor, shield)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (4d8 + 4)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +4, Survival +5<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Draconic<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Hold Breath_**. The lizardfolk can hold its breath for 15 minutes. ## Actions **_Multiattack_**. The lizardfolk makes two melee attacks, each one with a different weapon. **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. **_Heavy Club_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) bludgeoning damage. **_Javelin_**. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. **_Spiked Shield_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. AltName: '[Homme-lézard](hd_monsters_homme_lezard.md)' Size: Medium Type: humanoid (lizardfolk) Alignment: neutral ArmorClass: 15 (natural armor, shield) HitPoints: 22 (4d8 + 4) Speed: 30 ft., swim 30 ft. Strength: 15 (+2) Dexterity: 10 (+0) Constitution: 13 (+1) Intelligence: ' 7 (-2)' Wisdom: 12 (+1) Charisma: ' 7 (-2)' Skills: Perception +3, Stealth +4, Survival +5 Senses: passive Perception 13 Languages: Draconic Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Merfolk humanoid (merfolk) Medium neutral 11 11 (2d8 + 2) 10 ft., swim 40 ft. Perception +2 passive Perception 12 Aquan, Common 1/8 (25 XP) 10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1) monsters_vo.md#merfolk monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Homme-poisson](hd_monsters_homme_poisson.md) Name: Merfolk Markdown: >+ # <!--Name-->Merfolk<!--/Name--> - CEO: <!--AltName-->[Homme-poisson](hd_monsters_homme_poisson.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (merfolk)<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->11 (2d8 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +2<!--/Skills--> - **Senses** <!--Senses-->passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->Aquan, Common<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Amphibious_**. The merfolk can breathe air and water. ## Actions **_Spear_**. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit_: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. AltName: '[Homme-poisson](hd_monsters_homme_poisson.md)' Size: Medium Type: humanoid (merfolk) Alignment: neutral ArmorClass: 11 HitPoints: 11 (2d8 + 2) Speed: 10 ft., swim 40 ft. Strength: 10 (+0) Dexterity: 13 (+1) Constitution: 12 (+1) Intelligence: 11 (+0) Wisdom: 11 (+0) Charisma: 12 (+1) Skills: Perception +2 Senses: passive Perception 12 Languages: Aquan, Common Challenge: 1/8 (25 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Homunculus construct Tiny neutral 13 (natural armor) 5 (2d4) 20 ft., fly 40 ft. poison charmed, poisoned darkvision 60 ft., passive Perception 10 understands the languages of its creator but can't speak 0 (10 XP) 4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2) monsters_vo.md#homunculus monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Homoncule](hd_monsters_homoncule.md) Name: Homunculus Markdown: >+ # <!--Name-->Homunculus<!--/Name--> - CEO: <!--AltName-->[Homoncule](hd_monsters_homoncule.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->construct<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->5 (2d4)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., fly 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 4 (-3)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->understands the languages of its creator but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->charmed, poisoned<!--/ConditionImmunities--> ## Special Features **_Telepathic Bond_**. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. ## Actions **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. AltName: '[Homoncule](hd_monsters_homoncule.md)' Size: Tiny Type: construct Alignment: neutral ArmorClass: 13 (natural armor) HitPoints: 5 (2d4) Speed: 20 ft., fly 40 ft. Strength: ' 4 (-3)' Dexterity: 15 (+2) Constitution: 11 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: ' 7 (-2)' Senses: darkvision 60 ft., passive Perception 10 Languages: understands the languages of its creator but can't speak Challenge: 0 (10 XP) DamageImmunities: poison ConditionImmunities: charmed, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Hydra monstrosity Huge unaligned 15 (natural armor) 172 (15d12 + 75) 30 ft., swim 30 ft. Perception +6 darkvision 60 ft., passive Perception 16 - 8 (3900 XP) 20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2) monsters_vo.md#hydra monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Hydre](hd_monsters_hydre.md) Name: Hydra Markdown: >+ # <!--Name-->Hydra<!--/Name--> - CEO: <!--AltName-->[Hydre](hd_monsters_hydre.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->172 (15d12 + 75)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->20 (+5)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->20 (+5)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +6<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 16<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->8 (3900 XP)<!--/Challenge--> ## Special Features **_Hold Breath_**. The hydra can hold its breath for 1 hour. **_Multiple Heads_**. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being [blinded](srd_conditions_blinded.md), charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. **_Reactive Heads_**. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. **_Wakeful_**. While the hydra sleeps, at least one of its heads is awake. ## Actions **_Multiattack_**. The hydra makes as many bite attacks as it has heads. **_Bite_**. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. _Hit_: 10 (1d10 + 5) piercing damage. AltName: '[Hydre](hd_monsters_hydre.md)' Size: Huge Type: monstrosity Alignment: unaligned ArmorClass: 15 (natural armor) HitPoints: 172 (15d12 + 75) Speed: 30 ft., swim 30 ft. Strength: 20 (+5) Dexterity: 12 (+1) Constitution: 20 (+5) Intelligence: ' 2 (-4)' Wisdom: 10 (+0) Charisma: ' 7 (-2)' Skills: Perception +6 Senses: darkvision 60 ft., passive Perception 16 Languages: '-' Challenge: 8 (3900 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Hyena beast Medium unaligned 11 5 (1d8 + 1) 50 ft. Perception +3 passive Perception 13 - 0 (10 XP) 11 (+0) 13 (+1) 12 (+1) 2 (-4) 12 (+1) 5 (-3) monsters_vo.md#hyena monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Hyène](hd_monsters_hyene.md) Name: Hyena Markdown: >+ # <!--Name-->Hyena<!--/Name--> - CEO: <!--AltName-->[Hyène](hd_monsters_hyene.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->5 (1d8 + 1)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->11 (+0)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Pack Tactics_**. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated. ## Actions **_Bite_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. _Hit_: 3 (1d6) piercing damage. AltName: '[Hyène](hd_monsters_hyene.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 11 HitPoints: 5 (1d8 + 1) Speed: 50 ft. Strength: 11 (+0) Dexterity: 13 (+1) Constitution: 12 (+1) Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 5 (-3)' Skills: Perception +3 Senses: passive Perception 13 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Hyena beast Large unaligned 12 45 (6d10 + 12) 50 ft. Perception +3 passive Perception 13 - 1 (200 XP) 16 (+3) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 7 (-2) monsters_vo.md#giant-hyena monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Hyène géante](hd_monsters_hyene_geante.md) Name: Giant Hyena Markdown: >+ # <!--Name-->Giant Hyena<!--/Name--> - CEO: <!--AltName-->[Hyène géante](hd_monsters_hyene_geante.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->45 (6d10 + 12)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> ## Special Features **_Rampage_**. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. ## Actions **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) piercing damage. AltName: '[Hyène géante](hd_monsters_hyene_geante.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 45 (6d10 + 12) Speed: 50 ft. Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 7 (-2)' Skills: Perception +3 Senses: passive Perception 13 Languages: '-' Challenge: 1 (200 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Kobold humanoid (kobold) Small lawful evil 12 5 (2d6 - 2) 30 ft. darkvision 60 ft., passive Perception 8 Common, Draconic 1/8 (25 XP) 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1) monsters_vo.md#kobold monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Kobold](hd_monsters_kobold.md) Name: Kobold Markdown: >+ # <!--Name-->Kobold<!--/Name--> - CEO: <!--AltName-->[Kobold](hd_monsters_kobold.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->humanoid (kobold)<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->5 (2d6 - 2)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 7 (-2)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution--> 9 (-1)<!--/Constitution-->|<!--Intelligence--> 8 (-1)<!--/Intelligence-->|<!--Wisdom--> 7 (-2)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 8<!--/Senses--> - **Languages** <!--Languages-->Common, Draconic<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Sunlight Sensitivity_**. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. **_Pack Tactics_**. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. ## Actions **_Dagger_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 4 (1d4 + 2) piercing damage. **_Sling_**. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. _Hit_: 4 (1d4 + 2) bludgeoning damage. AltName: '[Kobold](hd_monsters_kobold.md)' Size: Small Type: humanoid (kobold) Alignment: lawful evil ArmorClass: 12 HitPoints: 5 (2d6 - 2) Speed: 30 ft. Strength: ' 7 (-2)' Dexterity: 15 (+2) Constitution: ' 9 (-1)' Intelligence: ' 8 (-1)' Wisdom: ' 7 (-2)' Charisma: ' 8 (-1)' Senses: darkvision 60 ft., passive Perception 8 Languages: Common, Draconic Challenge: 1/8 (25 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Kraken monstrosity (titan) Gargantuan chaotic evil 18 (natural armor) 472 (27d20 + 189) 20 ft., swim 60 ft. Str +17, Dex +7, Con +14, Int +13, Wis +11 lightning; bludgeoning, piercing, and slashing from nonmagical attacks frightened, paralyzed truesight 120 ft., passive Perception 14 understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft. 23 (50000 XP) 30 (+10) 11 (+0) 25 (+7) 22 (+6) 18 (+4) 20 (+5) monsters_vo.md#kraken monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Kraken](hd_monsters_kraken.md) Name: Kraken Markdown: >+ # <!--Name-->Kraken<!--/Name--> - CEO: <!--AltName-->[Kraken](hd_monsters_kraken.md)<!--/AltName--> -  <!--Size-->Gargantuan<!--/Size--> <!--Type-->monstrosity (titan)<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->472 (27d20 + 189)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., swim 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->30 (+10)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->25 (+7)<!--/Constitution-->|<!--Intelligence-->22 (+6)<!--/Intelligence-->|<!--Wisdom-->18 (+4)<!--/Wisdom-->|<!--Charisma-->20 (+5)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Str +17, Dex +7, Con +14, Int +13, Wis +11<!--/SavingThrows--> - **Senses** <!--Senses-->truesight 120 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->23 (50000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->lightning; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->frightened, paralyzed<!--/ConditionImmunities--> ## Special Features **_Amphibious_**. The kraken can breathe air and water. **_Freedom of Movement_**. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. **_Siege Monster_**. The kraken deals double damage to objects and structures. ## Actions **_Multiattack_**. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. **_Bite_**. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. _Hit_: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is [blinded](srd_conditions_blinded.md) and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 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 kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. **_Tentacle_**. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. _Hit_: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. **_Fling_**. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. **_Lightning Storm_**. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. ## Legendary Actions The kraken 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 kraken regains spent legendary actions at the start of its turn. **_Tentacle Attack or Fling_**. The kraken makes one tentacle attack or uses its Fling. **_Lightning Storm (Costs 2 Actions)_**. The kraken uses Lightning Storm. **_Ink Cloud (Costs 3 Actions)_**. While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn. AltName: '[Kraken](hd_monsters_kraken.md)' Size: Gargantuan Type: monstrosity (titan) Alignment: chaotic evil ArmorClass: 18 (natural armor) HitPoints: 472 (27d20 + 189) Speed: 20 ft., swim 60 ft. Strength: 30 (+10) Dexterity: 11 (+0) Constitution: 25 (+7) Intelligence: 22 (+6) Wisdom: 18 (+4) Charisma: 20 (+5) SavingThrows: Str +17, Dex +7, Con +14, Int +13, Wis +11 Senses: truesight 120 ft., passive Perception 14 Languages: understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft. Challenge: 23 (50000 XP) DamageImmunities: lightning; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: frightened, paralyzed
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Lamia monstrosity Large chaotic evil 13 (natural armor) 97 (13d10 + 26) 30 ft. Deception +7, Insight +4, Stealth +3 darkvision 60 ft., passive Perception 12 Abyssal, Common 4 (1100 XP) 16 (+3) 13 (+1) 15 (+2) 14 (+2) 15 (+2) 16 (+3) monsters_vo.md#lamia monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Lamie](hd_monsters_lamie.md) Name: Lamia Markdown: >+ # <!--Name-->Lamia<!--/Name--> - CEO: <!--AltName-->[Lamie](hd_monsters_lamie.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->97 (13d10 + 26)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->16 (+3)<!--/Charisma-->| - **Skills** <!--Skills-->Deception +7, Insight +4, Stealth +3<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->Abyssal, Common<!--/Languages--> - **Challenge** <!--Challenge-->4 (1100 XP)<!--/Challenge--> ## Special Features **_Innate Spellcasting_**. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: _[disguise self](srd_spells_disguise_self.md)_ (any humanoid form), _[major image](srd_spells_major_image.md)_ 3/day each: _[charm person](srd_spells_charm_person.md)_, _[mirror image](srd_spells_mirror_image.md)_, _[scrying](srd_spells_scrying.md)_, _[suggestion](srd_spells_suggestion.md)_ 1/day: _[geas](srd_spells_geas.md)_ ## Actions **_Multiattack_**. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. **_Claws_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 14 (2d10 + 3) slashing damage. **_Dagger_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 5 (1d4 + 3) piercing damage. **_Intoxicating Touch_**. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. _Hit_: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. AltName: '[Lamie](hd_monsters_lamie.md)' Size: Large Type: monstrosity Alignment: chaotic evil ArmorClass: 13 (natural armor) HitPoints: 97 (13d10 + 26) Speed: 30 ft. Strength: 16 (+3) Dexterity: 13 (+1) Constitution: 15 (+2) Intelligence: 14 (+2) Wisdom: 15 (+2) Charisma: 16 (+3) Skills: Deception +7, Insight +4, Stealth +3 Senses: darkvision 60 ft., passive Perception 12 Languages: Abyssal, Common Challenge: 4 (1100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Lich undead Medium any evil alignment 17 (natural armor) 135 (18d8 + 54) 30 ft. Con +10, Int +12, Wis +9 Arcana +18, History +12, Insight +9, Perception +9 cold, lightning, necrotic poison; bludgeoning, piercing, and slashing from nonmagical attacks charmed, exhaustion, frightened, paralyzed, poisoned truesight 120 ft., passive Perception 19 Common plus up to five other languages 21 (33000 XP) 11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3) monsters_vo.md#lich monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Liche](hd_monsters_liche.md) Name: Lich Markdown: >+ # <!--Name-->Lich<!--/Name--> - CEO: <!--AltName-->[Liche](hd_monsters_liche.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->any evil alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->135 (18d8 + 54)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->11 (+0)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->20 (+5)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->16 (+3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Con +10, Int +12, Wis +9<!--/SavingThrows--> - **Skills** <!--Skills-->Arcana +18, History +12, Insight +9, Perception +9<!--/Skills--> - **Senses** <!--Senses-->truesight 120 ft., passive Perception 19<!--/Senses--> - **Languages** <!--Languages-->Common plus up to five other languages<!--/Languages--> - **Challenge** <!--Challenge-->21 (33000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold, lightning, necrotic<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, frightened, paralyzed, poisoned<!--/ConditionImmunities--> ## Special Features **_Legendary Resistance (3/Day)_**. If the lich fails a saving throw, it can choose to succeed instead. **_Rejuvenation_**. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. **_Spellcasting_**. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: * **Cantrips (at will):** _[mage hand](srd_spells_mage_hand.md)_, _[prestidigitation](srd_spells_prestidigitation.md)_, _[ray of frost](srd_spells_ray_of_frost.md)_ * **1st level (4 slots):** _[detect magic](srd_spells_detect_magic.md)_, _[magic missile](srd_spells_magic_missile.md)_, _[shield](srd_spells_shield.md)_, _[thunderwave](srd_spells_thunderwave.md)_ * **2nd level (3 slots):** _[detect thoughts](srd_spells_detect_thoughts.md)_, _[invisibility](srd_spells_invisibility.md)_, _[Melf's acid arrow](spells_vo.md#melfs-acid-arrow)_, _[mirror image](srd_spells_mirror_image.md)_ * **3rd level (3 slots):** _[animate dead](srd_spells_animate_dead.md)_, _[counterspell](srd_spells_counterspell.md)_, _[dispel magic](srd_spells_dispel_magic.md)_, _[fireball](srd_spells_fireball.md)_ * **4th level (3 slots):** _[blight](srd_spells_blight.md)_, _[dimension door](srd_spells_dimension_door.md)_ * **5th level (3 slots):** _[cloudkill](srd_spells_cloudkill.md)_, _[scrying](srd_spells_scrying.md)_ * **6th level (1 slot):** _[disintegrate](srd_spells_disintegrate.md)_, _[globe of invulnerability](srd_spells_globe_of_invulnerability.md)_ * **7th level (1 slot):** _[finger of death](srd_spells_finger_of_death.md)_, _[plane shift](srd_spells_plane_shift.md)_ * **8th level (1 slot):** _[dominate monster](srd_spells_dominate_monster.md)_, _[power word stun](srd_spells_power_word_stun.md)_ * **9th level (1 slot):** _[power word kill](srd_spells_power_word_kill.md)_ **_Turn Resistance_**. The lich has advantage on saving throws against any effect that turns undead. ## Actions **_Paralyzing Touch_**. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. _Hit_: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ## Legendary Actions The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn. **_Cantrip_**. The lich casts a cantrip. **_Paralyzing Touch (Costs 2 Actions)_**. The lich uses its Paralyzing Touch. **_Frightening Gaze (Costs 2 Actions)_**. The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. **_Disrupt Life (Costs 3 Actions)_**. Each nonundead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. AltName: '[Liche](hd_monsters_liche.md)' Size: Medium Type: undead Alignment: any evil alignment ArmorClass: 17 (natural armor) HitPoints: 135 (18d8 + 54) Speed: 30 ft. Strength: 11 (+0) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 16 (+3) SavingThrows: Con +10, Int +12, Wis +9 Skills: Arcana +18, History +12, Insight +9, Perception +9 Senses: truesight 120 ft., passive Perception 19 Languages: Common plus up to five other languages Challenge: 21 (33000 XP) DamageImmunities: poison; bludgeoning, piercing, and slashing from nonmagical attacks DamageResistances: cold, lightning, necrotic ConditionImmunities: charmed, exhaustion, frightened, paralyzed, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Unicorn celestial Large lawful good 12 67 (9d10 + 18) 50 ft. poison charmed, paralyzed, poisoned darkvision 60 ft., passive Perception 13 Celestial, Elvish, Sylvan, telepathy 60 ft. 5 (1800 XP) 18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3) monsters_vo.md#unicorn monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Licorne](hd_monsters_licorne.md) Name: Unicorn Markdown: >+ # <!--Name-->Unicorn<!--/Name--> - CEO: <!--AltName-->[Licorne](hd_monsters_licorne.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->celestial<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->67 (9d10 + 18)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->17 (+3)<!--/Wisdom-->|<!--Charisma-->16 (+3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Celestial, Elvish, Sylvan, telepathy 60 ft.<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->charmed, paralyzed, poisoned<!--/ConditionImmunities--> ## Special Features **_Charge_**. 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. **_Innate Spellcasting_**. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: At will: _[detect evil and good](srd_spells_detect_evil_and_good.md)_, _[druidcraft](srd_spells_druidcraft.md)_, _[pass without trace](srd_spells_pass_without_trace.md)_ 1/day each: _[calm emotions](srd_spells_calm_emotions.md)_, _[dispel evil and good](srd_spells_dispel_evil_and_good.md)_, _[entangle](srd_spells_entangle.md)_ **_Magic Resistance_**. The unicorn has advantage on saving throws against spells and other magical effects. **_Magic Weapons_**. The unicorn's weapon attacks are magical. ## Actions **_Multiattack_**. The unicorn makes two attacks: one with its hooves and one with its horn. **_Hooves_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) bludgeoning damage. **_Horn_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 8 (1d8 + 4) piercing damage. **_Healing Touch (3/Day)_**. 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. **_Teleport (1/Day)_**. 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. ## Legendary Actions 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. **_Hooves_**. The unicorn makes one attack with its hooves. **_Shimmering Shield (Costs 2 Actions)_**. 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. **_Heal Self (Costs 3 Actions)_**. The unicorn magically regains 11 (2d8 + 2) hit points. AltName: '[Licorne](hd_monsters_licorne.md)' Size: Large Type: celestial Alignment: lawful good ArmorClass: 12 HitPoints: 67 (9d10 + 18) Speed: 50 ft. Strength: 18 (+4) Dexterity: 14 (+2) Constitution: 15 (+2) Intelligence: 11 (+0) Wisdom: 17 (+3) Charisma: 16 (+3) Senses: darkvision 60 ft., passive Perception 13 Languages: Celestial, Elvish, Sylvan, telepathy 60 ft. Challenge: 5 (1800 XP) DamageImmunities: poison ConditionImmunities: charmed, paralyzed, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Lion beast Large unaligned 12 26 (4d10 + 4) 50 ft. Perception +3, Stealth +6 passive Perception 13 - 1 (200 XP) 17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1) monsters_vo.md#lion monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Lion](hd_monsters_lion.md) Name: Lion Markdown: >+ # <!--Name-->Lion<!--/Name--> - CEO: <!--AltName-->[Lion](hd_monsters_lion.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->26 (4d10 + 4)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +6<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> ## Special Features **_Keen Smell_**. The lion has advantage on Wisdom (Perception) checks that rely on smell. **_Pack Tactics_**. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated. **_Pounce_**. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. **_Running Leap_**. With a 10-foot running start, the lion can long jump up to 25 feet. ## Actions **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 7 (1d8 + 3) piercing damage. **_Claw_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 6 (1d6 + 3) slashing damage. AltName: '[Lion](hd_monsters_lion.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 26 (4d10 + 4) Speed: 50 ft. Strength: 17 (+3) Dexterity: 15 (+2) Constitution: 13 (+1) Intelligence: ' 3 (-4)' Wisdom: 12 (+1) Charisma: ' 8 (-1)' Skills: Perception +3, Stealth +6 Senses: passive Perception 13 Languages: '-' Challenge: 1 (200 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Wolf beast Medium unaligned 13 (natural armor) 11 (2d8 + 2) 40 ft. Perception +3, Stealth +4 passive Perception 13 - 1/4 (50 XP) 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) monsters_vo.md#wolf monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Loup](hd_monsters_loup.md) Name: Wolf Markdown: >+ # <!--Name-->Wolf<!--/Name--> - CEO: <!--AltName-->[Loup](hd_monsters_loup.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->11 (2d8 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->12 (+1)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Keen Hearing and Smell_**. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. **_Pack Tactics_**. 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. ## Actions **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 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. AltName: '[Loup](hd_monsters_loup.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 13 (natural armor) HitPoints: 11 (2d8 + 2) Speed: 40 ft. Strength: 12 (+1) Dexterity: 15 (+2) Constitution: 12 (+1) Intelligence: ' 3 (-4)' Wisdom: 12 (+1) Charisma: ' 6 (-2)' Skills: Perception +3, Stealth +4 Senses: passive Perception 13 Languages: '-' Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Winter Wolf monstrosity Large neutral evil 13 (natural armor) 75 (10d10 + 20) 50 ft. Perception +5, Stealth +3 cold passive Perception 15 Common, Giant, Winter Wolf 3 (700 XP) 18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1) monsters_vo.md#winter-wolf monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Loup arctique](hd_monsters_loup_arctique.md) Name: Winter Wolf Markdown: >+ # <!--Name-->Winter Wolf<!--/Name--> - CEO: <!--AltName-->[Loup arctique](hd_monsters_loup_arctique.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->75 (10d10 + 20)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +5, Stealth +3<!--/Skills--> - **Senses** <!--Senses-->passive Perception 15<!--/Senses--> - **Languages** <!--Languages-->Common, Giant, Winter Wolf<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->cold<!--/DamageImmunities--> ## Special Features **_Keen Hearing and Smell_**. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. **_Pack Tactics_**. 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. **_Snow Camouflage_**. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. ## Actions **_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 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. **_Cold Breath (Recharge 5-6)_**. 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. AltName: '[Loup arctique](hd_monsters_loup_arctique.md)' Size: Large Type: monstrosity Alignment: neutral evil ArmorClass: 13 (natural armor) HitPoints: 75 (10d10 + 20) Speed: 50 ft. Strength: 18 (+4) Dexterity: 13 (+1) Constitution: 14 (+2) Intelligence: ' 7 (-2)' Wisdom: 12 (+1) Charisma: ' 8 (-1)' Skills: Perception +5, Stealth +3 Senses: passive Perception 15 Languages: Common, Giant, Winter Wolf Challenge: 3 (700 XP) DamageImmunities: cold
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Dire Wolf beast Large unaligned 14 (natural armor) 37 (5d10 + 10) 50 ft. Perception +3, Stealth +4 passive Perception 13 - 1 (200 XP) 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2) monsters_vo.md#dire-wolf monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Loup sanguinaire](hd_monsters_loup_sanguinaire.md) Name: Dire Wolf Markdown: >+ # <!--Name-->Dire Wolf<!--/Name--> - CEO: <!--AltName-->[Loup sanguinaire](hd_monsters_loup_sanguinaire.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->37 (5d10 + 10)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> ## Special Features **_Keen Hearing and Smell_**. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. **_Pack Tactics_**. 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. ## Actions **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 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. AltName: '[Loup sanguinaire](hd_monsters_loup_sanguinaire.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 14 (natural armor) HitPoints: 37 (5d10 + 10) Speed: 50 ft. Strength: 17 (+3) Dexterity: 15 (+2) Constitution: 15 (+2) Intelligence: ' 3 (-4)' Wisdom: 12 (+1) Charisma: ' 7 (-2)' Skills: Perception +3, Stealth +4 Senses: passive Perception 13 Languages: '-' Challenge: 1 (200 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Werewolf humanoid (human Medium shapechanger), chaotic evil 11 in humanoid form, 12 (natural armor) in wolf or hybrid form 58 (9d8 + 18) 30 ft. (40 ft. in wolf form) Perception +4, Stealth +3 bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered passive Perception 14 Common (can't speak in wolf form) 3 (700 XP) 15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) monsters_vo.md#werewolf monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Loup-garou](hd_monsters_loup_garou.md) Name: Werewolf Markdown: >+ # <!--Name-->Werewolf<!--/Name--> - CEO: <!--AltName-->[Loup-garou](hd_monsters_loup_garou.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (human<!--/Type-->, <!--Alignment-->shapechanger), chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11 in humanoid form, 12 (natural armor) in wolf or hybrid form<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->58 (9d8 + 18)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft. (40 ft. in wolf form)<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +4, Stealth +3<!--/Skills--> - **Senses** <!--Senses-->passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Common (can't speak in wolf form)<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered<!--/DamageImmunities--> ## Special Features **_Shapechanger_**. 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. **_Keen Hearing and Smell_**. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. ## Actions **_Multiattack (Humanoid or Hybrid Form Only)_**. The werewolf makes two attacks: one with its bite and one with its claws or spear. **_Bite (Wolf or Hybrid Form Only)_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 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. **_Claws (Hybrid Form Only)_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 7 (2d4 + 2) slashing damage. **_Spear (Humanoid Form Only)_**. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. _Hit_: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. AltName: '[Loup-garou](hd_monsters_loup_garou.md)' Size: Medium Type: humanoid (human Alignment: shapechanger), chaotic evil ArmorClass: 11 in humanoid form, 12 (natural armor) in wolf or hybrid form HitPoints: 58 (9d8 + 18) Speed: 30 ft. (40 ft. in wolf form) Strength: 15 (+2) Dexterity: 13 (+1) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 11 (+0) Charisma: 10 (+0) Skills: Perception +4, Stealth +3 Senses: passive Perception 14 Languages: Common (can't speak in wolf form) Challenge: 3 (700 XP) DamageImmunities: bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Lemure fiend (devil) Medium lawful evil 7 13 (3d8) 15 ft. cold fire, poison charmed, frightened, poisoned darkvision 120 ft., passive Perception 10 understands Infernal but can't speak 0 (10 XP) 10 (+0) 5 (-3) 11 (+0) 1 (-5) 11 (+0) 3 (-4) monsters_vo.md#lemure monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Lémure](hd_monsters_lemure.md) Name: Lemure Markdown: >+ # <!--Name-->Lemure<!--/Name--> - CEO: <!--AltName-->[Lémure](hd_monsters_lemure.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->fiend (devil)<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->7<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->13 (3d8)<!--/HitPoints--> - **Speed** <!--Speed-->15 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity--> 5 (-3)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->understands Infernal but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed, frightened, poisoned<!--/ConditionImmunities--> ## Special Features **_Devil's Sight_**. Magical darkness doesn't impede the lemure's darkvision. **_Hellish Rejuvenation_**. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a _[bless](srd_spells_bless.md)_ spell cast on that creature or its remains are sprinkled with holy water. ## Actions **_Fist_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 2 (1d4) bludgeoning damage. AltName: '[Lémure](hd_monsters_lemure.md)' Size: Medium Type: fiend (devil) Alignment: lawful evil ArmorClass: 7 HitPoints: 13 (3d8) Speed: 15 ft. Strength: 10 (+0) Dexterity: ' 5 (-3)' Constitution: 11 (+0) Intelligence: ' 1 (-5)' Wisdom: 11 (+0) Charisma: ' 3 (-4)' Senses: darkvision 120 ft., passive Perception 10 Languages: understands Infernal but can't speak Challenge: 0 (10 XP) DamageImmunities: fire, poison DamageResistances: cold ConditionImmunities: charmed, frightened, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Lizard beast Tiny unaligned 10 2 (1d4) 20 ft., climb 20 ft. darkvision 30 ft., passive Perception 9 - 0 (10 XP) 2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4) monsters_vo.md#lizard monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Lézard](hd_monsters_lezard.md) Name: Lizard Markdown: >+ # <!--Name-->Lizard<!--/Name--> - CEO: <!--AltName-->[Lézard](hd_monsters_lezard.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->2 (1d4)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., climb 20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 2 (-4)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 30 ft., passive Perception 9<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Bite_**. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. _Hit_: 1 piercing damage. AltName: '[Lézard](hd_monsters_lezard.md)' Size: Tiny Type: beast Alignment: unaligned ArmorClass: 10 HitPoints: 2 (1d4) Speed: 20 ft., climb 20 ft. Strength: ' 2 (-4)' Dexterity: 11 (+0) Constitution: 10 (+0) Intelligence: ' 1 (-5)' Wisdom: ' 8 (-1)' Charisma: ' 3 (-4)' Senses: darkvision 30 ft., passive Perception 9 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Lizard beast Large unaligned 12 (natural armor) 19 (3d10 + 3) 30 ft., climb 30 ft. darkvision 30 ft., passive Perception 10 - 1/4 (50 XP) 15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3) monsters_vo.md#giant-lizard monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Lézard géant](hd_monsters_lezard_geant.md) Name: Giant Lizard Markdown: >+ # <!--Name-->Giant Lizard<!--/Name--> - CEO: <!--AltName-->[Lézard géant](hd_monsters_lezard_geant.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->19 (3d10 + 3)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., climb 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 30 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 6 (1d8 + 2) piercing damage. AltName: '[Lézard géant](hd_monsters_lezard_geant.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 12 (natural armor) HitPoints: 19 (3d10 + 3) Speed: 30 ft., climb 30 ft. Strength: 15 (+2) Dexterity: 12 (+1) Constitution: 13 (+1) Intelligence: ' 2 (-4)' Wisdom: 10 (+0) Charisma: ' 5 (-3)' Senses: darkvision 30 ft., passive Perception 10 Languages: '-' Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Mage humanoid (any race) Medium any alignment 12 (15 with 40 (9d8) 30 ft. Int +6, Wis +4 Arcana +6, History +6 passive Perception 11 any four languages 6 (2300 XP) 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) monsters_vo.md#mage monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Mage](hd_monsters_mage.md) Name: Mage Markdown: >+ # <!--Name-->Mage<!--/Name--> - CEO: <!--AltName-->[Mage](hd_monsters_mage.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (15 with<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->40 (9d8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 9 (-1)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence-->17 (+3)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Int +6, Wis +4<!--/SavingThrows--> - **Skills** <!--Skills-->Arcana +6, History +6<!--/Skills--> - **Senses** <!--Senses-->passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->any four languages<!--/Languages--> - **Challenge** <!--Challenge-->6 (2300 XP)<!--/Challenge--> ## Special Features **_Spellcasting_**. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: * **Cantrips (at will):** _[fire bolt](srd_spells_fire_bolt.md)_, _[light](srd_spells_light.md)_, _[mage hand](srd_spells_mage_hand.md)_, _[prestidigitation](srd_spells_prestidigitation.md)_ * **1st level (4 slots):** _[detect magic](srd_spells_detect_magic.md)_, _[mage armor](srd_spells_mage_armor.md)_, _[magic missile](srd_spells_magic_missile.md)_, _[shield](srd_spells_shield.md)_ * **2nd level (3 slots):** _[misty step](srd_spells_misty_step.md)_, _[suggestion](srd_spells_suggestion.md)_ * **3rd level (3 slots):** _[counterspell](srd_spells_counterspell.md)_, _[fireball](srd_spells_fireball.md)_, _[fly](srd_spells_fly.md)_ * **4th level (3 slots):** _[greater invisibility](srd_spells_greater_invisibility.md)_, _[ice storm](srd_spells_ice_storm.md)_ * **5th level (1 slot):** _[cone of cold](srd_spells_cone_of_cold.md)_ ## Actions **_Dagger_**. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit_: 4 (1d4 + 2) piercing damage. AltName: '[Mage](hd_monsters_mage.md)' Size: Medium Type: humanoid (any race) Alignment: any alignment ArmorClass: 12 (15 with HitPoints: 40 (9d8) Speed: 30 ft. Strength: ' 9 (-1)' Dexterity: 14 (+2) Constitution: 11 (+0) Intelligence: 17 (+3) Wisdom: 12 (+1) Charisma: 11 (+0) SavingThrows: Int +6, Wis +4 Skills: Arcana +6, History +6 Senses: passive Perception 11 Languages: any four languages Challenge: 6 (2300 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Magmin elemental Small chaotic neutral 14 (natural armor) 9 (2d6 + 2) 30 ft. bludgeoning, piercing, and slashing from nonmagical attacks fire darkvision 60 ft., passive Perception 10 Ignan 1/2 (100 XP) 7 (-2) 15 (+2) 12 (+1) 8 (-1) 11 (+0) 10 (+0) monsters_vo.md#magmin monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Magmatique](hd_monsters_magmatique.md) Name: Magmin Markdown: >+ # <!--Name-->Magmin<!--/Name--> - CEO: <!--AltName-->[Magmatique](hd_monsters_magmatique.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->chaotic neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->9 (2d6 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 7 (-2)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 8 (-1)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Ignan<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> ## Special Features **_Death Burst_**. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. **_Ignited Illumination_**. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet. ## Actions **_Touch_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns. AltName: '[Magmatique](hd_monsters_magmatique.md)' Size: Small Type: elemental Alignment: chaotic neutral ArmorClass: 14 (natural armor) HitPoints: 9 (2d6 + 2) Speed: 30 ft. Strength: ' 7 (-2)' Dexterity: 15 (+2) Constitution: 12 (+1) Intelligence: ' 8 (-1)' Wisdom: 11 (+0) Charisma: 10 (+0) Senses: darkvision 60 ft., passive Perception 10 Languages: Ignan Challenge: 1/2 (100 XP) DamageImmunities: fire DamageResistances: bludgeoning, piercing, and slashing from nonmagical attacks
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Thug humanoid (any race) Medium any non-good alignment 11 (leather armor) 32 (5d8 + 10) 30 ft. Intimidation +2 passive Perception 10 any one language (usually Common) 1/2 (100 XP) 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) monsters_vo.md#thug monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Malfrat](hd_monsters_malfrat.md) Name: Thug Markdown: >+ # <!--Name-->Thug<!--/Name--> - CEO: <!--AltName-->[Malfrat](hd_monsters_malfrat.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any non-good alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11 (leather armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->32 (5d8 + 10)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Intimidation +2<!--/Skills--> - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->any one language (usually Common)<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Pack Tactics_**. 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. ## Actions **_Multiattack_**. The thug makes two melee attacks. **_Mace_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 5 (1d6 + 2) bludgeoning damage. **_Heavy Crossbow_**. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. _Hit_: 5 (1d10) piercing damage. AltName: '[Malfrat](hd_monsters_malfrat.md)' Size: Medium Type: humanoid (any race) Alignment: any non-good alignment ArmorClass: 11 (leather armor) HitPoints: 32 (5d8 + 10) Speed: 30 ft. Strength: 15 (+2) Dexterity: 11 (+0) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 11 (+0) Skills: Intimidation +2 Senses: passive Perception 10 Languages: any one language (usually Common) Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Mammoth beast Huge unaligned 13 (natural armor) 126 (11d12 + 55) 40 ft. passive Perception 10 - 6 (2300 XP) 24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 6 (-2) monsters_vo.md#mammoth monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Mammouth](hd_monsters_mammouth.md) Name: Mammoth Markdown: >+ # <!--Name-->Mammoth<!--/Name--> - CEO: <!--AltName-->[Mammouth](hd_monsters_mammouth.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->126 (11d12 + 55)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->24 (+7)<!--/Strength-->|<!--Dexterity--> 9 (-1)<!--/Dexterity-->|<!--Constitution-->21 (+5)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->6 (2300 XP)<!--/Challenge--> ## Special Features **_Trampling Charge_**. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action. ## Actions **_Gore_**. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. _Hit_: 25 (4d8 + 7) piercing damage. **_Stomp_**. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. _Hit_: 29 (4d10 + 7) bludgeoning damage. AltName: '[Mammouth](hd_monsters_mammouth.md)' Size: Huge Type: beast Alignment: unaligned ArmorClass: 13 (natural armor) HitPoints: 126 (11d12 + 55) Speed: 40 ft. Strength: 24 (+7) Dexterity: ' 9 (-1)' Constitution: 21 (+5) Intelligence: ' 3 (-4)' Wisdom: 11 (+0) Charisma: ' 6 (-2)' Senses: passive Perception 10 Languages: '-' Challenge: 6 (2300 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Darkmantle monstrosity Small unaligned 11 22 (5d6 + 5) 10 ft., fly 30 ft. Stealth +3 blindsight 60 ft., passive Perception 10 - 1/2 (100 XP) 16 (+3) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3) monsters_vo.md#darkmantle monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Mante obscure](hd_monsters_mante_obscure.md) Name: Darkmantle Markdown: >+ # <!--Name-->Darkmantle<!--/Name--> - CEO: <!--AltName-->[Mante obscure](hd_monsters_mante_obscure.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (5d6 + 5)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., fly 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +3<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Echolocation_**. The darkmantle can't use its blindsight while deafened. **_False Appearance_**. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. ## Actions **_Crush_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. _Hit_: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also [blinded](srd_conditions_blinded.md) and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. **_Darkness Aura (1/Day)_**. A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. AltName: '[Mante obscure](hd_monsters_mante_obscure.md)' Size: Small Type: monstrosity Alignment: unaligned ArmorClass: 11 HitPoints: 22 (5d6 + 5) Speed: 10 ft., fly 30 ft. Strength: 16 (+3) Dexterity: 12 (+1) Constitution: 13 (+1) Intelligence: ' 2 (-4)' Wisdom: 10 (+0) Charisma: ' 5 (-3)' Skills: Stealth +3 Senses: blindsight 60 ft., passive Perception 10 Languages: '-' Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Cloaker aberration Large chaotic neutral 14 (natural armor) 78 (12d10 + 12) 10 ft., fly 40 ft. Stealth +5 darkvision 60 ft., passive Perception 11 Deep Speech, Undercommon 8 (3900 XP) 17 (+3) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2) monsters_vo.md#cloaker monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Manteleur](hd_monsters_manteleur.md) Name: Cloaker Markdown: >+ # <!--Name-->Cloaker<!--/Name--> - CEO: <!--AltName-->[Manteleur](hd_monsters_manteleur.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->aberration<!--/Type-->, <!--Alignment-->chaotic neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->78 (12d10 + 12)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., fly 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence-->13 (+1)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->14 (+2)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +5<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->Deep Speech, Undercommon<!--/Languages--> - **Challenge** <!--Challenge-->8 (3900 XP)<!--/Challenge--> ## Special Features **_Damage Transfer_**. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half. **_False Appearance_**. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. **_Light Sensitivity_**. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. ## Actions **_Multiattack_**. The cloaker makes two attacks: one with its bite and one with its tail. **_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. _Hit_: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is [blinded] and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. **_Tail_**. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. _Hit_: 7 (1d8 + 3) slashing damage. **_Moan_**. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours **_Phantasms (Recharges after a Short or Long Rest)_**. The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. AltName: '[Manteleur](hd_monsters_manteleur.md)' Size: Large Type: aberration Alignment: chaotic neutral ArmorClass: 14 (natural armor) HitPoints: 78 (12d10 + 12) Speed: 10 ft., fly 40 ft. Strength: 17 (+3) Dexterity: 15 (+2) Constitution: 12 (+1) Intelligence: 13 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) Skills: Stealth +5 Senses: darkvision 60 ft., passive Perception 11 Languages: Deep Speech, Undercommon Challenge: 8 (3900 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Manticore monstrosity Large lawful evil 14 (natural armor) 68 (8d10 + 24) 30 ft., fly 50 ft. darkvision 60 ft., passive Perception 11 Common 3 (700 XP) 17 (+3) 16 (+3) 17 (+3) 7 (-2) 12 (+1) 8 (-1) monsters_vo.md#manticore monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Manticore](hd_monsters_manticore.md) Name: Manticore Markdown: >+ # <!--Name-->Manticore<!--/Name--> - CEO: <!--AltName-->[Manticore](hd_monsters_manticore.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->68 (8d10 + 24)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->Common<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> ## Special Features **_Tail Spike Regrowth_**. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. ## Actions **_Multiattack_**. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 7 (1d8 + 3) piercing damage. **_Claw_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 6 (1d6 + 3) slashing damage. **_Tail Spike_**. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. _Hit_: 7 (1d8 + 3) piercing damage. AltName: '[Manticore](hd_monsters_manticore.md)' Size: Large Type: monstrosity Alignment: lawful evil ArmorClass: 14 (natural armor) HitPoints: 68 (8d10 + 24) Speed: 30 ft., fly 50 ft. Strength: 17 (+3) Dexterity: 16 (+3) Constitution: 17 (+3) Intelligence: ' 7 (-2)' Wisdom: 12 (+1) Charisma: ' 8 (-1)' Senses: darkvision 60 ft., passive Perception 11 Languages: Common Challenge: 3 (700 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Marilith fiend (demon) Large chaotic evil 18 (natural armor) 189 (18d10 + 90) 40 ft. Str +9, Con +10, Wis +8, Cha +10 cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks poison poisoned truesight 120 ft., passive Perception 13 Abyssal, telepathy 120 ft. 16 (15000 XP) 18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5) monsters_vo.md#marilith monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Marilith](hd_monsters_marilith.md) Name: Marilith Markdown: >+ # <!--Name-->Marilith<!--/Name--> - CEO: <!--AltName-->[Marilith](hd_monsters_marilith.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->fiend (demon)<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->189 (18d10 + 90)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->20 (+5)<!--/Dexterity-->|<!--Constitution-->20 (+5)<!--/Constitution-->|<!--Intelligence-->18 (+4)<!--/Intelligence-->|<!--Wisdom-->16 (+3)<!--/Wisdom-->|<!--Charisma-->20 (+5)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Str +9, Con +10, Wis +8, Cha +10<!--/SavingThrows--> - **Senses** <!--Senses-->truesight 120 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Abyssal, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->16 (15000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Magic Resistance_**. The marilith has advantage on saving throws against spells and other magical effects. **_Magic Weapons_**. The marilith's weapon attacks are magical. **_Reactive_**. The marilith can take one reaction on every turn in a combat. ## Actions **_Multiattack_**. The marilith makes seven attacks: six with its longswords and one with its tail. **_Longsword_**. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. _Hit_: 13 (2d8 + 4) slashing damage. **_Tail_**. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. _Hit_: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets. **_Teleport_**. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. ## Reactions **_Parry_**. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon. AltName: '[Marilith](hd_monsters_marilith.md)' Size: Large Type: fiend (demon) Alignment: chaotic evil ArmorClass: 18 (natural armor) HitPoints: 189 (18d10 + 90) Speed: 40 ft. Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 20 (+5) SavingThrows: Str +9, Con +10, Wis +8, Cha +10 Senses: truesight 120 ft., passive Perception 13 Languages: Abyssal, telepathy 120 ft. Challenge: 16 (15000 XP) DamageImmunities: poison DamageResistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Cultist humanoid (any race) Medium any non-good alignment 12 (leather armor) 9 (2d8) 30 ft. Deception +2, Religion +2 passive Perception 10 any one language (usually Common) 1/8 (25 XP) 11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) monsters_vo.md#cultist monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Membre de secte](hd_monsters_membre_de_secte.md) Name: Cultist Markdown: >+ # <!--Name-->Cultist<!--/Name--> - CEO: <!--AltName-->[Membre de secte](hd_monsters_membre_de_secte.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any non-good alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (leather armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->9 (2d8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->11 (+0)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Deception +2, Religion +2<!--/Skills--> - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->any one language (usually Common)<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Dark Devotion_**. The cultist has advantage on saving throws against being charmed or frightened. ## Actions **_Scimitar_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. _Hit_: 4 (1d6 + 1) slashing damage. AltName: '[Membre de secte](hd_monsters_membre_de_secte.md)' Size: Medium Type: humanoid (any race) Alignment: any non-good alignment ArmorClass: 12 (leather armor) HitPoints: 9 (2d8) Speed: 30 ft. Strength: 11 (+0) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 11 (+0) Charisma: 10 (+0) Skills: Deception +2, Religion +2 Senses: passive Perception 10 Languages: any one language (usually Common) Challenge: 1/8 (25 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Merrow monstrosity Large chaotic evil 13 (natural armor) 45 (6d10 + 12) 10 ft., swim 40 ft. darkvision 60 ft., passive Perception 10 Abyssal, Aquan 2 (450 XP) 18 (+4) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 9 (-1) monsters_vo.md#merrow monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Merrow](hd_monsters_merrow.md) Name: Merrow Markdown: >+ # <!--Name-->Merrow<!--/Name--> - CEO: <!--AltName-->[Merrow](hd_monsters_merrow.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->45 (6d10 + 12)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 8 (-1)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 9 (-1)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Abyssal, Aquan<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Amphibious_**. The merrow can breathe air and water. ## Actions **_Multiattack_**. The merrow makes two attacks: one with its bite and one with its claws or harpoon. **_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 8 (1d8 + 4) piercing damage. **_Claws_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 9 (2d4 + 4) slashing damage. **_Harpoon_**. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit_: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. AltName: '[Merrow](hd_monsters_merrow.md)' Size: Large Type: monstrosity Alignment: chaotic evil ArmorClass: 13 (natural armor) HitPoints: 45 (6d10 + 12) Speed: 10 ft., swim 40 ft. Strength: 18 (+4) Dexterity: 10 (+0) Constitution: 15 (+2) Intelligence: ' 8 (-1)' Wisdom: 10 (+0) Charisma: ' 9 (-1)' Senses: darkvision 60 ft., passive Perception 10 Languages: Abyssal, Aquan Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Centipede beast Small unaligned 13 (natural armor) 4 (1d6 + 1) 30 ft., climb 30 ft. blindsight 30 ft., passive Perception 8 - 1/4 (50 XP) 5 (-3) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4) monsters_vo.md#giant-centipede monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Mille-pattes géant](hd_monsters_mille_pattes_geant.md) Name: Giant Centipede Markdown: >+ # <!--Name-->Giant Centipede<!--/Name--> - CEO: <!--AltName-->[Mille-pattes géant](hd_monsters_mille_pattes_geant.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->4 (1d6 + 1)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., climb 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 5 (-3)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 7 (-2)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 30 ft., passive Perception 8<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. AltName: '[Mille-pattes géant](hd_monsters_mille_pattes_geant.md)' Size: Small Type: beast Alignment: unaligned ArmorClass: 13 (natural armor) HitPoints: 4 (1d6 + 1) Speed: 30 ft., climb 30 ft. Strength: ' 5 (-3)' Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: ' 1 (-5)' Wisdom: ' 7 (-2)' Charisma: ' 3 (-4)' Senses: blindsight 30 ft., passive Perception 8 Languages: '-' Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Mimic monstrosity (shapechanger) Medium neutral 12 (natural armor) 58 (9d8 + 18) 15 ft. Stealth +5 acid prone darkvision 60 ft., passive Perception 11 - 2 (450 XP) 17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1) monsters_vo.md#mimic monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Mimique](hd_monsters_mimique.md) Name: Mimic Markdown: >+ # <!--Name-->Mimic<!--/Name--> - CEO: <!--AltName-->[Mimique](hd_monsters_mimique.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->monstrosity (shapechanger)<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->58 (9d8 + 18)<!--/HitPoints--> - **Speed** <!--Speed-->15 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 5 (-3)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +5<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->acid<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->prone<!--/ConditionImmunities--> ## Special Features **_Shapechanger_**. The mimic can use its action to polymorph into an object or back into its true, amorphous form. 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. **_Adhesive (Object Form Only)_**. The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. **_False Appearance (Object Form Only)_**. While the mimic remains motionless, it is indistinguishable from an ordinary object. **_Grappler_**. The mimic has advantage on attack rolls against any creature grappled by it. ## Actions **_Pseudopod_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage. AltName: '[Mimique](hd_monsters_mimique.md)' Size: Medium Type: monstrosity (shapechanger) Alignment: neutral ArmorClass: 12 (natural armor) HitPoints: 58 (9d8 + 18) Speed: 15 ft. Strength: 17 (+3) Dexterity: 12 (+1) Constitution: 15 (+2) Intelligence: ' 5 (-3)' Wisdom: 13 (+1) Charisma: ' 8 (-1)' Skills: Stealth +5 Senses: darkvision 60 ft., passive Perception 11 Languages: '-' Challenge: 2 (450 XP) DamageImmunities: acid ConditionImmunities: prone
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Minotaur monstrosity Large chaotic evil 14 (natural armor) 76 (9d10 + 27) 40 ft. Perception +7 darkvision 60 ft., passive Perception 17 Abyssal 3 (700 XP) 18 (+4) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1) monsters_vo.md#minotaur monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Minotaure](hd_monsters_minotaure.md) Name: Minotaur Markdown: >+ # <!--Name-->Minotaur<!--/Name--> - CEO: <!--AltName-->[Minotaure](hd_monsters_minotaure.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->76 (9d10 + 27)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->16 (+3)<!--/Wisdom-->|<!--Charisma--> 9 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +7<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 17<!--/Senses--> - **Languages** <!--Languages-->Abyssal<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> ## Special Features **_Charge_**. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore 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 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. **_Labyrinthine Recall_**. The minotaur can perfectly recall any path it has traveled. **_Reckless_**. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. ## Actions **_Greataxe_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 17 (2d12 + 4) slashing damage. **_Gore_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 13 (2d8 + 4) piercing damage. AltName: '[Minotaure](hd_monsters_minotaure.md)' Size: Large Type: monstrosity Alignment: chaotic evil ArmorClass: 14 (natural armor) HitPoints: 76 (9d10 + 27) Speed: 40 ft. Strength: 18 (+4) Dexterity: 11 (+0) Constitution: 16 (+3) Intelligence: ' 6 (-2)' Wisdom: 16 (+3) Charisma: ' 9 (-1)' Skills: Perception +7 Senses: darkvision 60 ft., passive Perception 17 Languages: Abyssal Challenge: 3 (700 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Violet Fungus plant Medium unaligned 5 18 (4d8) 5 ft. blinded, deafened, frightened blindsight 30 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 6 - 1/4 (50 XP) 3 (-4) 1 (-5) 10 (+0) 1 (-5) 3 (-4) 1 (-5) monsters_vo.md#violet-fungus monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Moisissure violette](hd_monsters_moisissure_violette.md) Name: Violet Fungus Markdown: >+ # <!--Name-->Violet Fungus<!--/Name--> - CEO: <!--AltName-->[Moisissure violette](hd_monsters_moisissure_violette.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->plant<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->5<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->18 (4d8)<!--/HitPoints--> - **Speed** <!--Speed-->5 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 3 (-4)<!--/Strength-->|<!--Dexterity--> 1 (-5)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 3 (-4)<!--/Wisdom-->|<!--Charisma--> 1 (-5)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 30 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 6<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> - **Condition Immunities** <!--ConditionImmunities-->blinded, deafened, frightened<!--/ConditionImmunities--> ## Special Features **_False Appearance_**. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. ## Actions **_Multiattack_**. The fungus makes 1d4 Rotting Touch attacks. **_Rotting Touch_**. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. _Hit_: 4 (1d8) necrotic damage. AltName: '[Moisissure violette](hd_monsters_moisissure_violette.md)' Size: Medium Type: plant Alignment: unaligned ArmorClass: 5 HitPoints: 18 (4d8) Speed: 5 ft. Strength: ' 3 (-4)' Dexterity: ' 1 (-5)' Constitution: 10 (+0) Intelligence: ' 1 (-5)' Wisdom: ' 3 (-4)' Charisma: ' 1 (-5)' Senses: blindsight 30 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 6 Languages: '-' Challenge: 1/4 (50 XP) ConditionImmunities: blinded, deafened, frightened
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Mastiff beast Medium unaligned 12 5 (1d8 + 1) 40 ft. Perception +3 passive Perception 13 - 1/8 (25 XP) 13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2) monsters_vo.md#mastiff monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Mastiff](hd_monsters_mastiff.md) Name: Mastiff Markdown: >+ # <!--Name-->Mastiff<!--/Name--> - CEO: <!--AltName-->[Mastiff](hd_monsters_mastiff.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->5 (1d8 + 1)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Keen Hearing and Smell_**. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. ## Actions **_Bite_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. AltName: '[Mastiff](hd_monsters_mastiff.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 5 (1d8 + 1) Speed: 40 ft. Strength: 13 (+1) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: ' 3 (-4)' Wisdom: 12 (+1) Charisma: ' 7 (-2)' Skills: Perception +3 Senses: passive Perception 13 Languages: '-' Challenge: 1/8 (25 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Hell Hound fiend Medium lawful evil 15 (natural armor) 45 (7d8 + 14) 50 ft. Perception +5 fire darkvision 60 ft., passive Perception 15 understands Infernal but can't speak it 3 (700 XP) 17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2) monsters_vo.md#hell-hound monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Molosse infernal](hd_monsters_molosse_infernal.md) Name: Hell Hound Markdown: >+ # <!--Name-->Hell Hound<!--/Name--> - CEO: <!--AltName-->[Molosse infernal](hd_monsters_molosse_infernal.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->fiend<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->45 (7d8 + 14)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +5<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 15<!--/Senses--> - **Languages** <!--Languages-->understands Infernal but can't speak it<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> ## Special Features **_Keen Hearing and Smell_**. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. **_Pack Tactics_**. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated. ## Actions **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. **_Fire Breath (Recharge 5-6)_**. The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Fire-breathing fiends that take the form of powerful dogs, hell hounds commonly serve evil creatures that use them as guard animals and companions. AltName: '[Molosse infernal](hd_monsters_molosse_infernal.md)' Size: Medium Type: fiend Alignment: lawful evil ArmorClass: 15 (natural armor) HitPoints: 45 (7d8 + 14) Speed: 50 ft. Strength: 17 (+3) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: ' 6 (-2)' Wisdom: 13 (+1) Charisma: ' 6 (-2)' Skills: Perception +5 Senses: darkvision 60 ft., passive Perception 15 Languages: understands Infernal but can't speak it Challenge: 3 (700 XP) DamageImmunities: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Mummy undead Medium lawful evil 11 (natural armor) 58 (9d8 + 18) 20 ft. Wis +2 bludgeoning, piercing, and slashing from nonmagical attacks necrotic, poison charmed, exhaustion, frightened, paralyzed, poisoned darkvision 60 ft., passive Perception 10 the languages it knew in life 3 (700 XP) 16 (+3) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 12 (+1) monsters_vo.md#mummy monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Momie](hd_monsters_momie.md) Name: Mummy Markdown: >+ # <!--Name-->Mummy<!--/Name--> - CEO: <!--AltName-->[Momie](hd_monsters_momie.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->58 (9d8 + 18)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Wis +2<!--/SavingThrows--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->the languages it knew in life<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->necrotic, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Damage Vulnerabilities** fire - **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, frightened, paralyzed, poisoned<!--/ConditionImmunities--> ## Special Features **_Multiattack_**. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. **_Rotting Fist_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the _[remove curse](srd_spells_remove_curse.md)_ spell or other magic. **_Dreadful Glare_**. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. AltName: '[Momie](hd_monsters_momie.md)' Size: Medium Type: undead Alignment: lawful evil ArmorClass: 11 (natural armor) HitPoints: 58 (9d8 + 18) Speed: 20 ft. Strength: 16 (+3) Dexterity: ' 8 (-1)' Constitution: 15 (+2) Intelligence: ' 6 (-2)' Wisdom: 10 (+0) Charisma: 12 (+1) SavingThrows: Wis +2 Senses: darkvision 60 ft., passive Perception 10 Languages: the languages it knew in life Challenge: 3 (700 XP) DamageImmunities: necrotic, poison DamageResistances: bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: charmed, exhaustion, frightened, paralyzed, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Mummy Lord undead Medium lawful evil 17 (natural armor) 97 (13d8 + 39) 20 ft. Con +8, Int +5, Wis +9, Cha +8 History +5, Religion +5 necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks charmed, exhaustion, frightened, paralyzed, poisoned darkvision 60 ft., passive Perception 14 the languages it knew in life 15 (13000 XP) 18 (+4) 10 (+0) 17 (+3) 11 (+0) 18 (+4) 16 (+3) monsters_vo.md#mummy-lord monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Momie auguste](hd_monsters_momie_auguste.md) Name: Mummy Lord Markdown: >+ # <!--Name-->Mummy Lord<!--/Name--> - CEO: <!--AltName-->[Momie auguste](hd_monsters_momie_auguste.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->97 (13d8 + 39)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->18 (+4)<!--/Wisdom-->|<!--Charisma-->16 (+3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Con +8, Int +5, Wis +9, Cha +8<!--/SavingThrows--> - **Skills** <!--Skills-->History +5, Religion +5<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->the languages it knew in life<!--/Languages--> - **Challenge** <!--Challenge-->15 (13000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageImmunities--> - **Damage Vulnerabilities** fire - **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, frightened, paralyzed, poisoned<!--/ConditionImmunities--> ## Special Features **_Magic Resistance_**. The mummy lord has advantage on saving throws against spells and other magical effects. **_Rejuvenation_**. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart. **_Spellcasting_**. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: * **Cantrips (at will):** _[sacred flame](srd_spells_sacred_flame.md)_, _[thaumaturgy](srd_spells_thaumaturgy.md)_ * **1st level (4 slots):** _[command](srd_spells_command.md)_, _[guiding bolt](srd_spells_guiding_bolt.md)_, _[shield of faith](srd_spells_shield_of_faith.md)_ * **2nd level (3 slots):** _[hold person](srd_spells_hold_person.md)_, _[silence](srd_spells_silence.md)_, _[spiritual weapon](srd_spells_spiritual_weapon.md)_ * **3rd level (3 slots):** _[animate dead](srd_spells_animate_dead.md)_, _[dispel magic](srd_spells_dispel_magic.md)_ * **4th level (3 slots):** _[divination](srd_spells_divination.md)_, _[guardian of faith](srd_spells_guardian_of_faith.md)_ * **5th level (2 slots):** _[contagion](srd_spells_contagion.md)_, _[insect plague](srd_spells_insect_plague.md)_ * **6th level (1 slot):** _[harm](srd_spells_harm.md)_ ## Actions **_Multiattack_**. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. **_Rotting Fist_**. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. _Hit_: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the _[remove curse](srd_spells_remove_curse.md)_ spell or other magic. **_Dreadful Glare_**. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. ## Legendary Actions The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn. **_Attack_**. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. **_Blinding Dust_**. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be [blinded](srd_conditions_blinded.md) until the end of the creature's next turn. **_Blasphemous Word (Costs 2 Actions)_**. The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn. **_Channel Negative Energy (Costs 2 Actions)_**. The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn. **_Whirlwind of Sand (Costs 2 Actions)_**. The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession. AltName: '[Momie auguste](hd_monsters_momie_auguste.md)' Size: Medium Type: undead Alignment: lawful evil ArmorClass: 17 (natural armor) HitPoints: 97 (13d8 + 39) Speed: 20 ft. Strength: 18 (+4) Dexterity: 10 (+0) Constitution: 17 (+3) Intelligence: 11 (+0) Wisdom: 18 (+4) Charisma: 16 (+3) SavingThrows: Con +8, Int +5, Wis +9, Cha +8 Skills: History +5, Religion +5 Senses: darkvision 60 ft., passive Perception 14 Languages: the languages it knew in life Challenge: 15 (13000 XP) DamageImmunities: necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: charmed, exhaustion, frightened, paralyzed, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Mule beast Medium unaligned 10 11 (2d8 + 2) 40 ft. passive Perception 10 - 1/8 (25 XP) 14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3) monsters_vo.md#mule monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Mule](hd_monsters_mule.md) Name: Mule Markdown: >+ # <!--Name-->Mule<!--/Name--> - CEO: <!--AltName-->[Mule](hd_monsters_mule.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->11 (2d8 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->14 (+2)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Beast of Burden_**. The mule is considered to be a Large animal for the purpose of determining its carrying capacity. **_Sure-Footed_**. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ## Actions **_Hooves_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. _Hit_: 4 (1d4 + 2) bludgeoning damage. AltName: '[Mule](hd_monsters_mule.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 10 HitPoints: 11 (2d8 + 2) Speed: 40 ft. Strength: 14 (+2) Dexterity: 10 (+0) Constitution: 13 (+1) Intelligence: ' 2 (-4)' Wisdom: 10 (+0) Charisma: ' 5 (-3)' Senses: passive Perception 10 Languages: '-' Challenge: 1/8 (25 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Medusa monstrosity Medium lawful evil 15 (natural armor) 127 (17d8 + 51) 30 ft. Deception +5, Insight +4, Perception +4, Stealth +5 darkvision 60 ft., passive Perception 14 Common 6 (2300 XP) 10 (+0) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2) monsters_vo.md#medusa monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Méduse](hd_monsters_meduse.md) Name: Medusa Markdown: >+ # <!--Name-->Medusa<!--/Name--> - CEO: <!--AltName-->[Méduse](hd_monsters_meduse.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->127 (17d8 + 51)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->| - **Skills** <!--Skills-->Deception +5, Insight +4, Perception +4, Stealth +5<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Common<!--/Languages--> - **Challenge** <!--Challenge-->6 (2300 XP)<!--/Challenge--> ## Special Features **_Petrifying Gaze_**. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the _[greater restoration](srd_spells_greater_restoration.md)_ spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. ## Actions **_Multiattack_**. The medusa makes either three melee attacks -one with its snake hair and two with its shortsword- or two ranged attacks with its longbow. **_Snake Hair_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. _Hit_: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. **_Shortsword_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. **_Longbow_**. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. _Hit_: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. AltName: '[Méduse](hd_monsters_meduse.md)' Size: Medium Type: monstrosity Alignment: lawful evil ArmorClass: 15 (natural armor) HitPoints: 127 (17d8 + 51) Speed: 30 ft. Strength: 10 (+0) Dexterity: 15 (+2) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 13 (+1) Charisma: 15 (+2) Skills: Deception +5, Insight +4, Perception +4, Stealth +5 Senses: darkvision 60 ft., passive Perception 14 Languages: Common Challenge: 6 (2300 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ice Mephit elemental Small neutral evil 11 21 (6d6) 30 ft., fly 30 ft. Perception +2, Stealth +3 cold, poison poisoned darkvision 60 ft., passive Perception 12 Aquan, Auran 1/2 (100 XP) 7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 12 (+1) monsters_vo.md#ice-mephit monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Méphite de glace](hd_monsters_mephite_de_glace.md) Name: Ice Mephit Markdown: >+ # <!--Name-->Ice Mephit<!--/Name--> - CEO: <!--AltName-->[Méphite de glace](hd_monsters_mephite_de_glace.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->21 (6d6)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 7 (-2)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 9 (-1)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +2, Stealth +3<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->Aquan, Auran<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->cold, poison<!--/DamageImmunities--> - **Damage Vulnerabilities** bludgeoning, fire - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Death Burst_**. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. **_False Appearance_**. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. **_Innate Spellcasting (1/Day)_**. The mephit can innately cast _[fog cloud](srd_spells_fog_cloud.md)_, requiring no material components. Its innate spellcasting ability is Charisma. ## Actions **_Claws_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. _Hit_: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage. **_Frost Breath (Recharge 6)_**. The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. AltName: '[Méphite de glace](hd_monsters_mephite_de_glace.md)' Size: Small Type: elemental Alignment: neutral evil ArmorClass: 11 HitPoints: 21 (6d6) Speed: 30 ft., fly 30 ft. Strength: ' 7 (-2)' Dexterity: 13 (+1) Constitution: 10 (+0) Intelligence: ' 9 (-1)' Wisdom: 11 (+0) Charisma: 12 (+1) Skills: Perception +2, Stealth +3 Senses: darkvision 60 ft., passive Perception 12 Languages: Aquan, Auran Challenge: 1/2 (100 XP) DamageImmunities: cold, poison ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Magma Mephit elemental Small neutral evil 11 22 (5d6 + 5) 30 ft., fly 30 ft. Stealth +3 fire, poison poisoned darkvision 60 ft., passive Perception 10 Ignan, Terran 1/2 (100 XP) 8 (-1) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 10 (+0) monsters_vo.md#magma-mephit monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Méphite de magma](hd_monsters_mephite_de_magma.md) Name: Magma Mephit Markdown: >+ # <!--Name-->Magma Mephit<!--/Name--> - CEO: <!--AltName-->[Méphite de magma](hd_monsters_mephite_de_magma.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (5d6 + 5)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 8 (-1)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +3<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Ignan, Terran<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire, poison<!--/DamageImmunities--> - **Damage Vulnerabilities** cold - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Death Burst_**. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. **_False Appearance_**. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. **_Innate Spellcasting (1/Day)_**. The mephit can innately cast _[heat metal](srd_spells_heat_metal.md)_ (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma. ## Actions **_Claws_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. _Hit_: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage. **_Fire Breath (Recharge 6)_**. The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. AltName: '[Méphite de magma](hd_monsters_mephite_de_magma.md)' Size: Small Type: elemental Alignment: neutral evil ArmorClass: 11 HitPoints: 22 (5d6 + 5) Speed: 30 ft., fly 30 ft. Strength: ' 8 (-1)' Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: ' 7 (-2)' Wisdom: 10 (+0) Charisma: 10 (+0) Skills: Stealth +3 Senses: darkvision 60 ft., passive Perception 10 Languages: Ignan, Terran Challenge: 1/2 (100 XP) DamageImmunities: fire, poison ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Dust Mephit elemental Small neutral evil 12 17 (5d6) 30 ft., fly 30 ft. Perception +2, Stealth +4 poison poisoned darkvision 60 ft., passive Perception 12 Auran, Terran 1/2 (100 XP) 5 (-3) 14 (+2) 10 (+0) 9 (-1) 11 (+0) 10 (+0) monsters_vo.md#dust-mephit monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Méphite de poussière](hd_monsters_mephite_de_poussiere.md) Name: Dust Mephit Markdown: >+ # <!--Name-->Dust Mephit<!--/Name--> - CEO: <!--AltName-->[Méphite de poussière](hd_monsters_mephite_de_poussiere.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->17 (5d6)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 5 (-3)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 9 (-1)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +2, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->Auran, Terran<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Vulnerabilities** fire - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Death Burst_**. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be [blinded](srd_conditions_blinded.md) for 1 minute. A [blinded](srd_conditions_blinded.md) creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. **_Innate Spellcasting (1/Day)_**. The mephit can innately cast _[sleep](srd_spells_sleep.md)_, requiring no material components. Its innate spellcasting ability is Charisma. ## Actions **_Claws_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 4 (1d4 + 2) slashing damage. **_Blinding Breath (Recharge 6)_**. The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be [blinded](srd_conditions_blinded.md) 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. AltName: '[Méphite de poussière](hd_monsters_mephite_de_poussiere.md)' Size: Small Type: elemental Alignment: neutral evil ArmorClass: 12 HitPoints: 17 (5d6) Speed: 30 ft., fly 30 ft. Strength: ' 5 (-3)' Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: ' 9 (-1)' Wisdom: 11 (+0) Charisma: 10 (+0) Skills: Perception +2, Stealth +4 Senses: darkvision 60 ft., passive Perception 12 Languages: Auran, Terran Challenge: 1/2 (100 XP) DamageImmunities: poison ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Steam Mephit elemental Small neutral evil 10 21 (6d6) 30 ft., fly 30 ft. fire, poison poisoned darkvision 60 ft., passive Perception 10 Aquan, Ignan 1/4 (50 XP) 5 (-3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1) monsters_vo.md#steam-mephit monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Méphite de vapeur](hd_monsters_mephite_de_vapeur.md) Name: Steam Mephit Markdown: >+ # <!--Name-->Steam Mephit<!--/Name--> - CEO: <!--AltName-->[Méphite de vapeur](hd_monsters_mephite_de_vapeur.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->21 (6d6)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 5 (-3)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Aquan, Ignan<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire, poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Death Burst_**. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. **_Innate Spellcasting (1/Day)_**. The mephit can innately cast _[blur](srd_spells_blur.md)_, requiring no material components. Its innate spellcasting ability is Charisma. ## Actions **_Claws_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. _Hit_: 2 (1d4) slashing damage plus 2 (1d4) fire damage. **_Steam Breath (Recharge 6)_**. The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. AltName: '[Méphite de vapeur](hd_monsters_mephite_de_vapeur.md)' Size: Small Type: elemental Alignment: neutral evil ArmorClass: 10 HitPoints: 21 (6d6) Speed: 30 ft., fly 30 ft. Strength: ' 5 (-3)' Dexterity: 11 (+0) Constitution: 10 (+0) Intelligence: 11 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) Senses: darkvision 60 ft., passive Perception 10 Languages: Aquan, Ignan Challenge: 1/4 (50 XP) DamageImmunities: fire, poison ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Spirit Naga monstrosity Large chaotic evil 15 (natural armor) 75 (10d10 + 20) 40 ft. Dex +6, Con +5, Wis +5, Cha +6 poison charmed, poisoned darkvision 60 ft., passive Perception 12 Abyssal, Common 8 (3900 XP) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 15 (+2) 16 (+3) monsters_vo.md#spirit-naga monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Naga corrupteur](hd_monsters_naga_corrupteur.md) Name: Spirit Naga Markdown: >+ # <!--Name-->Spirit Naga<!--/Name--> - CEO: <!--AltName-->[Naga corrupteur](hd_monsters_naga_corrupteur.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->75 (10d10 + 20)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->17 (+3)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence-->16 (+3)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->16 (+3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +6, Con +5, Wis +5, Cha +6<!--/SavingThrows--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->Abyssal, Common<!--/Languages--> - **Challenge** <!--Challenge-->8 (3900 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->charmed, poisoned<!--/ConditionImmunities--> ## Special Features **_Rejuvenation_**. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a _[wish](srd_spells_wish.md)_ spell can prevent this trait from functioning. **_Spellcasting_**. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: * **Cantrips (at will):** _[mage hand](srd_spells_mage_hand.md)_, _[minor illusion](srd_spells_minor_illusion.md)_, _[ray of frost](srd_spells_ray_of_frost.md)_ * **1st level (4 slots):** _[charm person](srd_spells_charm_person.md)_, _[detect magic](srd_spells_detect_magic.md)_, _[sleep](srd_spells_sleep.md)_ * **2nd level (3 slots):** _[detect thoughts](srd_spells_detect_thoughts.md)_, _[hold person](srd_spells_hold_person.md)_ * **3rd level (3 slots):** _[lightning bolt](srd_spells_lightning_bolt.md)_, _[water breathing](srd_spells_water_breathing.md)_ * **4th level (3 slots):** _[blight](srd_spells_blight.md)_, _[dimension door](srd_spells_dimension_door.md)_ * **5th level (2 slots):** _[dominate person](srd_spells_dominate_person.md)_ ## Actions **_Bite_**. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. _Hit_: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. AltName: '[Naga corrupteur](hd_monsters_naga_corrupteur.md)' Size: Large Type: monstrosity Alignment: chaotic evil ArmorClass: 15 (natural armor) HitPoints: 75 (10d10 + 20) Speed: 40 ft. Strength: 18 (+4) Dexterity: 17 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 15 (+2) Charisma: 16 (+3) SavingThrows: Dex +6, Con +5, Wis +5, Cha +6 Senses: darkvision 60 ft., passive Perception 12 Languages: Abyssal, Common Challenge: 8 (3900 XP) DamageImmunities: poison ConditionImmunities: charmed, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Guardian Naga monstrosity Large lawful good 18 (natural armor) 127 (15d10 + 45) 40 ft. Dex +8, Con +7, Int +7, Wis +8, Cha +8 poison charmed, poisoned darkvision 60 ft., passive Perception 14 Celestial, Common 10 (5900 XP) 19 (+4) 18 (+4) 16 (+3) 16 (+3) 19 (+4) 18 (+4) monsters_vo.md#guardian-naga monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Naga gardien](hd_monsters_naga_gardien.md) Name: Guardian Naga Markdown: >+ # <!--Name-->Guardian Naga<!--/Name--> - CEO: <!--AltName-->[Naga gardien](hd_monsters_naga_gardien.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->127 (15d10 + 45)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->18 (+4)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->16 (+3)<!--/Intelligence-->|<!--Wisdom-->19 (+4)<!--/Wisdom-->|<!--Charisma-->18 (+4)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +8, Con +7, Int +7, Wis +8, Cha +8<!--/SavingThrows--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Celestial, Common<!--/Languages--> - **Challenge** <!--Challenge-->10 (5900 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->charmed, poisoned<!--/ConditionImmunities--> ## Special Features **_Rejuvenation_**. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a _[wish](srd_spells_wish.md)_ spell can prevent this trait from functioning. **_Spellcasting_**. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: * **Cantrips (at will):** _[mending](srd_spells_mending.md)_, _[sacred flame](srd_spells_sacred_flame.md)_, _[thaumaturgy](srd_spells_thaumaturgy.md)_ * **1st level (4 slots):** _[command](srd_spells_command.md)_, _[cure wounds](srd_spells_cure_wounds.md)_, _[shield of faith](srd_spells_shield_of_faith.md)_ * **2nd level (3 slots):** _[calm emotions](srd_spells_calm_emotions.md)_, _[hold person](srd_spells_hold_person.md)_ * **3rd level (3 slots):** _[bestow curse](srd_spells_bestow_curse.md)_, _[clairvoyance](srd_spells_clairvoyance.md)_ * **4th level (3 slots):** _[banishment](srd_spells_banishment.md)_, _[freedom of movement](srd_spells_freedom_of_movement.md)_ * **5th level (2 slots):** _[flame strike](srd_spells_flame_strike.md)_, _[geas](srd_spells_geas.md)_ * **6th level (1 slot):** _[true seeing](srd_spells_true_seeing.md)_ ## Actions **_Bite_**. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. _Hit_: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. **_Spit Poison_**. Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. _Hit_: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. AltName: '[Naga gardien](hd_monsters_naga_gardien.md)' Size: Large Type: monstrosity Alignment: lawful good ArmorClass: 18 (natural armor) HitPoints: 127 (15d10 + 45) Speed: 40 ft. Strength: 19 (+4) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 19 (+4) Charisma: 18 (+4) SavingThrows: Dex +8, Con +7, Int +7, Wis +8, Cha +8 Senses: darkvision 60 ft., passive Perception 14 Languages: Celestial, Common Challenge: 10 (5900 XP) DamageImmunities: poison ConditionImmunities: charmed, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Nalfeshnee fiend (demon) Large chaotic evil 18 (natural armor) 184 (16d10 + 96) 20 ft., fly 30 ft. Con +11, Int +9, Wis +6, Cha +7 cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks poison poisoned truesight 120 ft., passive Perception 11 Abyssal, telepathy 120 ft. 13 (10000 XP) 21 (+5) 10 (+0) 22 (+6) 19 (+4) 12 (+1) 15 (+2) monsters_vo.md#nalfeshnee monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Nalfeshnie](hd_monsters_nalfeshnie.md) Name: Nalfeshnee Markdown: >+ # <!--Name-->Nalfeshnee<!--/Name--> - CEO: <!--AltName-->[Nalfeshnie](hd_monsters_nalfeshnie.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->fiend (demon)<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->184 (16d10 + 96)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., fly 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->21 (+5)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->22 (+6)<!--/Constitution-->|<!--Intelligence-->19 (+4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Con +11, Int +9, Wis +6, Cha +7<!--/SavingThrows--> - **Senses** <!--Senses-->truesight 120 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->Abyssal, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->13 (10000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Magic Resistance_**. The nalfeshnee has advantage on saving throws against spells and other magical effects. ## Actions **_Multiattack_**. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. _Hit_: 32 (5d10 + 5) piercing damage. **_Claw_**. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. _Hit_: 15 (3d6 + 5) slashing damage. **_Horror Nimbus (Recharge 5-6)_**. The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours. **_Teleport_**. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. AltName: '[Nalfeshnie](hd_monsters_nalfeshnie.md)' Size: Large Type: fiend (demon) Alignment: chaotic evil ArmorClass: 18 (natural armor) HitPoints: 184 (16d10 + 96) Speed: 20 ft., fly 30 ft. Strength: 21 (+5) Dexterity: 10 (+0) Constitution: 22 (+6) Intelligence: 19 (+4) Wisdom: 12 (+1) Charisma: 15 (+2) SavingThrows: Con +11, Int +9, Wis +6, Cha +7 Senses: truesight 120 ft., passive Perception 11 Languages: Abyssal, telepathy 120 ft. Challenge: 13 (10000 XP) DamageImmunities: poison DamageResistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Noble humanoid (any race) Medium any alignment 15 (breastplate) 9 (2d8) 30 ft. Deception +5, Insight +4, Persuasion +5 passive Perception 12 any two languages 1/8 (25 XP) 11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) monsters_vo.md#noble monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Noble](hd_monsters_noble.md) Name: Noble Markdown: >+ # <!--Name-->Noble<!--/Name--> - CEO: <!--AltName-->[Noble](hd_monsters_noble.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (breastplate)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->9 (2d8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->11 (+0)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->16 (+3)<!--/Charisma-->| - **Skills** <!--Skills-->Deception +5, Insight +4, Persuasion +5<!--/Skills--> - **Senses** <!--Senses-->passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->any two languages<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Rapier_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 5 (1d8 + 1) piercing damage. ## Reactions **_Parry_**. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. AltName: '[Noble](hd_monsters_noble.md)' Size: Medium Type: humanoid (any race) Alignment: any alignment ArmorClass: 15 (breastplate) HitPoints: 9 (2d8) Speed: 30 ft. Strength: 11 (+0) Dexterity: 12 (+1) Constitution: 11 (+0) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 16 (+3) Skills: Deception +5, Insight +4, Persuasion +5 Senses: passive Perception 12 Languages: any two languages Challenge: 1/8 (25 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Swarm of Insects swarm of Tiny beasts Medium unaligned 12 (natural armor) 22 (5d8) 20 ft., climb 20 ft. bludgeoning, piercing, slashing charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned blindsight 10 ft., passive Perception 8 - 1/2 (100 XP) 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) monsters_vo.md#swarm-of-insects monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Nuée d'insectes](hd_monsters_nuee_dinsectes.md) Name: Swarm of Insects Markdown: >+ # <!--Name-->Swarm of Insects<!--/Name--> - CEO: <!--AltName-->[Nuée d'insectes](hd_monsters_nuee_dinsectes.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->swarm of Tiny beasts<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (5d8)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., climb 20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 3 (-4)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 7 (-2)<!--/Wisdom-->|<!--Charisma--> 1 (-5)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 10 ft., passive Perception 8<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, slashing<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned<!--/ConditionImmunities--> ## Special Features **_Swarm_**. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. ## Actions **_Bites_**. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. _Hit_: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. AltName: "[Nuée d'insectes](hd_monsters_nuee_dinsectes.md)" Size: Medium Type: swarm of Tiny beasts Alignment: unaligned ArmorClass: 12 (natural armor) HitPoints: 22 (5d8) Speed: 20 ft., climb 20 ft. Strength: ' 3 (-4)' Dexterity: 13 (+1) Constitution: 10 (+0) Intelligence: ' 1 (-5)' Wisdom: ' 7 (-2)' Charisma: ' 1 (-5)' Senses: blindsight 10 ft., passive Perception 8 Languages: '-' Challenge: 1/2 (100 XP) DamageResistances: bludgeoning, piercing, slashing ConditionImmunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Swarm of Bats swarm of Tiny beasts Medium unaligned 12 22 (5d8) 0 ft., fly 30 ft. bludgeoning, piercing, slashing charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned blindsight 60 ft., passive Perception 11 - 1/4 (50 XP) 5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3) monsters_vo.md#swarm-of-bats monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Nuée de chauve-souris](hd_monsters_nuee_de_chauve_souris.md) Name: Swarm of Bats Markdown: >+ # <!--Name-->Swarm of Bats<!--/Name--> - CEO: <!--AltName-->[Nuée de chauve-souris](hd_monsters_nuee_de_chauve_souris.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->swarm of Tiny beasts<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (5d8)<!--/HitPoints--> - **Speed** <!--Speed-->0 ft., fly 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 5 (-3)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 60 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, slashing<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned<!--/ConditionImmunities--> ## Special Features **_Echolocation_**. The swarm can't use its blindsight while deafened. **_Keen Hearing_**. The swarm has advantage on Wisdom (Perception) checks that rely on hearing. **_Swarm_**. 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. ## Actions **_Bites_**. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. _Hit_: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. AltName: '[Nuée de chauve-souris](hd_monsters_nuee_de_chauve_souris.md)' Size: Medium Type: swarm of Tiny beasts Alignment: unaligned ArmorClass: 12 HitPoints: 22 (5d8) Speed: 0 ft., fly 30 ft. Strength: ' 5 (-3)' Dexterity: 15 (+2) Constitution: 10 (+0) Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 4 (-3)' Senses: blindsight 60 ft., passive Perception 11 Languages: '-' Challenge: 1/4 (50 XP) DamageResistances: bludgeoning, piercing, slashing ConditionImmunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageResistances ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Swarm of Ravens swarm of Tiny beasts Medium unaligned 12 24 (7d8 - 7) 10 ft., fly 50 ft. Perception +5 bludgeoning, piercing, slashing charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned passive Perception 15 - 1/4 (50 XP) 6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2) monsters_vo.md#swarm-of-ravens monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Nuée de corbeaux](hd_monsters_nuee_de_corbeaux.md) Name: Swarm of Ravens Markdown: >+ # <!--Name-->Swarm of Ravens<!--/Name--> - CEO: <!--AltName-->[Nuée de corbeaux](hd_monsters_nuee_de_corbeaux.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->swarm of Tiny beasts<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->24 (7d8 - 7)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., fly 50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 6 (-2)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution--> 8 (-1)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +5<!--/Skills--> - **Senses** <!--Senses-->passive Perception 15<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, slashing<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned<!--/ConditionImmunities--> ## Special Features **_Swarm_**. 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. ## Actions **_Beaks_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. _Hit_: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. AltName: '[Nuée de corbeaux](hd_monsters_nuee_de_corbeaux.md)' Size: Medium Type: swarm of Tiny beasts Alignment: unaligned ArmorClass: 12 HitPoints: 24 (7d8 - 7) Speed: 10 ft., fly 50 ft. Strength: ' 6 (-2)' Dexterity: 14 (+2) Constitution: ' 8 (-1)' Intelligence: ' 3 (-4)' Wisdom: 12 (+1) Charisma: ' 6 (-2)' Skills: Perception +5 Senses: passive Perception 15 Languages: '-' Challenge: 1/4 (50 XP) DamageResistances: bludgeoning, piercing, slashing ConditionImmunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Swarm of Quippers swarm of Tiny beasts Medium unaligned 13 28 (8d8 - 8) 0 ft., swim 40 ft. bludgeoning, piercing, slashing charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned darkvision 60 ft., passive Perception 8 - 1 (200 XP) 13 (+1) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4) monsters_vo.md#swarm-of-quippers monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Nuée de piranhas](hd_monsters_nuee_de_piranhas.md) Name: Swarm of Quippers Markdown: >+ # <!--Name-->Swarm of Quippers<!--/Name--> - CEO: <!--AltName-->[Nuée de piranhas](hd_monsters_nuee_de_piranhas.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->swarm of Tiny beasts<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->28 (8d8 - 8)<!--/HitPoints--> - **Speed** <!--Speed-->0 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution--> 9 (-1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 7 (-2)<!--/Wisdom-->|<!--Charisma--> 2 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 8<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, slashing<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned<!--/ConditionImmunities--> ## Special Features **_Blood Frenzy_**. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. **_Swarm_**. 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. **_Water Breathing_**. The swarm can breathe only underwater. ## Actions **_Bites_**. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. _Hit_: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. AltName: '[Nuée de piranhas](hd_monsters_nuee_de_piranhas.md)' Size: Medium Type: swarm of Tiny beasts Alignment: unaligned ArmorClass: 13 HitPoints: 28 (8d8 - 8) Speed: 0 ft., swim 40 ft. Strength: 13 (+1) Dexterity: 16 (+3) Constitution: ' 9 (-1)' Intelligence: ' 1 (-5)' Wisdom: ' 7 (-2)' Charisma: ' 2 (-4)' Senses: darkvision 60 ft., passive Perception 8 Languages: '-' Challenge: 1 (200 XP) DamageResistances: bludgeoning, piercing, slashing ConditionImmunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Swarm of Rats swarm of Tiny beasts Medium unaligned 10 24 (7d8 - 7) 30 ft. bludgeoning, piercing, slashing charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned darkvision 30 ft., passive Perception 10 - 1/4 (50 XP) 9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4) monsters_vo.md#swarm-of-rats monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Nuée de rats](hd_monsters_nuee_de_rats.md) Name: Swarm of Rats Markdown: >+ # <!--Name-->Swarm of Rats<!--/Name--> - CEO: <!--AltName-->[Nuée de rats](hd_monsters_nuee_de_rats.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->swarm of Tiny beasts<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->24 (7d8 - 7)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 9 (-1)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution--> 9 (-1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 30 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, slashing<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned<!--/ConditionImmunities--> ## Special Features **_Keen Smell_**. The swarm has advantage on Wisdom (Perception) checks that rely on smell. **_Swarm_**. 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. ## Actions **_Bites_**. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. _Hit_: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. AltName: '[Nuée de rats](hd_monsters_nuee_de_rats.md)' Size: Medium Type: swarm of Tiny beasts Alignment: unaligned ArmorClass: 10 HitPoints: 24 (7d8 - 7) Speed: 30 ft. Strength: ' 9 (-1)' Dexterity: 11 (+0) Constitution: ' 9 (-1)' Intelligence: ' 2 (-4)' Wisdom: 10 (+0) Charisma: ' 3 (-4)' Senses: darkvision 30 ft., passive Perception 10 Languages: '-' Challenge: 1/4 (50 XP) DamageResistances: bludgeoning, piercing, slashing ConditionImmunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Swarm of Poisonous Snakes swarm of Tiny beasts Medium unaligned 14 36 (8d8) 30 ft., swim 30 ft. bludgeoning, piercing, slashing charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned blindsight 10 ft., passive Perception 10 - 2 (450 XP) 8 (-1) 18 (+4) 11 (+0) 1 (-5) 10 (+0) 3 (-4) monsters_vo.md#swarm-of-poisonous-snakes monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Nuée de serpents venimeux](hd_monsters_nuee_de_serpents_venimeux.md) Name: Swarm of Poisonous Snakes Markdown: >+ # <!--Name-->Swarm of Poisonous Snakes<!--/Name--> - CEO: <!--AltName-->[Nuée de serpents venimeux](hd_monsters_nuee_de_serpents_venimeux.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->swarm of Tiny beasts<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->36 (8d8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 8 (-1)<!--/Strength-->|<!--Dexterity-->18 (+4)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 10 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, slashing<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned<!--/ConditionImmunities--> ## Special Features **_Swarm_**. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points. ## Actions **_Bites_**. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. _Hit_: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. AltName: '[Nuée de serpents venimeux](hd_monsters_nuee_de_serpents_venimeux.md)' Size: Medium Type: swarm of Tiny beasts Alignment: unaligned ArmorClass: 14 HitPoints: 36 (8d8) Speed: 30 ft., swim 30 ft. Strength: ' 8 (-1)' Dexterity: 18 (+4) Constitution: 11 (+0) Intelligence: ' 1 (-5)' Wisdom: 10 (+0) Charisma: ' 3 (-4)' Senses: blindsight 10 ft., passive Perception 10 Languages: '-' Challenge: 2 (450 XP) DamageResistances: bludgeoning, piercing, slashing ConditionImmunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Wight undead Medium neutral evil 14 (studded leather) 45 (6d8 + 18) 30 ft. Perception +3, Stealth +4 necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered poison exhaustion, poisoned darkvision 60 ft., passive Perception 13 the languages it knew in life 3 (700 XP) 15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) monsters_vo.md#wight monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Nécrophage](hd_monsters_necrophage.md) Name: Wight Markdown: >+ # <!--Name-->Wight<!--/Name--> - CEO: <!--AltName-->[Nécrophage](hd_monsters_necrophage.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (studded leather)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->45 (6d8 + 18)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->the languages it knew in life<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->exhaustion, poisoned<!--/ConditionImmunities--> ## Special Features **_Sunlight Sensitivity_**. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ## Actions **_Multiattack_**. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. **_Life Drain_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 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. 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. **_Longsword_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. **_Longbow_**. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. _Hit_: 6 (1d8 + 2) piercing damage. AltName: '[Nécrophage](hd_monsters_necrophage.md)' Size: Medium Type: undead Alignment: neutral evil ArmorClass: 14 (studded leather) HitPoints: 45 (6d8 + 18) Speed: 30 ft. Strength: 15 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 13 (+1) Charisma: 15 (+2) Skills: Perception +3, Stealth +4 Senses: darkvision 60 ft., passive Perception 13 Languages: the languages it knew in life Challenge: 3 (700 XP) DamageImmunities: poison DamageResistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered ConditionImmunities: exhaustion, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ogre giant Large chaotic evil 11 (hide armor) 59 (7d10 + 21) 40 ft. darkvision 60 ft., passive Perception 8 Common, Giant 2 (450 XP) 19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2) monsters_vo.md#ogre monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Ogre](hd_monsters_ogre.md) Name: Ogre Markdown: >+ # <!--Name-->Ogre<!--/Name--> - CEO: <!--AltName-->[Ogre](hd_monsters_ogre.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->giant<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11 (hide armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->59 (7d10 + 21)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 5 (-3)<!--/Intelligence-->|<!--Wisdom--> 7 (-2)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 8<!--/Senses--> - **Languages** <!--Languages-->Common, Giant<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Greatclub_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 13 (2d8 + 4) bludgeoning damage. **_Javelin_**. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. _Hit_: 11 (2d6 + 4) piercing damage. AltName: '[Ogre](hd_monsters_ogre.md)' Size: Large Type: giant Alignment: chaotic evil ArmorClass: 11 (hide armor) HitPoints: 59 (7d10 + 21) Speed: 40 ft. Strength: 19 (+4) Dexterity: ' 8 (-1)' Constitution: 16 (+3) Intelligence: ' 5 (-3)' Wisdom: ' 7 (-2)' Charisma: ' 7 (-2)' Senses: darkvision 60 ft., passive Perception 8 Languages: Common, Giant Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Shadow undead Medium chaotic evil 12 16 (3d8 + 3) 40 ft. Stealth +4 (+6 in dim light or darkness) acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks necrotic, poison exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained darkvision 60 ft., passive Perception 10 - 1/2 (100 XP) 6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1) monsters_vo.md#shadow monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Ombre](hd_monsters_ombre.md) Name: Shadow Markdown: >+ # <!--Name-->Shadow<!--/Name--> - CEO: <!--AltName-->[Ombre](hd_monsters_ombre.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->16 (3d8 + 3)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 6 (-2)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +4 (+6 in dim light or darkness)<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->necrotic, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Damage Vulnerabilities** radiant - **Condition Immunities** <!--ConditionImmunities-->exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained<!--/ConditionImmunities--> ## Special Features **_Amorphous_**. The shadow can move through a space as narrow as 1 inch wide without squeezing. **_Shadow Stealth_**. While in dim light or darkness, the shadow can take the Hide action as a bonus action. **_Sunlight Weakness_**. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. ## Actions **_Strength Drain_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. AltName: '[Ombre](hd_monsters_ombre.md)' Size: Medium Type: undead Alignment: chaotic evil ArmorClass: 12 HitPoints: 16 (3d8 + 3) Speed: 40 ft. Strength: ' 6 (-2)' Dexterity: 14 (+2) Constitution: 13 (+1) Intelligence: ' 6 (-2)' Wisdom: 10 (+0) Charisma: ' 8 (-1)' Skills: Stealth +4 (+6 in dim light or darkness) Senses: darkvision 60 ft., passive Perception 10 Languages: '-' Challenge: 1/2 (100 XP) DamageImmunities: necrotic, poison DamageResistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Oni giant Large lawful evil 16 (chain mail) 110 (13d10 + 39) 30 ft., fly 30 ft. Dex +3, Con +6, Wis +4, Cha +5 Arcana +5, Deception +8, Perception +4 darkvision 60 ft., passive Perception 14 Common, Giant 7 (2900 XP) 19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2) monsters_vo.md#oni monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Oni](hd_monsters_oni.md) Name: Oni Markdown: >+ # <!--Name-->Oni<!--/Name--> - CEO: <!--AltName-->[Oni](hd_monsters_oni.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->giant<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->16 (chain mail)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->110 (13d10 + 39)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +3, Con +6, Wis +4, Cha +5<!--/SavingThrows--> - **Skills** <!--Skills-->Arcana +5, Deception +8, Perception +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Common, Giant<!--/Languages--> - **Challenge** <!--Challenge-->7 (2900 XP)<!--/Challenge--> ## Special Features **_Innate Spellcasting_**. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: At will: _[darkness](srd_spells_darkness.md)_, _[invisibility](srd_spells_invisibility.md)_ 1/day each: _[charm person](srd_spells_charm_person.md)_, _[cone of cold](srd_spells_cone_of_cold.md)_, _[gaseous form](srd_spells_gaseous_form.md)_, _[sleep](srd_spells_sleep.md)_ **_Magic Weapons_**. The oni's weapon attacks are magical. **_Regeneration_**. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. ## Actions **_Multiattack_**. The oni makes two attacks, either with its claws or its glaive. **_Claw (Oni Form Only)_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 8 (1d8 + 4) slashing damage. **_Glaive_**. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. _Hit_: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form. **_Change Shape_**. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size. AltName: '[Oni](hd_monsters_oni.md)' Size: Large Type: giant Alignment: lawful evil ArmorClass: 16 (chain mail) HitPoints: 110 (13d10 + 39) Speed: 30 ft., fly 30 ft. Strength: 19 (+4) Dexterity: 11 (+0) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 15 (+2) SavingThrows: Dex +3, Con +6, Wis +4, Cha +5 Skills: Arcana +5, Deception +8, Perception +4 Senses: darkvision 60 ft., passive Perception 14 Languages: Common, Giant Challenge: 7 (2900 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Orc humanoid (orc) Medium chaotic evil 13 (hide armor) 15 (2d8 + 6) 30 ft. Intimidation +2 darkvision 60 ft., passive Perception 10 Common, Orc 1/2 (100 XP) 16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0) monsters_vo.md#orc monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Orc](hd_monsters_orc.md) Name: Orc Markdown: >+ # <!--Name-->Orc<!--/Name--> - CEO: <!--AltName-->[Orc](hd_monsters_orc.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (orc)<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (hide armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->15 (2d8 + 6)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Intimidation +2<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Common, Orc<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Aggressive_**. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. ## Actions **_Greataxe_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 9 (1d12 + 3) slashing damage. **_Javelin_**. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. _Hit_: 6 (1d6 + 3) piercing damage. AltName: '[Orc](hd_monsters_orc.md)' Size: Medium Type: humanoid (orc) Alignment: chaotic evil ArmorClass: 13 (hide armor) HitPoints: 15 (2d8 + 6) Speed: 30 ft. Strength: 16 (+3) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: ' 7 (-2)' Wisdom: 11 (+0) Charisma: 10 (+0) Skills: Intimidation +2 Senses: darkvision 60 ft., passive Perception 10 Languages: Common, Orc Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Otyugh aberration Large neutral 14 (natural armor) 114 (12d10 + 48) 30 ft. Con +7 darkvision 120 ft., passive Perception 11 Otyugh 5 (1800 XP) 16 (+3) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 6 (-2) monsters_vo.md#otyugh monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Otyugh](hd_monsters_otyugh.md) Name: Otyugh Markdown: >+ # <!--Name-->Otyugh<!--/Name--> - CEO: <!--AltName-->[Otyugh](hd_monsters_otyugh.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->aberration<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->114 (12d10 + 48)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->19 (+4)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Con +7<!--/SavingThrows--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->Otyugh<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> ## Special Features **_Limited Telepathy_**. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. ## Actions **_Multiattack_**. The otyugh makes three attacks: one with its bite and two with its tentacles. **_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. **_Tentacle_**. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. _Hit_: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. **_Tentacle Slam_**. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. AltName: '[Otyugh](hd_monsters_otyugh.md)' Size: Large Type: aberration Alignment: neutral ArmorClass: 14 (natural armor) HitPoints: 114 (12d10 + 48) Speed: 30 ft. Strength: 16 (+3) Dexterity: 11 (+0) Constitution: 19 (+4) Intelligence: ' 6 (-2)' Wisdom: 13 (+1) Charisma: ' 6 (-2)' SavingThrows: Con +7 Senses: darkvision 120 ft., passive Perception 11 Languages: Otyugh Challenge: 5 (1800 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Brown Bear beast Large unaligned 11 (natural armor) 34 (4d10 + 12) 40 ft., climb 30 ft. Perception +3 passive Perception 13 - 1 (200 XP) 19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) monsters_vo.md#brown-bear monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Ours brun](hd_monsters_ours_brun.md) Name: Brown Bear Markdown: >+ # <!--Name-->Brown Bear<!--/Name--> - CEO: <!--AltName-->[Ours brun](hd_monsters_ours_brun.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->34 (4d10 + 12)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., climb 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> ## Special Features **_Keen Smell_**. The bear has advantage on Wisdom (Perception) checks that rely on smell. ## Actions **_Multiattack_**. The bear makes two attacks: one with its bite and one with its claws. **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 8 (1d8 + 4) piercing damage. **_Claws_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) slashing damage. AltName: '[Ours brun](hd_monsters_ours_brun.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 11 (natural armor) HitPoints: 34 (4d10 + 12) Speed: 40 ft., climb 30 ft. Strength: 19 (+4) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: ' 2 (-4)' Wisdom: 13 (+1) Charisma: ' 7 (-2)' Skills: Perception +3 Senses: passive Perception 13 Languages: '-' Challenge: 1 (200 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Black Bear beast Medium unaligned 11 (natural armor) 19 (3d8 + 6) 40 ft., climb 30 ft. Perception +3 passive Perception 13 - 1/2 (100 XP) 15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2) monsters_vo.md#black-bear monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Ours noir](hd_monsters_ours_noir.md) Name: Black Bear Markdown: >+ # <!--Name-->Black Bear<!--/Name--> - CEO: <!--AltName-->[Ours noir](hd_monsters_ours_noir.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->19 (3d8 + 6)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., climb 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Keen Smell_**. The bear has advantage on Wisdom (Perception) checks that rely on smell. ## Actions **_Multiattack_**. The bear makes two attacks: one with its bite and one with its claws. **_Bite_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. **_Claws_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 7 (2d4 + 2) slashing damage. AltName: '[Ours noir](hd_monsters_ours_noir.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 11 (natural armor) HitPoints: 19 (3d8 + 6) Speed: 40 ft., climb 30 ft. Strength: 15 (+2) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 7 (-2)' Skills: Perception +3 Senses: passive Perception 13 Languages: '-' Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Polar Bear beast Large unaligned 12 (natural armor) 42 (5d10 + 15) 40 ft., swim 30 ft. Perception +3 passive Perception 13 - 2 (450 XP) 20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) monsters_vo.md#polar-bear monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Ours polaire](hd_monsters_ours_polaire.md) Name: Polar Bear Markdown: >+ # <!--Name-->Polar Bear<!--/Name--> - CEO: <!--AltName-->[Ours polaire](hd_monsters_ours_polaire.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->42 (5d10 + 15)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->20 (+5)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Keen Smell_**. The bear has advantage on Wisdom (Perception) checks that rely on smell. ## Actions **_Multiattack_**. The bear makes two attacks: one with its bite and one with its claws. **_Bite_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 9 (1d8 + 5) piercing damage. **_Claws_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 12 (2d6 + 5) slashing damage. AltName: '[Ours polaire](hd_monsters_ours_polaire.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 12 (natural armor) HitPoints: 42 (5d10 + 15) Speed: 40 ft., swim 30 ft. Strength: 20 (+5) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: ' 2 (-4)' Wisdom: 13 (+1) Charisma: ' 7 (-2)' Skills: Perception +3 Senses: passive Perception 13 Languages: '-' Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Werebear humanoid (human Medium shapechanger), neutral good 10 in humanoid form, 11 (natural armor) in bear and hybrid form 135 (18d8 + 54) 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) Perception +7 bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons passive Perception 17 Common (can't speak in bear form) 5 (1800 XP) 19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1) monsters_vo.md#werebear monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Ours-garou](hd_monsters_ours_garou.md) Name: Werebear Markdown: >+ # <!--Name-->Werebear<!--/Name--> - CEO: <!--AltName-->[Ours-garou](hd_monsters_ours_garou.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (human<!--/Type-->, <!--Alignment-->shapechanger), neutral good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10 in humanoid form, 11 (natural armor) in bear and hybrid form<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->135 (18d8 + 54)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft. (40 ft., climb 30 ft. in bear or hybrid form)<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +7<!--/Skills--> - **Senses** <!--Senses-->passive Perception 17<!--/Senses--> - **Languages** <!--Languages-->Common (can't speak in bear form)<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons<!--/DamageImmunities--> ## Special Features **_Shapechanger_**. 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. **_Keen Smell_**. The werebear has advantage on Wisdom (Perception) checks that rely on smell. ## Actions **_Multiattack_**. 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. **_Bite (Bear or Hybrid Form Only)_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 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. **_Claw (Bear or Hybrid Form Only)_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 13 (2d8 + 4) slashing damage. **_Greataxe (Humanoid or Hybrid Form Only)_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 10 (1d12 + 4) slashing damage. AltName: '[Ours-garou](hd_monsters_ours_garou.md)' Size: Medium Type: humanoid (human Alignment: shapechanger), neutral good ArmorClass: 10 in humanoid form, 11 (natural armor) in bear and hybrid form HitPoints: 135 (18d8 + 54) Speed: 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) Strength: 19 (+4) Dexterity: 10 (+0) Constitution: 17 (+3) Intelligence: 11 (+0) Wisdom: 12 (+1) Charisma: 12 (+1) Skills: Perception +7 Senses: passive Perception 17 Languages: Common (can't speak in bear form) Challenge: 5 (1800 XP) DamageImmunities: bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Rust Monster monstrosity Medium unaligned 14 (natural armor) 27 (5d8 + 5) 40 ft darkvision 60 ft., passive Perception 11 - 1/2 (100 XP) 13 (+1) 12 (+1) 13 (+1) 2 (-4) 13 (+1) 6 (-2) monsters_vo.md#rust-monster monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Oxydeur](hd_monsters_oxydeur.md) Name: Rust Monster Markdown: >+ # <!--Name-->Rust Monster<!--/Name--> - CEO: <!--AltName-->[Oxydeur](hd_monsters_oxydeur.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->27 (5d8 + 5)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Iron Scent_**. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. **_Rust Metal_**. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage. ## Actions **_Bite_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 5 (1d8 + 1) piercing damage. **_Antennae_**. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait. AltName: '[Oxydeur](hd_monsters_oxydeur.md)' Size: Medium Type: monstrosity Alignment: unaligned ArmorClass: 14 (natural armor) HitPoints: 27 (5d8 + 5) Speed: 40 ft Strength: 13 (+1) Dexterity: 12 (+1) Constitution: 13 (+1) Intelligence: ' 2 (-4)' Wisdom: 13 (+1) Charisma: ' 6 (-2)' Senses: darkvision 60 ft., passive Perception 11 Languages: '-' Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Panther beast Medium unaligned 12 13 (3d8) 50 ft., climb 40 ft. Perception +4, Stealth +6 passive Perception 14 - 1/4 (50 XP) 14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2) monsters_vo.md#panther monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Panthère](hd_monsters_panthere.md) Name: Panther Markdown: >+ # <!--Name-->Panther<!--/Name--> - CEO: <!--AltName-->[Panthère](hd_monsters_panthere.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->13 (3d8)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft., climb 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->14 (+2)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +4, Stealth +6<!--/Skills--> - **Senses** <!--Senses-->passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Keen Smell_**. The panther has advantage on Wisdom (Perception) checks that rely on smell. **_Pounce_**. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. ## Actions **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. **_Claw_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 4 (1d4 + 2) slashing damage. AltName: '[Panthère](hd_monsters_panthere.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 13 (3d8) Speed: 50 ft., climb 40 ft. Strength: 14 (+2) Dexterity: 15 (+2) Constitution: 10 (+0) Intelligence: ' 3 (-4)' Wisdom: 14 (+2) Charisma: ' 7 (-2)' Skills: Perception +4, Stealth +6 Senses: passive Perception 14 Languages: '-' Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Octopus beast Small unaligned 12 3 (1d6) 5 ft., swim 30 ft. Perception +2, Stealth +4 darkvision 30 ft., passive Perception 12 - 0 (10 XP) 4 (-3) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 4 (-3) monsters_vo.md#octopus monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Pieuvre](hd_monsters_pieuvre.md) Name: Octopus Markdown: >+ # <!--Name-->Octopus<!--/Name--> - CEO: <!--AltName-->[Pieuvre](hd_monsters_pieuvre.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->3 (1d6)<!--/HitPoints--> - **Speed** <!--Speed-->5 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 4 (-3)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +2, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 30 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Hold Breath_**. While out of water, the octopus can hold its breath for 30 minutes. **_Underwater Camouflage_**. The octopus has advantage on Dexterity (Stealth) checks made while underwater. **_Water Breathing_**. The octopus can breathe only underwater. ## Actions **_Tentacles_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target. **_Ink Cloud (Recharges after a Short or Long Rest)_**. A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. AltName: '[Pieuvre](hd_monsters_pieuvre.md)' Size: Small Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 3 (1d6) Speed: 5 ft., swim 30 ft. Strength: ' 4 (-3)' Dexterity: 15 (+2) Constitution: 11 (+0) Intelligence: ' 3 (-4)' Wisdom: 10 (+0) Charisma: ' 4 (-3)' Skills: Perception +2, Stealth +4 Senses: darkvision 30 ft., passive Perception 12 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Octopus beast Large unaligned 11 52 (8d10 + 8) 10 ft., swim 60 ft. Perception +4, Stealth +5 darkvision 60 ft., passive Perception 14 - 1 (200 XP) 17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (+0) 4 (-3) monsters_vo.md#giant-octopus monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Pieuvre géante](hd_monsters_pieuvre_geante.md) Name: Giant Octopus Markdown: >+ # <!--Name-->Giant Octopus<!--/Name--> - CEO: <!--AltName-->[Pieuvre géante](hd_monsters_pieuvre_geante.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->52 (8d10 + 8)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., swim 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 4 (-3)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +4, Stealth +5<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> ## Special Features **_Hold Breath_**. While out of water, the octopus can hold its breath for 1 hour. **_Underwater Camouflage_**. The octopus has advantage on Dexterity (Stealth) checks made while underwater. **_Water Breathing_**. The octopus can breathe only underwater. ## Actions **_Tentacles_**. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. _Hit_: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. **_Ink Cloud (Recharges after a Short or Long Rest)_**. A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. AltName: '[Pieuvre géante](hd_monsters_pieuvre_geante.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 11 HitPoints: 52 (8d10 + 8) Speed: 10 ft., swim 60 ft. Strength: 17 (+3) Dexterity: 13 (+1) Constitution: 13 (+1) Intelligence: ' 4 (-3)' Wisdom: 10 (+0) Charisma: ' 4 (-3)' Skills: Perception +4, Stealth +5 Senses: darkvision 60 ft., passive Perception 14 Languages: '-' Challenge: 1 (200 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Quipper beast Tiny unaligned 13 1 (1d4 - 1) 0 ft., swim 40 ft. darkvision 60 ft., passive Perception 8 - 0 (10 XP) 2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4) monsters_vo.md#quipper monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Piranha](hd_monsters_piranha.md) Name: Quipper Markdown: >+ # <!--Name-->Quipper<!--/Name--> - CEO: <!--AltName-->[Piranha](hd_monsters_piranha.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->1 (1d4 - 1)<!--/HitPoints--> - **Speed** <!--Speed-->0 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 2 (-4)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution--> 9 (-1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 7 (-2)<!--/Wisdom-->|<!--Charisma--> 2 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 8<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Blood Frenzy_**. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. **_Water Breathing_**. The quipper can breathe only underwater. ## Actions **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 1 piercing damage. AltName: '[Piranha](hd_monsters_piranha.md)' Size: Tiny Type: beast Alignment: unaligned ArmorClass: 13 HitPoints: 1 (1d4 - 1) Speed: 0 ft., swim 40 ft. Strength: ' 2 (-4)' Dexterity: 16 (+3) Constitution: ' 9 (-1)' Intelligence: ' 1 (-5)' Wisdom: ' 7 (-2)' Charisma: ' 2 (-4)' Senses: darkvision 60 ft., passive Perception 8 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageResistances ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Planetar celestial Large lawful good 19 (natural armor) 200 (16d10 + 112) 40 ft., fly 120 ft. Con +12, Wis +11, Cha +12 Perception +11 radiant; bludgeoning, piercing, and slashing from nonmagical attacks charmed, exhaustion, frightened truesight 120 ft., passive Perception 21 all, telepathy 120 ft. 16 (15000 XP) 24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7) monsters_vo.md#planetar monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Planétar](hd_monsters_planetar.md) Name: Planetar Markdown: >+ # <!--Name-->Planetar<!--/Name--> - CEO: <!--AltName-->[Planétar](hd_monsters_planetar.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->celestial<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->200 (16d10 + 112)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 120 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->24 (+7)<!--/Strength-->|<!--Dexterity-->20 (+5)<!--/Dexterity-->|<!--Constitution-->24 (+7)<!--/Constitution-->|<!--Intelligence-->19 (+4)<!--/Intelligence-->|<!--Wisdom-->22 (+6)<!--/Wisdom-->|<!--Charisma-->25 (+7)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Con +12, Wis +11, Cha +12<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +11<!--/Skills--> - **Senses** <!--Senses-->truesight 120 ft., passive Perception 21<!--/Senses--> - **Languages** <!--Languages-->all, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->16 (15000 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->radiant; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, frightened<!--/ConditionImmunities--> ## Special Features **_Angelic Weapons_**. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). **_Divine Awareness_**. The planetar knows if it hears a lie. **_Innate Spellcasting_**. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: At will: _[detect evil and good](srd_spells_detect_evil_and_good.md)_, _[invisibility](srd_spells_invisibility.md)_ (self only) 3/day each: _[blade barrier](srd_spells_blade_barrier.md)_, _[dispel evil and good](srd_spells_dispel_evil_and_good.md)_, _[flame strike](srd_spells_flame_strike.md)_, _[raise dead](srd_spells_raise_dead.md)_ 1/day each: _[commune](srd_spells_commune.md)_, _[control weather](srd_spells_control_weather.md)_, _[insect plague](srd_spells_insect_plague.md)_ **_Magic Resistance_**. The planetar has advantage on saving throws against spells and other magical effects. ## Actions **_Multiattack_**. The planetar makes two melee attacks. **_Greatsword_**. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. _Hit_: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage. **_Healing Touch (4/Day)_**. The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness. AltName: '[Planétar](hd_monsters_planetar.md)' Size: Large Type: celestial Alignment: lawful good ArmorClass: 19 (natural armor) HitPoints: 200 (16d10 + 112) Speed: 40 ft., fly 120 ft. Strength: 24 (+7) Dexterity: 20 (+5) Constitution: 24 (+7) Intelligence: 19 (+4) Wisdom: 22 (+6) Charisma: 25 (+7) SavingThrows: Con +12, Wis +11, Cha +12 Skills: Perception +11 Senses: truesight 120 ft., passive Perception 21 Languages: all, telepathy 120 ft. Challenge: 16 (15000 XP) DamageResistances: radiant; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: charmed, exhaustion, frightened
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Plesiosaurus beast Large unaligned 13 (natural armor) 68 (8d10 + 24) 20 ft., swim 40 ft. Perception +3, Stealth +4 passive Perception 13 - 2 (450 XP) 18 (+4) 15 (+2) 16 (+3) 2 (-4) 12 (+1) 5 (-3) monsters_vo.md#plesiosaurus monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Plésiosaure](hd_monsters_plesiosaure.md) Name: Plesiosaurus Markdown: >+ # <!--Name-->Plesiosaurus<!--/Name--> - CEO: <!--AltName-->[Plésiosaure](hd_monsters_plesiosaure.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->68 (8d10 + 24)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Hold Breath_**. The plesiosaurus can hold its breath for 1 hour. ## Actions **_Bite_**. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. _Hit_: 14 (3d6 + 4) piercing damage. AltName: '[Plésiosaure](hd_monsters_plesiosaure.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 13 (natural armor) HitPoints: 68 (8d10 + 24) Speed: 20 ft., swim 40 ft. Strength: 18 (+4) Dexterity: 15 (+2) Constitution: 16 (+3) Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 5 (-3)' Skills: Perception +3, Stealth +4 Senses: passive Perception 13 Languages: '-' Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Pony beast Medium unaligned 10 11 (2d8 + 2) 40 ft. passive Perception 10 - 1/8 (25 XP) 15 (+2) 10 (+0) 13 (+1) 2 (-4) 11 (+0) 7 (-2) monsters_vo.md#pony monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Poney](hd_monsters_poney.md) Name: Pony Markdown: >+ # <!--Name-->Pony<!--/Name--> - CEO: <!--AltName-->[Poney](hd_monsters_poney.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->11 (2d8 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Hooves_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 7 (2d4 + 2) bludgeoning damage. AltName: '[Poney](hd_monsters_poney.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 10 HitPoints: 11 (2d8 + 2) Speed: 40 ft. Strength: 15 (+2) Dexterity: 10 (+0) Constitution: 13 (+1) Intelligence: ' 2 (-4)' Wisdom: 11 (+0) Charisma: ' 7 (-2)' Senses: passive Perception 10 Languages: '-' Challenge: 1/8 (25 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Black Pudding ooze Large unaligned 7 85 (10d10 + 30) 20 ft., climb 20 ft. acid, cold, lightning, slashing blinded, charmed, deafened, exhaustion, frightened, prone blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 8 - 4 (1100 XP) 16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5) monsters_vo.md#black-pudding monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Pouding noir](hd_monsters_pouding_noir.md) Name: Black Pudding Markdown: >+ # <!--Name-->Black Pudding<!--/Name--> - CEO: <!--AltName-->[Pouding noir](hd_monsters_pouding_noir.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->ooze<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->7<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->85 (10d10 + 30)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., climb 20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity--> 5 (-3)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 6 (-2)<!--/Wisdom-->|<!--Charisma--> 1 (-5)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 8<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->4 (1100 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->acid, cold, lightning, slashing<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->blinded, charmed, deafened, exhaustion, frightened, prone<!--/ConditionImmunities--> ## Special Features **_Amorphous_**. The pudding can move through a space as narrow as 1 inch wide without squeezing. **_Corrosive Form_**. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. **_Spider Climb_**. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ## Actions **_Pseudopod_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. ## Reactions **_Split_**. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. AltName: '[Pouding noir](hd_monsters_pouding_noir.md)' Size: Large Type: ooze Alignment: unaligned ArmorClass: 7 HitPoints: 85 (10d10 + 30) Speed: 20 ft., climb 20 ft. Strength: 16 (+3) Dexterity: ' 5 (-3)' Constitution: 16 (+3) Intelligence: ' 1 (-5)' Wisdom: ' 6 (-2)' Charisma: ' 1 (-5)' Senses: blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 8 Languages: '-' Challenge: 4 (1100 XP) DamageImmunities: acid, cold, lightning, slashing ConditionImmunities: blinded, charmed, deafened, exhaustion, frightened, prone
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Pseudodragon dragon Tiny neutral good 13 (natural armor) 7 (2d4 + 2) 15 ft., fly 60 ft. Perception +3, Stealth +4 blindsight 10 ft., darkvision 60 ft., passive Perception 13 understands Common and Draconic but can't speak 1/4 (50 XP) 6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0) monsters_vo.md#pseudodragon monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Pseudodragon](hd_monsters_pseudodragon.md) Name: Pseudodragon Markdown: >+ # <!--Name-->Pseudodragon<!--/Name--> - CEO: <!--AltName-->[Pseudodragon](hd_monsters_pseudodragon.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->neutral good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->7 (2d4 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->15 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 6 (-2)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->blindsight 10 ft., darkvision 60 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->understands Common and Draconic but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Keen Senses_**. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. **_Magic Resistance_**. The pseudodragon has advantage on saving throws against spells and other magical effects. **_Limited Telepathy_**. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. ## Actions **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 4 (1d4 + 2) piercing damage. **_Sting_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. AltName: '[Pseudodragon](hd_monsters_pseudodragon.md)' Size: Tiny Type: dragon Alignment: neutral good ArmorClass: 13 (natural armor) HitPoints: 7 (2d4 + 2) Speed: 15 ft., fly 60 ft. Strength: ' 6 (-2)' Dexterity: 15 (+2) Constitution: 13 (+1) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 10 (+0) Skills: Perception +3, Stealth +4 Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages: understands Common and Draconic but can't speak Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Fire Beetle beast Small unaligned 13 (natural armor) 4 (1d6 + 1) 30 ft. blindsight 30 ft., passive Perception 8 - 0 (10 XP) 8 (-1) 10 (+0) 12 (+1) 1 (-5) 7 (-2) 3 (-4) monsters_vo.md#giant-fire-beetle monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Punaise de feu géante](hd_monsters_punaise_de_feu_geante.md) Name: Giant Fire Beetle Markdown: >+ # <!--Name-->Giant Fire Beetle<!--/Name--> - CEO: <!--AltName-->[Punaise de feu géante](hd_monsters_punaise_de_feu_geante.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->4 (1d6 + 1)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 8 (-1)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 7 (-2)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 30 ft., passive Perception 8<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Illumination_**. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. ## Actions **_Bite_**. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. _Hit_: 2 (1d6 - 1) slashing damage. AltName: '[Punaise de feu géante](hd_monsters_punaise_de_feu_geante.md)' Size: Small Type: beast Alignment: unaligned ArmorClass: 13 (natural armor) HitPoints: 4 (1d6 + 1) Speed: 30 ft. Strength: ' 8 (-1)' Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: ' 1 (-5)' Wisdom: ' 7 (-2)' Charisma: ' 3 (-4)' Senses: blindsight 30 ft., passive Perception 8 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Pegasus celestial Large chaotic good 12 59 (7d10 + 21) 60 ft., fly 90 ft. Dex +4, Wis +4, Cha +3 Perception +6 passive Perception 16 understands Celestial, Common, Elvish, and Sylvan but can't speak 2 (450 XP) 18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1) monsters_vo.md#pegasus monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Pégase](hd_monsters_pegase.md) Name: Pegasus Markdown: >+ # <!--Name-->Pegasus<!--/Name--> - CEO: <!--AltName-->[Pégase](hd_monsters_pegase.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->celestial<!--/Type-->, <!--Alignment-->chaotic good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->59 (7d10 + 21)<!--/HitPoints--> - **Speed** <!--Speed-->60 ft., fly 90 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->13 (+1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +4, Wis +4, Cha +3<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +6<!--/Skills--> - **Senses** <!--Senses-->passive Perception 16<!--/Senses--> - **Languages** <!--Languages-->understands Celestial, Common, Elvish, and Sylvan but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Hooves_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) bludgeoning damage. AltName: '[Pégase](hd_monsters_pegase.md)' Size: Large Type: celestial Alignment: chaotic good ArmorClass: 12 HitPoints: 59 (7d10 + 21) Speed: 60 ft., fly 90 ft. Strength: 18 (+4) Dexterity: 15 (+2) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 15 (+2) Charisma: 13 (+1) SavingThrows: Dex +4, Wis +4, Cha +3 Skills: Perception +6 Senses: passive Perception 16 Languages: understands Celestial, Common, Elvish, and Sylvan but can't speak Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Quasit fiend (demon Tiny shapechanger), chaotic evil 13 7 (3d4) 40 ft. Stealth +5 cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks poison poisoned darkvision 120 ft., passive Perception 10 Abyssal, Common 1 (200 XP) 5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0) monsters_vo.md#quasit monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Quasit](hd_monsters_quasit.md) Name: Quasit Markdown: >+ # <!--Name-->Quasit<!--/Name--> - CEO: <!--AltName-->[Quasit](hd_monsters_quasit.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->fiend (demon<!--/Type-->, <!--Alignment-->shapechanger), chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->7 (3d4)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 5 (-3)<!--/Strength-->|<!--Dexterity-->17 (+3)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +5<!--/Skills--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Abyssal, Common<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Shapechanger_**. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. **_Magic Resistance_**. The quasit has advantage on saving throws against spells and other magical effects. ## Actions **_Claws (Bite in Beast Form)_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **_Scare (1/Day)_**. One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. **_Invisibility_**. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it. AltName: '[Quasit](hd_monsters_quasit.md)' Size: Tiny Type: fiend (demon Alignment: shapechanger), chaotic evil ArmorClass: 13 HitPoints: 7 (3d4) Speed: 40 ft. Strength: ' 5 (-3)' Dexterity: 17 (+3) Constitution: 10 (+0) Intelligence: ' 7 (-2)' Wisdom: 10 (+0) Charisma: 10 (+0) Skills: Stealth +5 Senses: darkvision 120 ft., passive Perception 10 Languages: Abyssal, Common Challenge: 1 (200 XP) DamageImmunities: poison DamageResistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Rakshasa fiend Medium lawful evil 16 (natural armor) 110 (13d8 + 52) 40 ft. Deception +10, Insight +8 bludgeoning, piercing, and slashing from nonmagical attacks darkvision 60 ft., passive Perception 13 Common, Infernal 13 (10000 XP) 14 (+2) 17 (+3) 18 (+4) 13 (+1) 16 (+3) 20 (+5) monsters_vo.md#rakshasa monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Rakshasa](hd_monsters_rakshasa.md) Name: Rakshasa Markdown: >+ # <!--Name-->Rakshasa<!--/Name--> - CEO: <!--AltName-->[Rakshasa](hd_monsters_rakshasa.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->fiend<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->16 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->110 (13d8 + 52)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->14 (+2)<!--/Strength-->|<!--Dexterity-->17 (+3)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence-->13 (+1)<!--/Intelligence-->|<!--Wisdom-->16 (+3)<!--/Wisdom-->|<!--Charisma-->20 (+5)<!--/Charisma-->| - **Skills** <!--Skills-->Deception +10, Insight +8<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Common, Infernal<!--/Languages--> - **Challenge** <!--Challenge-->13 (10000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageImmunities--> - **Damage Vulnerabilities** piercing from magic weapons wielded by good creatures ## Special Features **_Limited Magic Immunity_**. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. **_Innate Spellcasting_**. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: At will: _[detect thoughts](srd_spells_detect_thoughts.md)_, _[disguise self](srd_spells_disguise_self.md)_, _[mage hand](srd_spells_mage_hand.md)_, _[minor illusion](srd_spells_minor_illusion.md)_ 3/day each: _[charm person](srd_spells_charm_person.md)_, _[detect magic](srd_spells_detect_magic.md)_, _[invisibility](srd_spells_invisibility.md)_, _[major image](srd_spells_major_image.md)_, _[suggestion](srd_spells_suggestion.md)_ 1/day each: _[dominate person](srd_spells_dominate_person.md)_, _[fly](srd_spells_fly.md)_, _[plane shift](srd_spells_plane_shift.md)_, _[true seeing](srd_spells_true_seeing.md)_ ## Actions **_Multiattack_**. The rakshasa makes two claw attacks. **_Claw_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a _[remove curse](srd_spells_remove_curse.md)_ spell or similar magic. AltName: '[Rakshasa](hd_monsters_rakshasa.md)' Size: Medium Type: fiend Alignment: lawful evil ArmorClass: 16 (natural armor) HitPoints: 110 (13d8 + 52) Speed: 40 ft. Strength: 14 (+2) Dexterity: 17 (+3) Constitution: 18 (+4) Intelligence: 13 (+1) Wisdom: 16 (+3) Charisma: 20 (+5) Skills: Deception +10, Insight +8 Senses: darkvision 60 ft., passive Perception 13 Languages: Common, Infernal Challenge: 13 (10000 XP) DamageImmunities: bludgeoning, piercing, and slashing from nonmagical attacks
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Rat beast Tiny unaligned 10 1 (1d4 - 1) 20 ft. darkvision 30 ft., passive Perception 10 - 0 (10 XP) 2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3) monsters_vo.md#rat monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Rat](hd_monsters_rat.md) Name: Rat Markdown: >+ # <!--Name-->Rat<!--/Name--> - CEO: <!--AltName-->[Rat](hd_monsters_rat.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->1 (1d4 - 1)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 2 (-4)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution--> 9 (-1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 30 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Keen Smell_**. The rat has advantage on Wisdom (Perception) checks that rely on smell. ## Actions **_Bite_**. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. _Hit_: 1 piercing damage. AltName: '[Rat](hd_monsters_rat.md)' Size: Tiny Type: beast Alignment: unaligned ArmorClass: 10 HitPoints: 1 (1d4 - 1) Speed: 20 ft. Strength: ' 2 (-4)' Dexterity: 11 (+0) Constitution: ' 9 (-1)' Intelligence: ' 2 (-4)' Wisdom: 10 (+0) Charisma: ' 4 (-3)' Senses: darkvision 30 ft., passive Perception 10 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Rat beast Small unaligned 12 7 (2d6) 30 ft. darkvision 60 ft., passive Perception 10 - 1/8 (25 XP) 7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3) monsters_vo.md#giant-rat monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Rat géant](hd_monsters_rat_geant.md) Name: Giant Rat Markdown: >+ # <!--Name-->Giant Rat<!--/Name--> - CEO: <!--AltName-->[Rat géant](hd_monsters_rat_geant.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->7 (2d6)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 7 (-2)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Keen Smell_**. The rat has advantage on Wisdom (Perception) checks that rely on smell. **_Pack Tactics_**. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. ## Actions **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 4 (1d4 + 2) piercing damage. AltName: '[Rat géant](hd_monsters_rat_geant.md)' Size: Small Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 7 (2d6) Speed: 30 ft. Strength: ' 7 (-2)' Dexterity: 15 (+2) Constitution: 11 (+0) Intelligence: ' 2 (-4)' Wisdom: 10 (+0) Charisma: ' 4 (-3)' Senses: darkvision 60 ft., passive Perception 10 Languages: '-' Challenge: 1/8 (25 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Wererat humanoid (human Medium shapechanger), lawful evil 12 33 (6d8 + 6) 30 ft. Perception +2, Stealth +4 bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons darkvision 60 ft. (rat form only), passive Perception 12 Common (can't speak in rat form) 2 (450 XP) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1) monsters_vo.md#wererat monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Rat-garou](hd_monsters_rat_garou.md) Name: Wererat Markdown: >+ # <!--Name-->Wererat<!--/Name--> - CEO: <!--AltName-->[Rat-garou](hd_monsters_rat_garou.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (human<!--/Type-->, <!--Alignment-->shapechanger), lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->33 (6d8 + 6)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +2, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft. (rat form only), passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->Common (can't speak in rat form)<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons<!--/DamageImmunities--> ## Special Features **_Shapechanger_**. 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. **_Keen Smell_**. The wererat has advantage on Wisdom (Perception) checks that rely on smell. ## Actions **_Multiattack (Humanoid or Hybrid Form Only)_**. The wererat makes two attacks, only one of which can be a bite. **_Bite (Rat or Hybrid Form Only)_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 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. **_Shortsword (Humanoid or Hybrid Form Only)_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. **_Hand Crossbow (Humanoid or Hybrid Form Only)_**. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. AltName: '[Rat-garou](hd_monsters_rat_garou.md)' Size: Medium Type: humanoid (human Alignment: shapechanger), lawful evil ArmorClass: 12 HitPoints: 33 (6d8 + 6) Speed: 30 ft. Strength: 10 (+0) Dexterity: 15 (+2) Constitution: 12 (+1) Intelligence: 11 (+0) Wisdom: 10 (+0) Charisma: ' 8 (-1)' Skills: Perception +2, Stealth +4 Senses: darkvision 60 ft. (rat form only), passive Perception 12 Languages: Common (can't speak in rat form) Challenge: 2 (450 XP) DamageImmunities: bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Reef Shark beast Medium unaligned 12 (natural armor) 22 (4d8 + 4) 0 ft., swim 40 ft. Perception +2 blindsight 30 ft., passive Perception 12 - 1/2 (100 XP) 14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3) monsters_vo.md#reef-shark monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Requin de récif](hd_monsters_requin_de_recif.md) Name: Reef Shark Markdown: >+ # <!--Name-->Reef Shark<!--/Name--> - CEO: <!--AltName-->[Requin de récif](hd_monsters_requin_de_recif.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (4d8 + 4)<!--/HitPoints--> - **Speed** <!--Speed-->0 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->14 (+2)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +2<!--/Skills--> - **Senses** <!--Senses-->blindsight 30 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Pack Tactics_**. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated. **_Water Breathing_**. The shark can breathe only underwater. ## Actions **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 6 (1d8 + 2) piercing damage. AltName: '[Requin de récif](hd_monsters_requin_de_recif.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 12 (natural armor) HitPoints: 22 (4d8 + 4) Speed: 0 ft., swim 40 ft. Strength: 14 (+2) Dexterity: 13 (+1) Constitution: 13 (+1) Intelligence: ' 1 (-5)' Wisdom: 10 (+0) Charisma: ' 4 (-3)' Skills: Perception +2 Senses: blindsight 30 ft., passive Perception 12 Languages: '-' Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Shark beast Huge unaligned 13 (natural armor) 126 (11d12 + 55) 0 ft., swim 50 ft. Perception +3 blindsight 60 ft., passive Perception 13 - 5 (1800 XP) 23 (+6) 11 (+0) 21 (+5) 1 (-5) 10 (+0) 5 (-3) monsters_vo.md#giant-shark monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Requin géant](hd_monsters_requin_geant.md) Name: Giant Shark Markdown: >+ # <!--Name-->Giant Shark<!--/Name--> - CEO: <!--AltName-->[Requin géant](hd_monsters_requin_geant.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->126 (11d12 + 55)<!--/HitPoints--> - **Speed** <!--Speed-->0 ft., swim 50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->23 (+6)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->21 (+5)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> ## Special Features **_Blood Frenzy_**. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. **_Water Breathing_**. The shark can breathe only underwater. ## Actions **_Bite_**. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. _Hit_: 22 (3d10 + 6) piercing damage. AltName: '[Requin géant](hd_monsters_requin_geant.md)' Size: Huge Type: beast Alignment: unaligned ArmorClass: 13 (natural armor) HitPoints: 126 (11d12 + 55) Speed: 0 ft., swim 50 ft. Strength: 23 (+6) Dexterity: 11 (+0) Constitution: 21 (+5) Intelligence: ' 1 (-5)' Wisdom: 10 (+0) Charisma: ' 5 (-3)' Skills: Perception +3 Senses: blindsight 60 ft., passive Perception 13 Languages: '-' Challenge: 5 (1800 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Hunter Shark beast Large unaligned 12 (natural armor) 45 (6d10 + 12) 0 ft., swim 40 ft. Perception +2 blindsight 30 ft., passive Perception 12 - 2 (450 XP) 18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3) monsters_vo.md#hunter-shark monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Requin chasseur](hd_monsters_requin_chasseur.md) Name: Hunter Shark Markdown: >+ # <!--Name-->Hunter Shark<!--/Name--> - CEO: <!--AltName-->[Requin chasseur](hd_monsters_requin_chasseur.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->45 (6d10 + 12)<!--/HitPoints--> - **Speed** <!--Speed-->0 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +2<!--/Skills--> - **Senses** <!--Senses-->blindsight 30 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Blood Frenzy_**. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. **_Water Breathing_**. The shark can breathe only underwater. ## Actions **_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 13 (2d8 + 4) piercing damage. AltName: '[Requin chasseur](hd_monsters_requin_chasseur.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 12 (natural armor) HitPoints: 45 (6d10 + 12) Speed: 0 ft., swim 40 ft. Strength: 18 (+4) Dexterity: 13 (+1) Constitution: 15 (+2) Intelligence: ' 1 (-5)' Wisdom: 10 (+0) Charisma: ' 4 (-3)' Skills: Perception +2 Senses: blindsight 30 ft., passive Perception 12 Languages: '-' Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Rhinoceros beast Large unaligned 11 (natural armor) 45 (6d10 + 12) 40 ft. passive Perception 11 - 2 (450 XP) 21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2) monsters_vo.md#rhinoceros monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Rhinocéros](hd_monsters_rhinoceros.md) Name: Rhinoceros Markdown: >+ # <!--Name-->Rhinoceros<!--/Name--> - CEO: <!--AltName-->[Rhinocéros](hd_monsters_rhinoceros.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->45 (6d10 + 12)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->21 (+5)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Charge_**. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. ## Actions **_Gore_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 14 (2d8 + 5) bludgeoning damage. AltName: '[Rhinocéros](hd_monsters_rhinoceros.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 11 (natural armor) HitPoints: 45 (6d10 + 12) Speed: 40 ft. Strength: 21 (+5) Dexterity: ' 8 (-1)' Constitution: 15 (+2) Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 6 (-2)' Senses: passive Perception 11 Languages: '-' Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Roc monstrosity Gargantuan unaligned 15 (natural armor) 248 (16d20 + 80) 20 ft., fly 120 ft. Dex +4, Con +9, Wis +4, Cha +3 Perception +4 passive Perception 14 - 11 (7200 XP) 28 (+9) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 9 (-1) monsters_vo.md#roc monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Roc](hd_monsters_roc.md) Name: Roc Markdown: >+ # <!--Name-->Roc<!--/Name--> - CEO: <!--AltName-->[Roc](hd_monsters_roc.md)<!--/AltName--> -  <!--Size-->Gargantuan<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->248 (16d20 + 80)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., fly 120 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->28 (+9)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->20 (+5)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 9 (-1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +4, Con +9, Wis +4, Cha +3<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +4<!--/Skills--> - **Senses** <!--Senses-->passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->11 (7200 XP)<!--/Challenge--> ## Special Features **_Keen Sight_**. The roc has advantage on Wisdom (Perception) checks that rely on sight. ## Actions **_Multiattack_**. The roc makes two attacks: one with its beak and one with its talons. **_Beak_**. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. _Hit_: 27 (4d8 + 9) piercing damage. **_Talons_**. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. _Hit_: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target. AltName: '[Roc](hd_monsters_roc.md)' Size: Gargantuan Type: monstrosity Alignment: unaligned ArmorClass: 15 (natural armor) HitPoints: 248 (16d20 + 80) Speed: 20 ft., fly 120 ft. Strength: 28 (+9) Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: ' 3 (-4)' Wisdom: 10 (+0) Charisma: ' 9 (-1)' SavingThrows: Dex +4, Con +9, Wis +4, Cha +3 Skills: Perception +4 Senses: passive Perception 14 Languages: '-' Challenge: 11 (7200 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Commoner humanoid (any race) Medium any alignment 10 4 (1d8) 30 ft. passive Perception 10 any one language (usually Common) 0 (10 XP) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) monsters_vo.md#commoner monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Roturier](hd_monsters_roturier.md) Name: Commoner Markdown: >+ # <!--Name-->Commoner<!--/Name--> - CEO: <!--AltName-->[Roturier](hd_monsters_roturier.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->4 (1d8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->any one language (usually Common)<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Club_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. _Hit_: 2 (1d4) bludgeoning damage. AltName: '[Roturier](hd_monsters_roturier.md)' Size: Medium Type: humanoid (any race) Alignment: any alignment ArmorClass: 10 HitPoints: 4 (1d8) Speed: 30 ft. Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Senses: passive Perception 10 Languages: any one language (usually Common) Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Remorhaz monstrosity Huge unaligned 17 (natural armor) 195 (17d12 + 85) 30 ft., burrow 20 ft. cold, fire darkvision 60 ft., tremorsense 60 ft., passive Perception 10 - 11 (7200 XP) 24 (+7) 13 (+1) 21 (+5) 4 (-3) 10 (+0) 5 (-3) monsters_vo.md#remorhaz monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Remorhaz](hd_monsters_remorhaz.md) Name: Remorhaz Markdown: >+ # <!--Name-->Remorhaz<!--/Name--> - CEO: <!--AltName-->[Remorhaz](hd_monsters_remorhaz.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->195 (17d12 + 85)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., burrow 20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->24 (+7)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->21 (+5)<!--/Constitution-->|<!--Intelligence--> 4 (-3)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., tremorsense 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->11 (7200 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->cold, fire<!--/DamageImmunities--> ## Special Features **_Heated Body_**. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. ## Actions **_Bite_**. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. _Hit_: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target. **_Swallow_**. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is [blinded](srd_conditions_blinded.md) and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 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 remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. AltName: '[Remorhaz](hd_monsters_remorhaz.md)' Size: Huge Type: monstrosity Alignment: unaligned ArmorClass: 17 (natural armor) HitPoints: 195 (17d12 + 85) Speed: 30 ft., burrow 20 ft. Strength: 24 (+7) Dexterity: 13 (+1) Constitution: 21 (+5) Intelligence: ' 4 (-3)' Wisdom: 10 (+0) Charisma: ' 5 (-3)' Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages: '-' Challenge: 11 (7200 XP) DamageImmunities: cold, fire
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Sahuagin humanoid (sahuagin) Medium lawful evil 12 (natural armor) 22 (4d8 + 4) 30 ft., swim 40 ft. Perception +5 darkvision 120 ft., passive Perception 15 Sahuagin 1/2 (100 XP) 13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (-1) monsters_vo.md#sahuagin monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Sahuagin](hd_monsters_sahuagin.md) Name: Sahuagin Markdown: >+ # <!--Name-->Sahuagin<!--/Name--> - CEO: <!--AltName-->[Sahuagin](hd_monsters_sahuagin.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (sahuagin)<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (4d8 + 4)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., swim 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 9 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +5<!--/Skills--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 15<!--/Senses--> - **Languages** <!--Languages-->Sahuagin<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Blood Frenzy_**. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. **_Limited Amphibiousness_**. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. **_Shark Telepathy_**. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. ## Actions **_Multiattack_**. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. **_Bite_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 3 (1d4 + 1) piercing damage. **_Claws_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 3 (1d4 + 1) slashing damage. **_Spear_**. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit_: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. AltName: '[Sahuagin](hd_monsters_sahuagin.md)' Size: Medium Type: humanoid (sahuagin) Alignment: lawful evil ArmorClass: 12 (natural armor) HitPoints: 22 (4d8 + 4) Speed: 30 ft., swim 40 ft. Strength: 13 (+1) Dexterity: 11 (+0) Constitution: 12 (+1) Intelligence: 12 (+1) Wisdom: 13 (+1) Charisma: ' 9 (-1)' Skills: Perception +5 Senses: darkvision 120 ft., passive Perception 15 Languages: Sahuagin Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Salamander elemental Large neutral evil 15 (natural armor) 90 (12d10 + 24) 30 ft. bludgeoning, piercing, and slashing from nonmagical attacks fire darkvision 60 ft., passive Perception 10 Ignan 5 (1800 XP) 18 (+4) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 12 (+1) monsters_vo.md#salamander monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Salamandre](hd_monsters_salamandre.md) Name: Salamander Markdown: >+ # <!--Name-->Salamander<!--/Name--> - CEO: <!--AltName-->[Salamandre](hd_monsters_salamandre.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->90 (12d10 + 24)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Ignan<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Damage Vulnerabilities** cold ## Special Features **_Heated Body_**. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. **_Heated Weapons_**. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). ## Actions **_Multiattack_**. The salamander makes two attacks: one with its spear and one with its tail. **_Spear_**. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. _Hit_: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. **_Tail_**. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. _Hit_: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets. AltName: '[Salamandre](hd_monsters_salamandre.md)' Size: Large Type: elemental Alignment: neutral evil ArmorClass: 15 (natural armor) HitPoints: 90 (12d10 + 24) Speed: 30 ft. Strength: 18 (+4) Dexterity: 14 (+2) Constitution: 15 (+2) Intelligence: 11 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) Senses: darkvision 60 ft., passive Perception 10 Languages: Ignan Challenge: 5 (1800 XP) DamageImmunities: fire DamageResistances: bludgeoning, piercing, and slashing from nonmagical attacks
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Boar beast Medium unaligned 11 (natural armor) 11 (2d8 + 2) 40 ft. passive Perception 9 - 1/4 (50 XP) 13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3) monsters_vo.md#boar monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Sanglier](hd_monsters_sanglier.md) Name: Boar Markdown: >+ # <!--Name-->Boar<!--/Name--> - CEO: <!--AltName-->[Sanglier](hd_monsters_sanglier.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->11 (2d8 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom--> 9 (-1)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 9<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Charge_**. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. **_Relentless (Recharges after a Short or Long Rest)_**. If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. ## Actions **_Tusk_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 4 (1d6 + 1) slashing damage. AltName: '[Sanglier](hd_monsters_sanglier.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 11 (natural armor) HitPoints: 11 (2d8 + 2) Speed: 40 ft. Strength: 13 (+1) Dexterity: 11 (+0) Constitution: 12 (+1) Intelligence: ' 2 (-4)' Wisdom: ' 9 (-1)' Charisma: ' 5 (-3)' Senses: passive Perception 9 Languages: '-' Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Boar beast Large unaligned 12 (natural armor) 42 (5d10 + 15) 40 ft. passive Perception 8 - 2 (450 XP) 17 (+3) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3) monsters_vo.md#giant-boar monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Sanglier géant](hd_monsters_sanglier_geant.md) Name: Giant Boar Markdown: >+ # <!--Name-->Giant Boar<!--/Name--> - CEO: <!--AltName-->[Sanglier géant](hd_monsters_sanglier_geant.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->42 (5d10 + 15)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom--> 7 (-2)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 8<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Charge_**. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. **_Relentless (Recharges after a Short or Long Rest)_**. If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. ## Actions **_Tusk_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) slashing damage. AltName: '[Sanglier géant](hd_monsters_sanglier_geant.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 12 (natural armor) HitPoints: 42 (5d10 + 15) Speed: 40 ft. Strength: 17 (+3) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: ' 2 (-4)' Wisdom: ' 7 (-2)' Charisma: ' 5 (-3)' Senses: passive Perception 8 Languages: '-' Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Wereboar humanoid (human Medium shapechanger), neutral evil 10 in humanoid form, 11 (natural armor) in boar or hybrid form 78 (12d8 + 24) 30 ft. (40 ft. in boar form) Perception +2 bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered passive Perception 12 Common (can't speak in boar form) 4 (1100 XP) 17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (-1) monsters_vo.md#wereboar monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Sanglier-garou](hd_monsters_sanglier_garou.md) Name: Wereboar Markdown: >+ # <!--Name-->Wereboar<!--/Name--> - CEO: <!--AltName-->[Sanglier-garou](hd_monsters_sanglier_garou.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (human<!--/Type-->, <!--Alignment-->shapechanger), neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10 in humanoid form, 11 (natural armor) in boar or hybrid form<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->78 (12d8 + 24)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft. (40 ft. in boar form)<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +2<!--/Skills--> - **Senses** <!--Senses-->passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->Common (can't speak in boar form)<!--/Languages--> - **Challenge** <!--Challenge-->4 (1100 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered<!--/DamageImmunities--> ## Special Features **_Shapechanger_**. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. **_Charge (Boar or Hybrid Form Only)_**. If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. **_Relentless (Recharges after a Short or Long Rest)_**. If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. ## Actions **_Multiattack (Humanoid or Hybrid Form Only)_**. The wereboar makes two attacks, only one of which can be with its tusks. **_Maul (Humanoid or Hybrid Form Only)_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) bludgeoning damage. **_Tusks (Boar or Hybrid Form Only)_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. AltName: '[Sanglier-garou](hd_monsters_sanglier_garou.md)' Size: Medium Type: humanoid (human Alignment: shapechanger), neutral evil ArmorClass: 10 in humanoid form, 11 (natural armor) in boar or hybrid form HitPoints: 78 (12d8 + 24) Speed: 30 ft. (40 ft. in boar form) Strength: 17 (+3) Dexterity: 10 (+0) Constitution: 15 (+2) Intelligence: 10 (+0) Wisdom: 11 (+0) Charisma: ' 8 (-1)' Skills: Perception +2 Senses: passive Perception 12 Languages: Common (can't speak in boar form) Challenge: 4 (1100 XP) DamageImmunities: bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Satyr fey Medium chaotic neutral 14 (leather armor) 31 (7d8) 40 ft. Perception +2, Performance +6, Stealth +5 passive Perception 12 Common, Elvish, Sylvan 1/2 (100 XP) 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2) monsters_vo.md#satyr monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Satyre](hd_monsters_satyre.md) Name: Satyr Markdown: >+ # <!--Name-->Satyr<!--/Name--> - CEO: <!--AltName-->[Satyre](hd_monsters_satyre.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->fey<!--/Type-->, <!--Alignment-->chaotic neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (leather armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->31 (7d8)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->12 (+1)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->14 (+2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +2, Performance +6, Stealth +5<!--/Skills--> - **Senses** <!--Senses-->passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->Common, Elvish, Sylvan<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Magic Resistance_**. The satyr has advantage on saving throws against spells and other magical effects. ## Actions **_Ram_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 6 (2d4 + 1) bludgeoning damage. **_Shortsword_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 6 (1d6 + 3) piercing damage. **_Shortbow_**. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. _Hit_: 6 (1d6 + 3) piercing damage. AltName: '[Satyre](hd_monsters_satyre.md)' Size: Medium Type: fey Alignment: chaotic neutral ArmorClass: 14 (leather armor) HitPoints: 31 (7d8) Speed: 40 ft. Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 11 (+0) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2) Skills: Perception +2, Performance +6, Stealth +5 Senses: passive Perception 12 Languages: Common, Elvish, Sylvan Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Scorpion beast Tiny unaligned 11 (natural armor) 1 (1d4 - 1) 10 ft. blindsight 10 ft., passive Perception 9 - 0 (10 XP) 2 (-4) 11 (+0) 8 (-1) 1 (-5) 8 (-1) 2 (-4) monsters_vo.md#scorpion monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Scorpion](hd_monsters_scorpion.md) Name: Scorpion Markdown: >+ # <!--Name-->Scorpion<!--/Name--> - CEO: <!--AltName-->[Scorpion](hd_monsters_scorpion.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->1 (1d4 - 1)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 2 (-4)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution--> 8 (-1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 2 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 10 ft., passive Perception 9<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Sting_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. _Hit_: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. AltName: '[Scorpion](hd_monsters_scorpion.md)' Size: Tiny Type: beast Alignment: unaligned ArmorClass: 11 (natural armor) HitPoints: 1 (1d4 - 1) Speed: 10 ft. Strength: ' 2 (-4)' Dexterity: 11 (+0) Constitution: ' 8 (-1)' Intelligence: ' 1 (-5)' Wisdom: ' 8 (-1)' Charisma: ' 2 (-4)' Senses: blindsight 10 ft., passive Perception 9 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Scorpion beast Large unaligned 15 (natural armor) 52 (7d10 + 14) 40 ft. blindsight 60 ft., passive Perception 9 - 3 (700 XP) 15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4) monsters_vo.md#giant-scorpion monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Scorpion géant](hd_monsters_scorpion_geant.md) Name: Giant Scorpion Markdown: >+ # <!--Name-->Giant Scorpion<!--/Name--> - CEO: <!--AltName-->[Scorpion géant](hd_monsters_scorpion_geant.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->52 (7d10 + 14)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 9 (-1)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 60 ft., passive Perception 9<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> ## Special Features **_Multiattack_**. The scorpion makes three attacks: two with its claws and one with its sting. **_Claw_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. **_Sting_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. AltName: '[Scorpion géant](hd_monsters_scorpion_geant.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 15 (natural armor) HitPoints: 52 (7d10 + 14) Speed: 40 ft. Strength: 15 (+2) Dexterity: 13 (+1) Constitution: 15 (+2) Intelligence: ' 1 (-5)' Wisdom: ' 9 (-1)' Charisma: ' 3 (-4)' Senses: blindsight 60 ft., passive Perception 9 Languages: '-' Challenge: 3 (700 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Constrictor Snake beast Large unaligned 12 13 (2d10 + 2) 30 ft., swim 30 ft. blindsight 10 ft., passive Perception 10 - 1/4 (50 XP) 15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) monsters_vo.md#constrictor-snake monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Serpent constricteur](hd_monsters_serpent_constricteur.md) Name: Constrictor Snake Markdown: >+ # <!--Name-->Constrictor Snake<!--/Name--> - CEO: <!--AltName-->[Serpent constricteur](hd_monsters_serpent_constricteur.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->13 (2d10 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 10 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 5 (1d6 + 2) piercing damage. **_Constrict_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. AltName: '[Serpent constricteur](hd_monsters_serpent_constricteur.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 13 (2d10 + 2) Speed: 30 ft., swim 30 ft. Strength: 15 (+2) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: ' 1 (-5)' Wisdom: 10 (+0) Charisma: ' 3 (-4)' Senses: blindsight 10 ft., passive Perception 10 Languages: '-' Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Constrictor Snake beast Huge unaligned 12 60 (8d12 + 8) 30 ft., swim 30 ft. Perception +2 blindsight 10 ft., passive Perception 12 - 2 (450 XP) 19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) monsters_vo.md#giant-constrictor-snake monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Serpent constricteur géant](hd_monsters_serpent_constricteur_geant.md) Name: Giant Constrictor Snake Markdown: >+ # <!--Name-->Giant Constrictor Snake<!--/Name--> - CEO: <!--AltName-->[Serpent constricteur géant](hd_monsters_serpent_constricteur_geant.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->60 (8d12 + 8)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +2<!--/Skills--> - **Senses** <!--Senses-->blindsight 10 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Bite_**. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. _Hit_: 11 (2d6 + 4) piercing damage. **_Constrict_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. _Hit_: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. AltName: '[Serpent constricteur géant](hd_monsters_serpent_constricteur_geant.md)' Size: Huge Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 60 (8d12 + 8) Speed: 30 ft., swim 30 ft. Strength: 19 (+4) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: ' 1 (-5)' Wisdom: 10 (+0) Charisma: ' 3 (-4)' Skills: Perception +2 Senses: blindsight 10 ft., passive Perception 12 Languages: '-' Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Poisonous Snake beast Tiny unaligned 13 2 (1d4) 30 ft., swim 30 ft. blindsight 10 ft., passive Perception 10 - 1/8 (25 XP) 2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4) monsters_vo.md#poisonous-snake monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Serpent venimeux](hd_monsters_serpent_venimeux.md) Name: Poisonous Snake Markdown: >+ # <!--Name-->Poisonous Snake<!--/Name--> - CEO: <!--AltName-->[Serpent venimeux](hd_monsters_serpent_venimeux.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->2 (1d4)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 2 (-4)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 10 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. AltName: '[Serpent venimeux](hd_monsters_serpent_venimeux.md)' Size: Tiny Type: beast Alignment: unaligned ArmorClass: 13 HitPoints: 2 (1d4) Speed: 30 ft., swim 30 ft. Strength: ' 2 (-4)' Dexterity: 16 (+3) Constitution: 11 (+0) Intelligence: ' 1 (-5)' Wisdom: 10 (+0) Charisma: ' 3 (-4)' Senses: blindsight 10 ft., passive Perception 10 Languages: '-' Challenge: 1/8 (25 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Poisonous Snake beast Medium unaligned 14 11 (2d8 + 2) 30 ft., swim 30 ft. Perception +2 blindsight 10 ft., passive Perception 12 - 1/4 (50 XP) 10 (+0) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4) monsters_vo.md#giant-poisonous-snake monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Serpent venimeux géant](hd_monsters_serpent_venimeux_geant.md) Name: Giant Poisonous Snake Markdown: >+ # <!--Name-->Giant Poisonous Snake<!--/Name--> - CEO: <!--AltName-->[Serpent venimeux géant](hd_monsters_serpent_venimeux_geant.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->11 (2d8 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity-->18 (+4)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 3 (-4)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +2<!--/Skills--> - **Senses** <!--Senses-->blindsight 10 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Bite_**. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. _Hit_: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. AltName: '[Serpent venimeux géant](hd_monsters_serpent_venimeux_geant.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 14 HitPoints: 11 (2d8 + 2) Speed: 30 ft., swim 30 ft. Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 13 (+1) Intelligence: ' 2 (-4)' Wisdom: 10 (+0) Charisma: ' 3 (-4)' Skills: Perception +2 Senses: blindsight 10 ft., passive Perception 12 Languages: '-' Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Flying Snake beast Tiny unaligned 14 5 (2d4) 30 ft., fly 60 ft., swim 30 ft. blindsight 10 ft., passive Perception 11 - 1/8 (25 XP) 4 (-3) 18 (+4) 11 (+0) 2 (-4) 12 (+1) 5 (-3) monsters_vo.md#flying-snake monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Serpent volant](hd_monsters_serpent_volant.md) Name: Flying Snake Markdown: >+ # <!--Name-->Flying Snake<!--/Name--> - CEO: <!--AltName-->[Serpent volant](hd_monsters_serpent_volant.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->5 (2d4)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 60 ft., swim 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 4 (-3)<!--/Strength-->|<!--Dexterity-->18 (+4)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 10 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Flyby_**. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach. ## Actions **_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 1 piercing damage plus 7 (3d4) poison damage. AltName: '[Serpent volant](hd_monsters_serpent_volant.md)' Size: Tiny Type: beast Alignment: unaligned ArmorClass: 14 HitPoints: 5 (2d4) Speed: 30 ft., fly 60 ft., swim 30 ft. Strength: ' 4 (-3)' Dexterity: 18 (+4) Constitution: 11 (+0) Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 5 (-3)' Senses: blindsight 10 ft., passive Perception 11 Languages: '-' Challenge: 1/8 (25 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Ape beast Huge unaligned 12 157 (15d12 + 60) 40 ft., climb 40 ft. Athletics +9, Perception +4 passive Perception 14 - 7 (2900 XP) 23 (+6) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2) monsters_vo.md#giant-ape monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Singe géant](hd_monsters_singe_geant.md) Name: Giant Ape Markdown: >+ # <!--Name-->Giant Ape<!--/Name--> - CEO: <!--AltName-->[Singe géant](hd_monsters_singe_geant.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->157 (15d12 + 60)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., climb 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->23 (+6)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Athletics +9, Perception +4<!--/Skills--> - **Senses** <!--Senses-->passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->7 (2900 XP)<!--/Challenge--> ## Special Features **_Multiattack_**. The ape makes two fist attacks. **_Fist_**. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. _Hit_: 22 (3d10 + 6) bludgeoning damage. **_Rock_**. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. _Hit_: 30 (7d6 + 6) bludgeoning damage. AltName: '[Singe géant](hd_monsters_singe_geant.md)' Size: Huge Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 157 (15d12 + 60) Speed: 40 ft., climb 40 ft. Strength: 23 (+6) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: ' 7 (-2)' Wisdom: 12 (+1) Charisma: ' 7 (-2)' Skills: Athletics +9, Perception +4 Senses: passive Perception 14 Languages: '-' Challenge: 7 (2900 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Solar celestial Large lawful good 21 (natural armor) 243 (18d10 + 144) 50 ft., fly 150 ft. Int +14, Wis +14, Cha +17 Perception +14 radiant; bludgeoning, piercing, and slashing from nonmagical attacks necrotic, poison charmed, exhaustion, frightened, poisoned truesight 120 ft., passive Perception 24 all, telepathy 120 ft. 21 (33000 XP) 26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10) monsters_vo.md#solar monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Solar](hd_monsters_solar.md) Name: Solar Markdown: >+ # <!--Name-->Solar<!--/Name--> - CEO: <!--AltName-->[Solar](hd_monsters_solar.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->celestial<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->21 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->243 (18d10 + 144)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft., fly 150 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->26 (+8)<!--/Strength-->|<!--Dexterity-->22 (+6)<!--/Dexterity-->|<!--Constitution-->26 (+8)<!--/Constitution-->|<!--Intelligence-->25 (+7)<!--/Intelligence-->|<!--Wisdom-->25 (+7)<!--/Wisdom-->|<!--Charisma-->30 (+10)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Int +14, Wis +14, Cha +17<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +14<!--/Skills--> - **Senses** <!--Senses-->truesight 120 ft., passive Perception 24<!--/Senses--> - **Languages** <!--Languages-->all, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->21 (33000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->necrotic, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->radiant; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, frightened, poisoned<!--/ConditionImmunities--> ## Special Features **_Angelic Weapons_**. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). **_Divine Awareness_**. The solar knows if it hears a lie. **_Innate Spellcasting_**. The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: At will: _[detect evil and good](srd_spells_detect_evil_and_good.md)_, _[invisibility](srd_spells_invisibility.md)_ (self only) 3/day each: _[blade barrier](srd_spells_blade_barrier.md)_, _[dispel evil and good](srd_spells_dispel_evil_and_good.md)_, _[resurrection](srd_spells_resurrection.md)_ 1/day each: _[commune](srd_spells_commune.md)_, _[control weather](srd_spells_control_weather.md)_ **_Magic Resistance_**. The solar has advantage on saving throws against spells and other magical effects. ## Actions **_Multiattack_**. The solar makes two greatsword attacks. **_Greatsword_**. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. _Hit_: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage. **_Slaying Longbow_**. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. _Hit_: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. **_Flying Sword_**. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. **_Healing Touch (4/Day)_**. The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness. ## Legendary Actions The solar 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 solar regains spent legendary actions at the start of its turn. **_Teleport_**. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. **_Searing Burst (Costs 2 Actions)_**. The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. **_Blinding Gaze (Costs 3 Actions)_**. The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be [blinded](srd_conditions_blinded.md) until magic such as the _[lesser restoration](srd_spells_lesser_restoration.md)_ spell removes the blindness. AltName: '[Solar](hd_monsters_solar.md)' Size: Large Type: celestial Alignment: lawful good ArmorClass: 21 (natural armor) HitPoints: 243 (18d10 + 144) Speed: 50 ft., fly 150 ft. Strength: 26 (+8) Dexterity: 22 (+6) Constitution: 26 (+8) Intelligence: 25 (+7) Wisdom: 25 (+7) Charisma: 30 (+10) SavingThrows: Int +14, Wis +14, Cha +17 Skills: Perception +14 Senses: truesight 120 ft., passive Perception 24 Languages: all, telepathy 120 ft. Challenge: 21 (33000 XP) DamageImmunities: necrotic, poison DamageResistances: radiant; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: charmed, exhaustion, frightened, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Specter undead Medium chaotic evil 12 22 (5d8) 0 ft., fly 50 ft. (hover) acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks necrotic, poison charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious darkvision 60 ft., passive Perception 10 understands the languages it knew in life but can't speak 1 (200 XP) 1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) monsters_vo.md#specter monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Spectre](hd_monsters_spectre.md) Name: Specter Markdown: >+ # <!--Name-->Specter<!--/Name--> - CEO: <!--AltName-->[Spectre](hd_monsters_spectre.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (5d8)<!--/HitPoints--> - **Speed** <!--Speed-->0 ft., fly 50 ft. (hover)<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 1 (-5)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->understands the languages it knew in life but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->necrotic, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious<!--/ConditionImmunities--> ## Special Features **_Incorporeal Movement_**. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. **_Sunlight Sensitivity_**. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ## Actions **_Life Drain_**. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. AltName: '[Spectre](hd_monsters_spectre.md)' Size: Medium Type: undead Alignment: chaotic evil ArmorClass: 12 HitPoints: 22 (5d8) Speed: 0 ft., fly 50 ft. (hover) Strength: ' 1 (-5)' Dexterity: 14 (+2) Constitution: 11 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 11 (+0) Senses: darkvision 60 ft., passive Perception 10 Languages: understands the languages it knew in life but can't speak Challenge: 1 (200 XP) DamageImmunities: necrotic, poison DamageResistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Skeleton undead Medium lawful evil 13 (armor scraps) 13 (2d8 + 4) 30 ft. poison exhaustion, poisoned darkvision 60 ft., passive Perception 9 understands the languages it knew in life but can't speak 1/4 (50 XP) 10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) monsters_vo.md#skeleton monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Squelette](hd_monsters_squelette.md) Name: Skeleton Markdown: >+ # <!--Name-->Skeleton<!--/Name--> - CEO: <!--AltName-->[Squelette](hd_monsters_squelette.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (armor scraps)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->13 (2d8 + 4)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 9<!--/Senses--> - **Languages** <!--Languages-->understands the languages it knew in life but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Vulnerabilities** bludgeoning - **Condition Immunities** <!--ConditionImmunities-->exhaustion, poisoned<!--/ConditionImmunities--> ## Special Features **_Shortsword_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. **_Shortbow_**. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. AltName: '[Squelette](hd_monsters_squelette.md)' Size: Medium Type: undead Alignment: lawful evil ArmorClass: 13 (armor scraps) HitPoints: 13 (2d8 + 4) Speed: 30 ft. Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 15 (+2) Intelligence: ' 6 (-2)' Wisdom: ' 8 (-1)' Charisma: ' 5 (-3)' Senses: darkvision 60 ft., passive Perception 9 Languages: understands the languages it knew in life but can't speak Challenge: 1/4 (50 XP) DamageImmunities: poison ConditionImmunities: exhaustion, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Warhorse Skeleton undead Large lawful evil 13 (barding scraps) 22 (3d10 + 6) 60 ft. poison exhaustion, poisoned darkvision 60 ft., passive Perception 9 - 1/2 (100 XP) 18 (+4) 12 (+1) 15 (+2) 2 (-4) 8 (-1) 5 (-3) monsters_vo.md#warhorse-skeleton monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Squelette cheval de guerre](hd_monsters_squelette_cheval_de_guerre.md) Name: Warhorse Skeleton Markdown: >+ # <!--Name-->Warhorse Skeleton<!--/Name--> - CEO: <!--AltName-->[Squelette cheval de guerre](hd_monsters_squelette_cheval_de_guerre.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (barding scraps)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (3d10 + 6)<!--/HitPoints--> - **Speed** <!--Speed-->60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 9<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Vulnerabilities** bludgeoning - **Condition Immunities** <!--ConditionImmunities-->exhaustion, poisoned<!--/ConditionImmunities--> ## Special Features **_Hooves_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) bludgeoning damage. AltName: '[Squelette cheval de guerre](hd_monsters_squelette_cheval_de_guerre.md)' Size: Large Type: undead Alignment: lawful evil ArmorClass: 13 (barding scraps) HitPoints: 22 (3d10 + 6) Speed: 60 ft. Strength: 18 (+4) Dexterity: 12 (+1) Constitution: 15 (+2) Intelligence: ' 2 (-4)' Wisdom: ' 8 (-1)' Charisma: ' 5 (-3)' Senses: darkvision 60 ft., passive Perception 9 Languages: '-' Challenge: 1/2 (100 XP) DamageImmunities: poison ConditionImmunities: exhaustion, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Minotaur Skeleton undead Large lawful evil 12 (natural armor) 67 (9d10 + 18) 40 ft. poison exhaustion, poisoned darkvision 60 ft., passive Perception 9 understands Abyssal but can't speak 2 (450 XP) 18 (+4) 11 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3) monsters_vo.md#minotaur-skeleton monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Squelette minotaure](hd_monsters_squelette_minotaure.md) Name: Minotaur Skeleton Markdown: >+ # <!--Name-->Minotaur Skeleton<!--/Name--> - CEO: <!--AltName-->[Squelette minotaure](hd_monsters_squelette_minotaure.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->67 (9d10 + 18)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 9<!--/Senses--> - **Languages** <!--Languages-->understands Abyssal but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Vulnerabilities** bludgeoning - **Condition Immunities** <!--ConditionImmunities-->exhaustion, poisoned<!--/ConditionImmunities--> ## Special Features **_Charge_**. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore 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 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. ## Actions **_Greataxe_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 17 (2d12 + 4) slashing damage. **_Gore_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 13 (2d8 + 4) piercing damage. AltName: '[Squelette minotaure](hd_monsters_squelette_minotaure.md)' Size: Large Type: undead Alignment: lawful evil ArmorClass: 12 (natural armor) HitPoints: 67 (9d10 + 18) Speed: 40 ft. Strength: 18 (+4) Dexterity: 11 (+0) Constitution: 15 (+2) Intelligence: ' 6 (-2)' Wisdom: ' 8 (-1)' Charisma: ' 5 (-3)' Senses: darkvision 60 ft., passive Perception 9 Languages: understands Abyssal but can't speak Challenge: 2 (450 XP) DamageImmunities: poison ConditionImmunities: exhaustion, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Stirge beast Tiny unaligned 14 (natural armor) 2 (1d4) 10 ft., fly 40 ft. darkvision 60 ft., passive Perception 9 - 1/8 (25 XP) 4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2) monsters_vo.md#stirge monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Strige](hd_monsters_strige.md) Name: Stirge Markdown: >+ # <!--Name-->Stirge<!--/Name--> - CEO: <!--AltName-->[Strige](hd_monsters_strige.md)<!--/AltName--> -  <!--Size-->Tiny<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->2 (1d4)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., fly 40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 4 (-3)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 9<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/8 (25 XP)<!--/Challenge--> ## Special Features **_Blood Drain_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. _Hit_: 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. 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. AltName: '[Strige](hd_monsters_strige.md)' Size: Tiny Type: beast Alignment: unaligned ArmorClass: 14 (natural armor) HitPoints: 2 (1d4) Speed: 10 ft., fly 40 ft. Strength: ' 4 (-3)' Dexterity: 16 (+3) Constitution: 11 (+0) Intelligence: ' 2 (-4)' Wisdom: ' 8 (-1)' Charisma: ' 6 (-2)' Senses: darkvision 60 ft., passive Perception 9 Languages: '-' Challenge: 1/8 (25 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageResistances Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Succubus fiend (shapechanger) Medium neutral evil 15 (natural armor) 66 (12d8 + 12) 30 ft., fly 60 ft. Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks darkvision 60 ft., passive Perception 15 Abyssal, Common, Infernal, telepathy 60 ft. 4 (1100 XP) 8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5) monsters_vo.md#succubus monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Succube/Incube](hd_monsters_succubeincube.md) Name: Succubus Markdown: >+ # <!--Name-->Succubus<!--/Name--> - CEO: <!--AltName-->[Succube/Incube](hd_monsters_succubeincube.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->fiend (shapechanger)<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->66 (12d8 + 12)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 8 (-1)<!--/Strength-->|<!--Dexterity-->17 (+3)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence-->15 (+2)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma-->20 (+5)<!--/Charisma-->| - **Skills** <!--Skills-->Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 15<!--/Senses--> - **Languages** <!--Languages-->Abyssal, Common, Infernal, telepathy 60 ft.<!--/Languages--> - **Challenge** <!--Challenge-->4 (1100 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> ## Special Features **_Telepathic Bond_**. 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. **_Shapechanger_**. 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. ## Actions **_Claw (Fiend Form Only)_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 6 (1d6 + 3) slashing damage. **_Charm_**. 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. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. **_Draining Kiss_**. 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. **_Etherealness_**. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. AltName: '[Succube/Incube](hd_monsters_succubeincube.md)' Size: Medium Type: fiend (shapechanger) Alignment: neutral evil ArmorClass: 15 (natural armor) HitPoints: 66 (12d8 + 12) Speed: 30 ft., fly 60 ft. Strength: ' 8 (-1)' Dexterity: 17 (+3) Constitution: 13 (+1) Intelligence: 15 (+2) Wisdom: 12 (+1) Charisma: 20 (+5) 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: 4 (1100 XP) DamageResistances: cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Treant plant Huge chaotic good 16 (natural armor) 138 (12d12 + 60) 30 ft. bludgeoning, piercing passive Perception 13 Common, Druidic, Elvish, Sylvan 9 (5000 XP) 23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1) monsters_vo.md#treant monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Sylvanien](hd_monsters_sylvanien.md) Name: Treant Markdown: >+ # <!--Name-->Treant<!--/Name--> - CEO: <!--AltName-->[Sylvanien](hd_monsters_sylvanien.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->plant<!--/Type-->, <!--Alignment-->chaotic good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->16 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->138 (12d12 + 60)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->23 (+6)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->21 (+5)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->16 (+3)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Common, Druidic, Elvish, Sylvan<!--/Languages--> - **Challenge** <!--Challenge-->9 (5000 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing<!--/DamageResistances--> - **Damage Vulnerabilities** fire ## Special Features **_False Appearance_**. While the treant remains motionless, it is indistinguishable from a normal tree. **_Siege Monster_**. The treant deals double damage to objects and structures. ## Actions **_Multiattack_**. The treant makes two slam attacks. **_Slam_**. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. _Hit_: 16 (3d6 + 6) bludgeoning damage. **_Rock_**. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. _Hit_: 28 (4d10 + 6) bludgeoning damage. **_Animate Trees (1/Day)_**. 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. AltName: '[Sylvanien](hd_monsters_sylvanien.md)' Size: Huge Type: plant Alignment: chaotic good ArmorClass: 16 (natural armor) HitPoints: 138 (12d12 + 60) Speed: 30 ft. Strength: 23 (+6) Dexterity: ' 8 (-1)' Constitution: 21 (+5) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 12 (+1) Senses: passive Perception 13 Languages: Common, Druidic, Elvish, Sylvan Challenge: 9 (5000 XP) DamageResistances: bludgeoning, piercing
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Rug of Smothering construct Large unaligned 12 33 (6d10) 10 ft. poison, psychic blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 6 - 2 (450 XP) 17 (+3) 14 (+2) 10 (+0) 1 (-5) 3 (-4) 1 (-5) monsters_vo.md#rug-of-smothering monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Tapis étrangleur](hd_monsters_tapis_etrangleur.md) Name: Rug of Smothering Markdown: >+ # <!--Name-->Rug of Smothering<!--/Name--> - CEO: <!--AltName-->[Tapis étrangleur](hd_monsters_tapis_etrangleur.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->construct<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->33 (6d10)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->10 (+0)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 3 (-4)<!--/Wisdom-->|<!--Charisma--> 1 (-5)<!--/Charisma-->| - **Senses** <!--Senses-->blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 6<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison, psychic<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned<!--/ConditionImmunities--> ## Special Features **_Antimagic Susceptibility_**. The rug is incapacitated while in the area of an _[antimagic field](srd_spells_antimagic_field.md)_. If targeted by _[dispel magic](srd_spells_dispel_magic.md)_, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. **_Damage Transfer_**. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. **_False Appearance_**. While the rug remains motionless, it is indistinguishable from a normal rug. ## Actions **_Smother_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. _Hit_: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage. AltName: '[Tapis étrangleur](hd_monsters_tapis_etrangleur.md)' Size: Large Type: construct Alignment: unaligned ArmorClass: 12 HitPoints: 33 (6d10) Speed: 10 ft. Strength: 17 (+3) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: ' 1 (-5)' Wisdom: ' 3 (-4)' Charisma: ' 1 (-5)' Senses: blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 6 Languages: '-' Challenge: 2 (450 XP) DamageImmunities: poison, psychic ConditionImmunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Tarrasque monstrosity (titan) Gargantuan unaligned 25 (natural armor) 676 (33d20 + 330) 40 ft. Int +5, Wis +9, Cha +9 fire, poison; bludgeoning, piercing and slashing from nonmagical attacks charmed, frightened, paralyzed, poisoned blindsight 120 ft., passive Perception 10 - 30 (155000 XP) 30 (+10) 11 (+0) 30 (+10) 3 (-4) 11 (+0) 11 (+0) monsters_vo.md#tarrasque monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Tarasque](hd_monsters_tarasque.md) Name: Tarrasque Markdown: >+ # <!--Name-->Tarrasque<!--/Name--> - CEO: <!--AltName-->[Tarasque](hd_monsters_tarasque.md)<!--/AltName--> -  <!--Size-->Gargantuan<!--/Size--> <!--Type-->monstrosity (titan)<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->25 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->676 (33d20 + 330)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->30 (+10)<!--/Strength-->|<!--Dexterity-->11 (+0)<!--/Dexterity-->|<!--Constitution-->30 (+10)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Int +5, Wis +9, Cha +9<!--/SavingThrows--> - **Senses** <!--Senses-->blindsight 120 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->30 (155000 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire, poison; bludgeoning, piercing and slashing from nonmagical attacks<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->charmed, frightened, paralyzed, poisoned<!--/ConditionImmunities--> ## Special Features **_Legendary Resistance (3/Day)_**. If the tarrasque fails a saving throw, it can choose to succeed instead. **_Magic Resistance_**. The tarrasque has advantage on saving throws against spells and other magical effects. **_Reflective Carapace_**. Any time the tarrasque is targeted by a _[magic missile](srd_spells_magic_missile.md)_ 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. **_Siege Monster_**. The tarrasque deals double damage to objects and structures. ## Actions **_Multiattack_**. 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. **_Bite_**. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. _Hit_: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target. **_Claw_**. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. _Hit_: 28 (4d8 + 10) stashing damage. **_Horns_**. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. _Hit_: 32 (4d10 + 10) piercing damage. **_Tail_**. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. _Hit_: 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. **_Frightful Presence_**. 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. **_Swallow_**. 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 bO (I6d6) acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 30 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. ## Legendary Actions 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. **_Attack_**. The tarrasque makes one claw attack or tail attack. **_Move_**. The tarrasque moves up to half its speed. **_Chomp (Costs 2 actions)_**. The tarrasque makes one bite attack or uses its Swallow. AltName: '[Tarasque](hd_monsters_tarasque.md)' Size: Gargantuan Type: monstrosity (titan) Alignment: unaligned ArmorClass: 25 (natural armor) HitPoints: 676 (33d20 + 330) Speed: 40 ft. Strength: 30 (+10) Dexterity: 11 (+0) Constitution: 30 (+10) Intelligence: ' 3 (-4)' Wisdom: 11 (+0) Charisma: 11 (+0) SavingThrows: Int +5, Wis +9, Cha +9 Senses: blindsight 120 ft., passive Perception 10 Languages: '-' Challenge: 30 (155000 XP) DamageImmunities: fire, poison; bludgeoning, piercing and slashing from nonmagical attacks ConditionImmunities: charmed, frightened, paralyzed, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Shambling Mound plant Large unaligned 15 (natural armor) 136 (16d10 + 48) 20 ft., swim 20 ft. Stealth +2 cold, fire lightning blinded, deafened, exhaustion blindsight 60 ft. (blind beyond this radius), passive Perception 10 - 5 (1800 XP) 18 (+4) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3) monsters_vo.md#shambling-mound monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Tertre errant](hd_monsters_tertre_errant.md) Name: Shambling Mound Markdown: >+ # <!--Name-->Shambling Mound<!--/Name--> - CEO: <!--AltName-->[Tertre errant](hd_monsters_tertre_errant.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->plant<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->136 (16d10 + 48)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., swim 20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 5 (-3)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +2<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft. (blind beyond this radius), passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->lightning<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold, fire<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->blinded, deafened, exhaustion<!--/ConditionImmunities--> ## Special Features **_Lightning Absorption_**. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. ## Actions **_Multiattack_**. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. **_Slam_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 13 (2d8 + 4) bludgeoning damage. **_Engulf_**. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is [blinded](srd_conditions_blinded.md), restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. AltName: '[Tertre errant](hd_monsters_tertre_errant.md)' Size: Large Type: plant Alignment: unaligned ArmorClass: 15 (natural armor) HitPoints: 136 (16d10 + 48) Speed: 20 ft., swim 20 ft. Strength: 18 (+4) Dexterity: ' 8 (-1)' Constitution: 16 (+3) Intelligence: ' 5 (-3)' Wisdom: 10 (+0) Charisma: ' 5 (-3)' Skills: Stealth +2 Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages: '-' Challenge: 5 (1800 XP) DamageImmunities: lightning DamageResistances: cold, fire ConditionImmunities: blinded, deafened, exhaustion
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Tiger beast Large unaligned 12 37 (5d10 + 10) 40 ft. Perception +3, Stealth +6 darkvision 60 ft., passive Perception 13 - 1 (200 XP) 17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1) monsters_vo.md#tiger monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Tigre](hd_monsters_tigre.md) Name: Tiger Markdown: >+ # <!--Name-->Tiger<!--/Name--> - CEO: <!--AltName-->[Tigre](hd_monsters_tigre.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->37 (5d10 + 10)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +6<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> ## Special Features **_Keen Smell_**. The tiger has advantage on Wisdom (Perception) checks that rely on smell. **_Pounce_**. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. ## Actions **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 8 (1d10 + 3) piercing damage. **_Claw_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 7 (1d8 + 3) slashing damage. AltName: '[Tigre](hd_monsters_tigre.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 37 (5d10 + 10) Speed: 40 ft. Strength: 17 (+3) Dexterity: 15 (+2) Constitution: 14 (+2) Intelligence: ' 3 (-4)' Wisdom: 12 (+1) Charisma: ' 8 (-1)' Skills: Perception +3, Stealth +6 Senses: darkvision 60 ft., passive Perception 13 Languages: '-' Challenge: 1 (200 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Saber-Toothed Tiger beast Large unaligned 12 52 (7d10 + 14) 40 ft. Perception +3, Stealth +6 passive Perception 13 - 2 (450 XP) 18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1) monsters_vo.md#saber-toothed-tiger monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Tigre à dents de sabre](hd_monsters_tigre_a_dents_de_sabre.md) Name: Saber-Toothed Tiger Markdown: >+ # <!--Name-->Saber-Toothed Tiger<!--/Name--> - CEO: <!--AltName-->[Tigre à dents de sabre](hd_monsters_tigre_a_dents_de_sabre.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->52 (7d10 + 14)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3, Stealth +6<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Keen Smell_**. The tiger has advantage on Wisdom (Perception) checks that rely on smell. **_Pounce_**. If the tiger moves at least 20 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 tiger can make one bite attack against it as a bonus action. ## Actions **_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 10 (1d10 + 5) piercing damage. **_Claw_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 12 (2d6 + 5) slashing damage. AltName: '[Tigre à dents de sabre](hd_monsters_tigre_a_dents_de_sabre.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 12 HitPoints: 52 (7d10 + 14) Speed: 40 ft. Strength: 18 (+4) Dexterity: 14 (+2) Constitution: 15 (+2) Intelligence: ' 3 (-4)' Wisdom: 12 (+1) Charisma: ' 8 (-1)' Skills: Perception +3, Stealth +6 Senses: passive Perception 13 Languages: '-' Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Weretiger humanoid (human Medium shapechanger), neutral 12 120 (16d8 + 48) 30 ft. (40 ft. in tiger form) Perception +5, Stealth +4 bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons darkvision 60 ft., passive Perception 15 Common (can't speak in tiger form) 4 (1100 XP) 17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0) monsters_vo.md#weretiger monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Tigre-garou](hd_monsters_tigre_garou.md) Name: Weretiger Markdown: >+ # <!--Name-->Weretiger<!--/Name--> - CEO: <!--AltName-->[Tigre-garou](hd_monsters_tigre_garou.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (human<!--/Type-->, <!--Alignment-->shapechanger), neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->120 (16d8 + 48)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft. (40 ft. in tiger form)<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +5, Stealth +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 15<!--/Senses--> - **Languages** <!--Languages-->Common (can't speak in tiger form)<!--/Languages--> - **Challenge** <!--Challenge-->4 (1100 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons<!--/DamageImmunities--> ## Special Features **_Shapechanger_**. 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. **_Keen Hearing and Smell_**. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. **_Pounce (Tiger or Hybrid Form Only)_**. 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. ## Actions **_Multiattack (Humanoid or Hybrid Form Only)_**. 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. **_Bite (Tiger or Hybrid Form Only)_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 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. **_Claw (Tiger or Hybrid Form Only)_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 7 (1d8 + 3) slashing damage. **_Scimitar (Humanoid or Hybrid Form Only)_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 6 (1d6 + 3) slashing damage. **_Longbow (Humanoid or Hybrid Form Only)_**. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. _Hit_: 6 (1d8 + 2) piercing damage. AltName: '[Tigre-garou](hd_monsters_tigre_garou.md)' Size: Medium Type: humanoid (human Alignment: shapechanger), neutral ArmorClass: 12 HitPoints: 120 (16d8 + 48) Speed: 30 ft. (40 ft. in tiger form) Strength: 17 (+3) Dexterity: 15 (+2) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 13 (+1) Charisma: 11 (+0) Skills: Perception +5, Stealth +4 Senses: darkvision 60 ft., passive Perception 15 Languages: Common (can't speak in tiger form) Challenge: 4 (1100 XP) DamageImmunities: bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Grimlock humanoid (grimlock) Medium neutral evil 11 11 (2d8 + 2) 30 ft. Athletics +5, Perception +3, Stealth +3 blinded blindsight 30 ft. or 10 ft. while deafened ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 13 Undercommon 1/4 (50 XP) 16 (+3) 12 (+1) 12 (+1) 9 (-1) 8 (-1) 6 (-2) monsters_vo.md#grimlock monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Torve](hd_monsters_torve.md) Name: Grimlock Markdown: >+ # <!--Name-->Grimlock<!--/Name--> - CEO: <!--AltName-->[Torve](hd_monsters_torve.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (grimlock)<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->11<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->11 (2d8 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 9 (-1)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Athletics +5, Perception +3, Stealth +3<!--/Skills--> - **Senses** <!--Senses-->blindsight 30 ft. or 10 ft. while deafened ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Undercommon<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> - **Condition Immunities** <!--ConditionImmunities-->blinded<!--/ConditionImmunities--> ## Special Features **_Blind Senses_**. The grimlock can't use its blindsight while deafened and unable to smell. **_Keen Hearing and Smell_**. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. **_Stone Camouflage_**. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ## Actions **_Spiked Bone Club_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage. AltName: '[Torve](hd_monsters_torve.md)' Size: Medium Type: humanoid (grimlock) Alignment: neutral evil ArmorClass: 11 HitPoints: 11 (2d8 + 2) Speed: 30 ft. Strength: 16 (+3) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: ' 9 (-1)' Wisdom: ' 8 (-1)' Charisma: ' 6 (-2)' Skills: Athletics +5, Perception +3, Stealth +3 Senses: blindsight 30 ft. or 10 ft. while deafened ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 13 Languages: Undercommon Challenge: 1/4 (50 XP) ConditionImmunities: blinded
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Invisible Stalker elemental Medium neutral 14 104 (16d8 + 32) 50 ft., fly 50 ft. (hover) Perception +8, Stealth +10 bludgeoning, piercing, and slashing from nonmagical attacks poison exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious darkvision 60 ft., passive Perception 18 Auran, understands Common but doesn't speak it 6 (2300 XP) 16 (+3) 19 (+4) 14 (+2) 10 (+0) 15 (+2) 11 (+0) monsters_vo.md#invisible-stalker monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Traqueur invisible](hd_monsters_traqueur_invisible.md) Name: Invisible Stalker Markdown: >+ # <!--Name-->Invisible Stalker<!--/Name--> - CEO: <!--AltName-->[Traqueur invisible](hd_monsters_traqueur_invisible.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->104 (16d8 + 32)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft., fly 50 ft. (hover)<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->19 (+4)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +8, Stealth +10<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 18<!--/Senses--> - **Languages** <!--Languages-->Auran, understands Common but doesn't speak it<!--/Languages--> - **Challenge** <!--Challenge-->6 (2300 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious<!--/ConditionImmunities--> ## Special Features **_Invisibility_**. The stalker is invisible. **_Faultless Tracker_**. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner. ## Actions **_Multiattack_**. The stalker makes two slam attacks. **_Slam_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) bludgeoning damage. AltName: '[Traqueur invisible](hd_monsters_traqueur_invisible.md)' Size: Medium Type: elemental Alignment: neutral ArmorClass: 14 HitPoints: 104 (16d8 + 32) Speed: 50 ft., fly 50 ft. (hover) Strength: 16 (+3) Dexterity: 19 (+4) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 15 (+2) Charisma: 11 (+0) Skills: Perception +8, Stealth +10 Senses: darkvision 60 ft., passive Perception 18 Languages: Auran, understands Common but doesn't speak it Challenge: 6 (2300 XP) DamageImmunities: poison DamageResistances: bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Triceratops beast Huge unaligned 13 (natural armor) 95 (10d12 + 30) 50 ft. passive Perception 10 - 5 (1800 XP) 22 (+6) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 5 (-3) monsters_vo.md#triceratops monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Tricératops](hd_monsters_triceratops.md) Name: Triceratops Markdown: >+ # <!--Name-->Triceratops<!--/Name--> - CEO: <!--AltName-->[Tricératops](hd_monsters_triceratops.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->95 (10d12 + 30)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->22 (+6)<!--/Strength-->|<!--Dexterity--> 9 (-1)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> ## Special Features **_Trampling Charge_**. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action. ## Actions **_Gore_**. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. _Hit_: 24 (4d8 + 6) piercing damage. **_Stomp_**. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. _Hit_: 22 (3d10 + 6) bludgeoning damage AltName: '[Tricératops](hd_monsters_triceratops.md)' Size: Huge Type: beast Alignment: unaligned ArmorClass: 13 (natural armor) HitPoints: 95 (10d12 + 30) Speed: 50 ft. Strength: 22 (+6) Dexterity: ' 9 (-1)' Constitution: 17 (+3) Intelligence: ' 2 (-4)' Wisdom: 11 (+0) Charisma: ' 5 (-3)' Senses: passive Perception 10 Languages: '-' Challenge: 5 (1800 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Troll giant Large chaotic evil 15 (natural armor) 84 (8d10 + 40) 30 ft. Perception +2 darkvision 60 ft., passive Perception 12 Giant 5 (1800 XP) 18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2) monsters_vo.md#troll monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Troll](hd_monsters_troll.md) Name: Troll Markdown: >+ # <!--Name-->Troll<!--/Name--> - CEO: <!--AltName-->[Troll](hd_monsters_troll.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->giant<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->84 (8d10 + 40)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->20 (+5)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom--> 9 (-1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +2<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->Giant<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> ## Special Features **_Keen Smell_**. The troll has advantage on Wisdom (Perception) checks that rely on smell. **_Regeneration_**. 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. ## Actions **_Multiattack_**. The troll makes three attacks: one with its bite and two with its claws. **_Bite_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 7 (1d6 + 4) piercing damage. **_Claw_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 11 (2d6 + 4) slashing damage. AltName: '[Troll](hd_monsters_troll.md)' Size: Large Type: giant Alignment: chaotic evil ArmorClass: 15 (natural armor) HitPoints: 84 (8d10 + 40) Speed: 30 ft. Strength: 18 (+4) Dexterity: 13 (+1) Constitution: 20 (+5) Intelligence: ' 7 (-2)' Wisdom: ' 9 (-1)' Charisma: ' 7 (-2)' Skills: Perception +2 Senses: darkvision 60 ft., passive Perception 12 Languages: Giant Challenge: 5 (1800 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Tyrannosaurus Rex beast Huge unaligned 13 (natural armor) 136 (13d12 + 52) 50 ft. Perception +4 passive Perception 14 - 8 (3900 XP) 25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1) monsters_vo.md#tyrannosaurus-rex monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Tyrannosaure](hd_monsters_tyrannosaure.md) Name: Tyrannosaurus Rex Markdown: >+ # <!--Name-->Tyrannosaurus Rex<!--/Name--> - CEO: <!--AltName-->[Tyrannosaure](hd_monsters_tyrannosaure.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->136 (13d12 + 52)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->25 (+7)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->19 (+4)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 9 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +4<!--/Skills--> - **Senses** <!--Senses-->passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->8 (3900 XP)<!--/Challenge--> ## Special Features **_Multiattack_**. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. **_Bite_**. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. _Hit_: 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. **_Tail_**. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. _Hit_: 20 (3d8 + 7) bludgeoning damage. AltName: '[Tyrannosaure](hd_monsters_tyrannosaure.md)' Size: Huge Type: beast Alignment: unaligned ArmorClass: 13 (natural armor) HitPoints: 136 (13d12 + 52) Speed: 50 ft. Strength: 25 (+7) Dexterity: 10 (+0) Constitution: 19 (+4) Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 9 (-1)' Skills: Perception +4 Senses: passive Perception 14 Languages: '-' Challenge: 8 (3900 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageResistances Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Vampire undead (shapechanger) Medium lawful evil 16 (natural armor) 144 (17d8 + 68) 30 ft. Dex +9, Wis +7, Cha +9 Perception +7, Stealth +9 necrotic; bludgeoning, piercing, and slashing from nonmagical attacks darkvision 120 ft., passive Perception 17 the languages it knew in life 13 (10000 XP) 18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4) monsters_vo.md#vampire monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Vampire](hd_monsters_vampire.md) Name: Vampire Markdown: >+ # <!--Name-->Vampire<!--/Name--> - CEO: <!--AltName-->[Vampire](hd_monsters_vampire.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->undead (shapechanger)<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->16 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->144 (17d8 + 68)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->18 (+4)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence-->17 (+3)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->18 (+4)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +9, Wis +7, Cha +9<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +7, Stealth +9<!--/Skills--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 17<!--/Senses--> - **Languages** <!--Languages-->the languages it knew in life<!--/Languages--> - **Challenge** <!--Challenge-->13 (10000 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> ## Special Features **_Shapechanger_**. 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. 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. 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. **_Legendary Resistance (3/Day)_**. If the vampire fails a saving throw, it can choose to succeed instead. **_Misty Escape_**. 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. 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. **_Regeneration_**. 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. **_Spider Climb_**. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **_Vampire Weaknesses_**. The vampire has the following flaws: **_Forbiddance_**. The vampire can't enter a residence without an invitation from one of the occupants. **_Harmed by Running Water_**. The vampire takes 20 acid damage if it ends its turn in running water. **_Stake to the Heart_**. 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. **_Sunlight Hypersensitivity_**. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ## Actions **_Multiattack (Vampire Form Only)_**. The vampire makes two attacks, only one of which can be a bite attack. **_Unarmed Strike (Vampire Form Only)_**. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. _Hit_: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). **_Bite (Bat or Vampire Form Only)_**. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. _Hit_: 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. **_Charm_**. 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 bit attack. 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. **_Children ofthe Night (1/Day)_**. The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. ## Legendary Actions The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn. **_Move_**. The vampire moves up to its speed without provoking opportunity attacks. **_Unarmed Strike_**. The vampire makes one unarmed strike. **_Bite (Costs 2 Actions)_**. The vampire makes one bite attack. AltName: '[Vampire](hd_monsters_vampire.md)' Size: Medium Type: undead (shapechanger) Alignment: lawful evil ArmorClass: 16 (natural armor) HitPoints: 144 (17d8 + 68) Speed: 30 ft. Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 17 (+3) Wisdom: 15 (+2) Charisma: 18 (+4) SavingThrows: Dex +9, Wis +7, Cha +9 Skills: Perception +7, Stealth +9 Senses: darkvision 120 ft., passive Perception 17 Languages: the languages it knew in life Challenge: 13 (10000 XP) DamageResistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Skills DamageResistances Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Vampire Spawn undead Medium neutral evil 15 (natural armor) 82 (11d8 + 33) 30 ft. Dex +6, Wis +3 Perception +3, Stealth +6 necrotic; bludgeoning, piercing, and slashing from nonmagical attacks darkvision 60 ft., passive Perception 13 the languages it knew in life 5 (1800 XP) 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1) monsters_vo.md#vampire-spawn monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Vampirien](hd_monsters_vampirien.md) Name: Vampire Spawn Markdown: >+ # <!--Name-->Vampire Spawn<!--/Name--> - CEO: <!--AltName-->[Vampirien](hd_monsters_vampirien.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->82 (11d8 + 33)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->12 (+1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +6, Wis +3<!--/SavingThrows--> - **Skills** <!--Skills-->Perception +3, Stealth +6<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->the languages it knew in life<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> ## Special Features **_Regeneration_**. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. **_Spider Climb_**. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. **_Vampire Weaknesses_**. The vampire has the following flaws: **_Forbiddance_**. The vampire can't enter a residence without an invitation from one of the occupants. **_Harmed by Running Water_**. The vampire takes 20 acid damage when it ends its turn in running water. **_Stake to the Heart_**. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. **_Sunlight Hypersensitivity_**. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ## Actions **_Multiattack_**. The vampire makes two attacks, only one of which can be a bite attack. **_Claws_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. _Hit_: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). **_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. _Hit_: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. AltName: '[Vampirien](hd_monsters_vampirien.md)' Size: Medium Type: undead Alignment: neutral evil ArmorClass: 15 (natural armor) HitPoints: 82 (11d8 + 33) Speed: 30 ft. Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 11 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) SavingThrows: Dex +6, Wis +3 Skills: Perception +3, Stealth +6 Senses: darkvision 60 ft., passive Perception 13 Languages: the languages it knew in life Challenge: 5 (1800 XP) DamageResistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageResistances ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Gray Ooze ooze Medium unaligned 8 22 (3d8 + 9) 10 ft., climb 10 ft. Stealth +2 acid, cold, fire blinded, charmed, deafened, exhaustion, frightened, prone blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 8 - 1/2 (100 XP) 12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4) monsters_vo.md#gray-ooze monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Vase grise](hd_monsters_vase_grise.md) Name: Gray Ooze Markdown: >+ # <!--Name-->Gray Ooze<!--/Name--> - CEO: <!--AltName-->[Vase grise](hd_monsters_vase_grise.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->ooze<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->8<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (3d8 + 9)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., climb 10 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->12 (+1)<!--/Strength-->|<!--Dexterity--> 6 (-2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 6 (-2)<!--/Wisdom-->|<!--Charisma--> 2 (-4)<!--/Charisma-->| - **Skills** <!--Skills-->Stealth +2<!--/Skills--> - **Senses** <!--Senses-->blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 8<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->acid, cold, fire<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->blinded, charmed, deafened, exhaustion, frightened, prone<!--/ConditionImmunities--> ## Special Features **_Amorphous_**. The ooze can move through a space as narrow as 1 inch wide without squeezing. **_Corrode Metal_**. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. **_False Appearance_**. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. ## Actions **_Pseudopod_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. AltName: '[Vase grise](hd_monsters_vase_grise.md)' Size: Medium Type: ooze Alignment: unaligned ArmorClass: 8 HitPoints: 22 (3d8 + 9) Speed: 10 ft., climb 10 ft. Strength: 12 (+1) Dexterity: ' 6 (-2)' Constitution: 16 (+3) Intelligence: ' 1 (-5)' Wisdom: ' 6 (-2)' Charisma: ' 2 (-4)' Skills: Stealth +2 Senses: blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 8 Languages: '-' Challenge: 1/2 (100 XP) DamageResistances: acid, cold, fire ConditionImmunities: blinded, charmed, deafened, exhaustion, frightened, prone
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Vulture beast Medium unaligned 10 5 (1d8 + 1) 10 ft., fly 50 ft. Perception +3 passive Perception 13 - 0 (10 XP) 7 (-2) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 4 (-3) monsters_vo.md#vulture monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Vautour](hd_monsters_vautour.md) Name: Vulture Markdown: >+ # <!--Name-->Vulture<!--/Name--> - CEO: <!--AltName-->[Vautour](hd_monsters_vautour.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->5 (1d8 + 1)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., fly 50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 7 (-2)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->0 (10 XP)<!--/Challenge--> ## Special Features **_Keen Sight and Smell_**. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. **_Pack Tactics_**. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. ## Actions **_Beak_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. _Hit_: 2 (1d4) piercing damage. AltName: '[Vautour](hd_monsters_vautour.md)' Size: Medium Type: beast Alignment: unaligned ArmorClass: 10 HitPoints: 5 (1d8 + 1) Speed: 10 ft., fly 50 ft. Strength: ' 7 (-2)' Dexterity: 10 (+0) Constitution: 13 (+1) Intelligence: ' 2 (-4)' Wisdom: 12 (+1) Charisma: ' 4 (-3)' Skills: Perception +3 Senses: passive Perception 13 Languages: '-' Challenge: 0 (10 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Vulture beast Large neutral evil 10 22 (3d10 + 6) 10 ft., fly 60 ft. Perception +3 passive Perception 13 understands Common but can't speak 1 (200 XP) 15 (+2) 10 (+0) 15 (+2) 6 (-2) 12 (+1) 7 (-2) monsters_vo.md#giant-vulture monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Vautour géant](hd_monsters_vautour_geant.md) Name: Giant Vulture Markdown: >+ # <!--Name-->Giant Vulture<!--/Name--> - CEO: <!--AltName-->[Vautour géant](hd_monsters_vautour_geant.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (3d10 + 6)<!--/HitPoints--> - **Speed** <!--Speed-->10 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->15 (+2)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3<!--/Skills--> - **Senses** <!--Senses-->passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->understands Common but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->1 (200 XP)<!--/Challenge--> ## Special Features **_Keen Sight and Smell_**. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. **_Pack Tactics_**. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. ## Actions **_Multiattack_**. The vulture makes two attacks: one with its beak and one with its talons. **_Beak_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 7 (2d4 + 2) piercing damage. **_Talons_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 9 (2d6 + 2) slashing damage. AltName: '[Vautour géant](hd_monsters_vautour_geant.md)' Size: Large Type: beast Alignment: neutral evil ArmorClass: 10 HitPoints: 22 (3d10 + 6) Speed: 10 ft., fly 60 ft. Strength: 15 (+2) Dexterity: 10 (+0) Constitution: 15 (+2) Intelligence: ' 6 (-2)' Wisdom: 12 (+1) Charisma: ' 7 (-2)' Skills: Perception +3 Senses: passive Perception 13 Languages: understands Common but can't speak Challenge: 1 (200 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Purple Worm monstrosity Gargantuan unaligned 18 (natural armor) 247 (15d20 + 90) 50 ft., burrow 30 ft. Con +11, Wis +4 blindsight 30 ft., tremorsense 60 ft., passive Perception 9 - 15 (13000 XP) 28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3) monsters_vo.md#purple-worm monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Ver pourpre](hd_monsters_ver_pourpre.md) Name: Purple Worm Markdown: >+ # <!--Name-->Purple Worm<!--/Name--> - CEO: <!--AltName-->[Ver pourpre](hd_monsters_ver_pourpre.md)<!--/AltName--> -  <!--Size-->Gargantuan<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->247 (15d20 + 90)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft., burrow 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->28 (+9)<!--/Strength-->|<!--Dexterity--> 7 (-2)<!--/Dexterity-->|<!--Constitution-->22 (+6)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 8 (-1)<!--/Wisdom-->|<!--Charisma--> 4 (-3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Con +11, Wis +4<!--/SavingThrows--> - **Senses** <!--Senses-->blindsight 30 ft., tremorsense 60 ft., passive Perception 9<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->15 (13000 XP)<!--/Challenge--> ## Special Features **_Tunneler_**. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. ## Actions **_Multiattack_**. The worm makes two attacks: one with its bite and one with its stinger. **_Bite_**. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. _Hit_: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is [blinded](srd_conditions_blinded.md) and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. **_Tail Stinger_**. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. _Hit_: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. AltName: '[Ver pourpre](hd_monsters_ver_pourpre.md)' Size: Gargantuan Type: monstrosity Alignment: unaligned ArmorClass: 18 (natural armor) HitPoints: 247 (15d20 + 90) Speed: 50 ft., burrow 30 ft. Strength: 28 (+9) Dexterity: ' 7 (-2)' Constitution: 22 (+6) Intelligence: ' 1 (-5)' Wisdom: ' 8 (-1)' Charisma: ' 4 (-3)' SavingThrows: Con +11, Wis +4 Senses: blindsight 30 ft., tremorsense 60 ft., passive Perception 9 Languages: '-' Challenge: 15 (13000 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Wyvern dragon Large unaligned 13 (natural armor) 110 (13d10 + 39) 20 ft., fly 80 ft. Perception +4 darkvision 60 ft., passive Perception 14 - 6 (2300 XP) 19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2) monsters_vo.md#wyvern monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Vouivre](hd_monsters_vouivre.md) Name: Wyvern Markdown: >+ # <!--Name-->Wyvern<!--/Name--> - CEO: <!--AltName-->[Vouivre](hd_monsters_vouivre.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->dragon<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->110 (13d10 + 39)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., fly 80 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 5 (-3)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->6 (2300 XP)<!--/Challenge--> ## Special Features **_Multiattack_**. 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. **_Bite_**. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. _Hit_: 11 (2d6 + 4) piercing damage. **_Claws_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 13 (2d8 + 4) slashing damage. **_Stinger_**. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. _Hit_: 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. AltName: '[Vouivre](hd_monsters_vouivre.md)' Size: Large Type: dragon Alignment: unaligned ArmorClass: 13 (natural armor) HitPoints: 110 (13d10 + 39) Speed: 20 ft., fly 80 ft. Strength: 19 (+4) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: ' 5 (-3)' Wisdom: 12 (+1) Charisma: ' 6 (-2)' Skills: Perception +4 Senses: darkvision 60 ft., passive Perception 14 Languages: '-' Challenge: 6 (2300 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Vrock fiend (demon) Large chaotic evil 15 (natural armor) 104 (11d10 + 44) 40 ft., fly 60 ft. Dex +5, Wis +4, Cha +2 cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks poison poisoned darkvision 120 ft., passive Perception 11 Abyssal, telepathy 120 ft. 6 (2300 XP) 17 (+3) 15 (+2) 18 (+4) 8 (-1) 13 (+1) 8 (-1) monsters_vo.md#vrock monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Vrock](hd_monsters_vrock.md) Name: Vrock Markdown: >+ # <!--Name-->Vrock<!--/Name--> - CEO: <!--AltName-->[Vrock](hd_monsters_vrock.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->fiend (demon)<!--/Type-->, <!--Alignment-->chaotic evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->104 (11d10 + 44)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence--> 8 (-1)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +5, Wis +4, Cha +2<!--/SavingThrows--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 11<!--/Senses--> - **Languages** <!--Languages-->Abyssal, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->6 (2300 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Magic Resistance_**. The vrock has advantage on saving throws against spells and other magical effects. ## Actions **_Multiattack_**. The vrock makes two attacks: one with its beak and one with its talons. **_Beak_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) piercing damage. **_Talons_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 14 (2d10 + 3) slashing damage. **_Spores (Recharge 6)_**. A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself **_on a success_**. Emptying a vial of holy water on the target also ends the effect on it. **_Stunning Screech (1/Day)_**. The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn. AltName: '[Vrock](hd_monsters_vrock.md)' Size: Large Type: fiend (demon) Alignment: chaotic evil ArmorClass: 15 (natural armor) HitPoints: 104 (11d10 + 44) Speed: 40 ft., fly 60 ft. Strength: 17 (+3) Dexterity: 15 (+2) Constitution: 18 (+4) Intelligence: ' 8 (-1)' Wisdom: 13 (+1) Charisma: ' 8 (-1)' SavingThrows: Dex +5, Wis +4, Cha +2 Senses: darkvision 120 ft., passive Perception 11 Languages: Abyssal, telepathy 120 ft. Challenge: 6 (2300 XP) DamageImmunities: poison DamageResistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Veteran humanoid (any race) Medium any alignment 17 (splint) 58 (9d8 + 18) 30 ft. Athletics +5, Perception +2 passive Perception 12 any one language (usually Common) 3 (700 XP) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) monsters_vo.md#veteran monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Vétéran](hd_monsters_veteran.md) Name: Veteran Markdown: >+ # <!--Name-->Veteran<!--/Name--> - CEO: <!--AltName-->[Vétéran](hd_monsters_veteran.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (splint)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->58 (9d8 + 18)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence-->10 (+0)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Athletics +5, Perception +2<!--/Skills--> - **Senses** <!--Senses-->passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->any one language (usually Common)<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> ## Special Features **_Multiattack_**. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. **_Longsword_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. **_Shortsword_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 6 (1d6 + 3) piercing damage. **_Heavy Crossbow_**. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. _Hit_: 6 (1d10 + 1) piercing damage. AltName: '[Vétéran](hd_monsters_veteran.md)' Size: Medium Type: humanoid (any race) Alignment: any alignment ArmorClass: 17 (splint) HitPoints: 58 (9d8 + 18) Speed: 30 ft. Strength: 16 (+3) Dexterity: 13 (+1) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 11 (+0) Charisma: 10 (+0) Skills: Athletics +5, Perception +2 Senses: passive Perception 12 Languages: any one language (usually Common) Challenge: 3 (700 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Worg monstrosity Large neutral evil 13 (natural armor) 26 (4d10 + 4) 50 ft. Perception +4 darkvision 60 ft., passive Perception 14 Goblin, Worg 1/2 (100 XP) 16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1) monsters_vo.md#worg monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Worg](hd_monsters_worg.md) Name: Worg Markdown: >+ # <!--Name-->Worg<!--/Name--> - CEO: <!--AltName-->[Worg](hd_monsters_worg.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->monstrosity<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->26 (4d10 + 4)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->13 (+1)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +4<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Goblin, Worg<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Keen Hearing and Smell_**. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. ## Actions **_Bite_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 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. AltName: '[Worg](hd_monsters_worg.md)' Size: Large Type: monstrosity Alignment: neutral evil ArmorClass: 13 (natural armor) HitPoints: 26 (4d10 + 4) Speed: 50 ft. Strength: 16 (+3) Dexterity: 13 (+1) Constitution: 13 (+1) Intelligence: ' 7 (-2)' Wisdom: 11 (+0) Charisma: ' 8 (-1)' Skills: Perception +4 Senses: darkvision 60 ft., passive Perception 14 Languages: Goblin, Worg Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills DamageResistances Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Xorn elemental Medium neutral 19 (natural armor) 73 (7d8 + 42) 20 ft., burrow 20 ft. Perception +6, Stealth +3 piercing and slashing from nonmagical attacks that aren't adamantine darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Terran 5 (1800 XP) 17 (+3) 10 (+0) 22 (+6) 11 (+0) 10 (+0) 11 (+0) monsters_vo.md#xorn monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Xorn](hd_monsters_xorn.md) Name: Xorn Markdown: >+ # <!--Name-->Xorn<!--/Name--> - CEO: <!--AltName-->[Xorn](hd_monsters_xorn.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->19 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->73 (7d8 + 42)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft., burrow 20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->17 (+3)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->22 (+6)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +6, Stealth +3<!--/Skills--> - **Senses** <!--Senses-->darkvision 60 ft., tremorsense 60 ft., passive Perception 16<!--/Senses--> - **Languages** <!--Languages-->Terran<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Resistances** <!--DamageResistances-->piercing and slashing from nonmagical attacks that aren't adamantine<!--/DamageResistances--> ## Special Features **_Earth Glide_**. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. **_Stone Camouflage_**. The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. **_Treasure Sense_**. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. ## Actions **_Multiattack_**. The xorn makes three claw attacks and one bite attack. **_Claw_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 6 (1d6 + 3) slashing damage. **_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 13 (3d6 + 3) piercing damage. AltName: '[Xorn](hd_monsters_xorn.md)' Size: Medium Type: elemental Alignment: neutral ArmorClass: 19 (natural armor) HitPoints: 73 (7d8 + 42) Speed: 20 ft., burrow 20 ft. Strength: 17 (+3) Dexterity: 10 (+0) Constitution: 22 (+6) Intelligence: 11 (+0) Wisdom: 10 (+0) Charisma: 11 (+0) Skills: Perception +6, Stealth +3 Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Languages: Terran Challenge: 5 (1800 XP) DamageResistances: piercing and slashing from nonmagical attacks that aren't adamantine
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Zombie undead Medium neutral evil 8 22 (3d8 + 9) 20 ft. Wis +0 poison poisoned darkvision 60 ft., passive Perception 8 understands the languages it knew in life but can't speak 1/4 (50 XP) 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) monsters_vo.md#zombie monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Zombi](hd_monsters_zombi.md) Name: Zombie Markdown: >+ # <!--Name-->Zombie<!--/Name--> - CEO: <!--AltName-->[Zombi](hd_monsters_zombi.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->8<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->22 (3d8 + 9)<!--/HitPoints--> - **Speed** <!--Speed-->20 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->13 (+1)<!--/Strength-->|<!--Dexterity--> 6 (-2)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom--> 6 (-2)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Wis +0<!--/SavingThrows--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 8<!--/Senses--> - **Languages** <!--Languages-->understands the languages it knew in life but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Undead Fortitude_**. 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. ## Actions **_Slam_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 4 (1d6 + 1) bludgeoning damage. AltName: '[Zombi](hd_monsters_zombi.md)' Size: Medium Type: undead Alignment: neutral evil ArmorClass: 8 HitPoints: 22 (3d8 + 9) Speed: 20 ft. Strength: 13 (+1) Dexterity: ' 6 (-2)' Constitution: 16 (+3) Intelligence: ' 3 (-4)' Wisdom: ' 6 (-2)' Charisma: ' 5 (-3)' SavingThrows: Wis +0 Senses: darkvision 60 ft., passive Perception 8 Languages: understands the languages it knew in life but can't speak Challenge: 1/4 (50 XP) DamageImmunities: poison ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Ogre Zombie undead Large neutral evil 8 85 (9d10 + 36) 30 ft. Wis +0 poison poisoned darkvision 60 ft., passive Perception 8 understands Common and Giant but can't speak 2 (450 XP) 19 (+4) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3) monsters_vo.md#ogre-zombie monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Zombi ogre](hd_monsters_zombi_ogre.md) Name: Ogre Zombie Markdown: >+ # <!--Name-->Ogre Zombie<!--/Name--> - CEO: <!--AltName-->[Zombi ogre](hd_monsters_zombi_ogre.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->8<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->85 (9d10 + 36)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity--> 6 (-2)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom--> 6 (-2)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Wis +0<!--/SavingThrows--> - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 8<!--/Senses--> - **Languages** <!--Languages-->understands Common and Giant but can't speak<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Undead Fortitude_**. 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. ## Actions **_Morningstar_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 13 (2d8 + 4) bludgeoning damage. AltName: '[Zombi ogre](hd_monsters_zombi_ogre.md)' Size: Large Type: undead Alignment: neutral evil ArmorClass: 8 HitPoints: 85 (9d10 + 36) Speed: 30 ft. Strength: 19 (+4) Dexterity: ' 6 (-2)' Constitution: 18 (+4) Intelligence: ' 3 (-4)' Wisdom: ' 6 (-2)' Charisma: ' 5 (-3)' SavingThrows: Wis +0 Senses: darkvision 60 ft., passive Perception 8 Languages: understands Common and Giant but can't speak Challenge: 2 (450 XP) DamageImmunities: poison ConditionImmunities: poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Wraith undead Medium neutral evil 13 67 (9d8 + 27) 0 ft., fly 60 ft. (hover) acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered necrotic, poison charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained darkvision 60 ft., passive Perception 12 the languages it knew in life 5 (1800 XP) 6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) monsters_vo.md#wraith monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Âme en peine](hd_monsters_ame_en_peine.md) Name: Wraith Markdown: >+ # <!--Name-->Wraith<!--/Name--> - CEO: <!--AltName-->[Âme en peine](hd_monsters_ame_en_peine.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->undead<!--/Type-->, <!--Alignment-->neutral evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->67 (9d8 + 27)<!--/HitPoints--> - **Speed** <!--Speed-->0 ft., fly 60 ft. (hover)<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength--> 6 (-2)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence-->12 (+1)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->15 (+2)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->the languages it knew in life<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->necrotic, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained<!--/ConditionImmunities--> ## Special Features **_Incorporeal Movement_**. 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. **_Sunlight Sensitivity_**. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ## Actions **_Life Drain_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. _Hit_: 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. **_Create Specter_**. 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. AltName: '[Âme en peine](hd_monsters_ame_en_peine.md)' Size: Medium Type: undead Alignment: neutral evil ArmorClass: 13 HitPoints: 67 (9d8 + 27) Speed: 0 ft., fly 60 ft. (hover) Strength: ' 6 (-2)' Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 15 (+2) Senses: darkvision 60 ft., passive Perception 12 Languages: the languages it knew in life Challenge: 5 (1800 XP) DamageImmunities: necrotic, poison DamageResistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered ConditionImmunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Scout humanoid (any race) Medium any alignment 13 (leather armor) 16 (3d8 + 3) 30 ft. Nature +4, Perception +5, Stealth +6, Survival +5 passive Perception 15 any one language (usually Common) 1/2 (100 XP) 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) monsters_vo.md#scout monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Éclaireur](hd_monsters_eclaireur.md) Name: Scout Markdown: >+ # <!--Name-->Scout<!--/Name--> - CEO: <!--AltName-->[Éclaireur](hd_monsters_eclaireur.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->humanoid (any race)<!--/Type-->, <!--Alignment-->any alignment<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13 (leather armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->16 (3d8 + 3)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->11 (+0)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->13 (+1)<!--/Wisdom-->|<!--Charisma-->11 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Nature +4, Perception +5, Stealth +6, Survival +5<!--/Skills--> - **Senses** <!--Senses-->passive Perception 15<!--/Senses--> - **Languages** <!--Languages-->any one language (usually Common)<!--/Languages--> - **Challenge** <!--Challenge-->1/2 (100 XP)<!--/Challenge--> ## Special Features **_Keen Hearing and Sight_**. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. ## Actions **_Multiattack_**. The scout makes two melee attacks or two ranged attacks. **_Shortsword_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 5 (1d6 + 2) piercing damage. **_Longbow_**. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. _Hit_: 6 (1d8 + 2) piercing damage. AltName: '[Éclaireur](hd_monsters_eclaireur.md)' Size: Medium Type: humanoid (any race) Alignment: any alignment ArmorClass: 13 (leather armor) HitPoints: 16 (3d8 + 3) Speed: 30 ft. Strength: 11 (+0) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 11 (+0) Wisdom: 13 (+1) Charisma: 11 (+0) Skills: Nature +4, Perception +5, Stealth +6, Survival +5 Senses: passive Perception 15 Languages: any one language (usually Common) Challenge: 1/2 (100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Efreeti elemental Large lawful evil 17 (natural armor) 200 (16d10 + 112) 40 ft., fly 60 ft. Int +7, Wis +6, Cha +7 fire darkvision 120 ft., passive Perception 12 Ignan 11 (7200 XP) 22 (+6) 12 (+1) 24 (+7) 16 (+3) 15 (+2) 16 (+3) monsters_vo.md#efreeti monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Éfrit](hd_monsters_efrit.md) Name: Efreeti Markdown: >+ # <!--Name-->Efreeti<!--/Name--> - CEO: <!--AltName-->[Éfrit](hd_monsters_efrit.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->200 (16d10 + 112)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->22 (+6)<!--/Strength-->|<!--Dexterity-->12 (+1)<!--/Dexterity-->|<!--Constitution-->24 (+7)<!--/Constitution-->|<!--Intelligence-->16 (+3)<!--/Intelligence-->|<!--Wisdom-->15 (+2)<!--/Wisdom-->|<!--Charisma-->16 (+3)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Int +7, Wis +6, Cha +7<!--/SavingThrows--> - **Senses** <!--Senses-->darkvision 120 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->Ignan<!--/Languages--> - **Challenge** <!--Challenge-->11 (7200 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire<!--/DamageImmunities--> ## Special Features **_Elemental Demise_**. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. **_Innate Spellcasting_**. The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: _[detect magic](srd_spells_detect_magic.md)_ 3/day: _[enlarge/reduce](srd_spells_enlargereduce.md)_, _[tongues](srd_spells_tongues.md)_ 1/day each: _[conjure elemental](srd_spells_conjure_elemental.md)_ (fire elemental only), _[gaseous form](srd_spells_gaseous_form.md)_, _[invisibility](srd_spells_invisibility.md)_, _[major image](srd_spells_major_image.md)_, _[plane shift](srd_spells_plane_shift.md)_, _[wall of fire](srd_spells_wall_of_fire.md)_ ## Actions **_Multiattack_**. The efreeti makes two scimitar attacks or uses its Hurl Flame twice. **_Scimitar_**. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. _Hit_: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage. **_Hurl Flame_**. Ranged Spell Attack: +7 to hit, range 120 ft., one target. _Hit_: 17 (5d6) fire damage. AltName: '[Éfrit](hd_monsters_efrit.md)' Size: Large Type: elemental Alignment: lawful evil ArmorClass: 17 (natural armor) HitPoints: 200 (16d10 + 112) Speed: 40 ft., fly 60 ft. Strength: 22 (+6) Dexterity: 12 (+1) Constitution: 24 (+7) Intelligence: 16 (+3) Wisdom: 15 (+2) Charisma: 16 (+3) SavingThrows: Int +7, Wis +6, Cha +7 Senses: darkvision 120 ft., passive Perception 12 Languages: Ignan Challenge: 11 (7200 XP) DamageImmunities: fire
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Elk beast Large unaligned 10 13 (2d10 + 2) 50 ft. passive Perception 10 - 1/4 (50 XP) 16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2) monsters_vo.md#elk monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Élan](hd_monsters_elan.md) Name: Elk Markdown: >+ # <!--Name-->Elk<!--/Name--> - CEO: <!--AltName-->[Élan](hd_monsters_elan.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->10<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->13 (2d10 + 2)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->16 (+3)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->12 (+1)<!--/Constitution-->|<!--Intelligence--> 2 (-4)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> ## Special Features **_Charge_**. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. ## Actions **_Ram_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit_: 6 (1d6 + 3) bludgeoning damage. **_Hooves_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. _Hit_: 8 (2d4 + 3) bludgeoning damage. AltName: '[Élan](hd_monsters_elan.md)' Size: Large Type: beast Alignment: unaligned ArmorClass: 10 HitPoints: 13 (2d10 + 2) Speed: 50 ft. Strength: 16 (+3) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: ' 2 (-4)' Wisdom: 10 (+0) Charisma: ' 6 (-2)' Senses: passive Perception 10 Languages: '-' Challenge: 1/4 (50 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Giant Elk beast Huge unaligned 14 (natural armor) 42 (5d12 + 10) 60 ft. Perception +4 passive Perception 14 Giant Elk understands Common, Elvish, and Sylvan but can't speak them 2 (450 XP) 19 (+4) 16 (+3) 14 (+2) 7 (-2) 14 (+2) 10 (+0) monsters_vo.md#giant-elk monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Élan géant](hd_monsters_elan_geant.md) Name: Giant Elk Markdown: >+ # <!--Name-->Giant Elk<!--/Name--> - CEO: <!--AltName-->[Élan géant](hd_monsters_elan_geant.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->42 (5d12 + 10)<!--/HitPoints--> - **Speed** <!--Speed-->60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence--> 7 (-2)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->10 (+0)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +4<!--/Skills--> - **Senses** <!--Senses-->passive Perception 14<!--/Senses--> - **Languages** <!--Languages-->Giant Elk understands Common, Elvish, and Sylvan but can't speak them<!--/Languages--> - **Challenge** <!--Challenge-->2 (450 XP)<!--/Challenge--> ## Special Features **_Charge_**. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. ## Actions **_Ram_**. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. _Hit_: 11 (2d6 + 4) bludgeoning damage. **_Hooves_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. _Hit_: 22 (4d8 + 4) bludgeoning damage. AltName: '[Élan géant](hd_monsters_elan_geant.md)' Size: Huge Type: beast Alignment: unaligned ArmorClass: 14 (natural armor) HitPoints: 42 (5d12 + 10) Speed: 60 ft. Strength: 19 (+4) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: ' 7 (-2)' Wisdom: 14 (+2) Charisma: 10 (+0) Skills: Perception +4 Senses: passive Perception 14 Languages: Giant Elk understands Common, Elvish, and Sylvan but can't speak them Challenge: 2 (450 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Air Elemental elemental Large neutral 15 90 (12d10 + 24) 0 ft., fly 90 ft. (hover) lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks poison exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious darkvision 60 ft., passive Perception 10 Auran 5 (1800 XP) 14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2) monsters_vo.md#air-elemental monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Élémentaire de l'air](hd_monsters_elementaire_de_lair.md) Name: Air Elemental Markdown: >+ # <!--Name-->Air Elemental<!--/Name--> - CEO: <!--AltName-->[Élémentaire de l'air](hd_monsters_elementaire_de_lair.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->15<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->90 (12d10 + 24)<!--/HitPoints--> - **Speed** <!--Speed-->0 ft., fly 90 ft. (hover)<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->14 (+2)<!--/Strength-->|<!--Dexterity-->20 (+5)<!--/Dexterity-->|<!--Constitution-->14 (+2)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Auran<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious<!--/ConditionImmunities--> ## Special Features **_Air Form_**. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ## Actions **_Multiattack_**. The elemental makes two slam attacks. **_Slam_**. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. _Hit_: 14 (2d8 + 5) bludgeoning damage. **_Whirlwind (Recharge 4-6)_**. Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. AltName: "[Élémentaire de l'air](hd_monsters_elementaire_de_lair.md)" Size: Large Type: elemental Alignment: neutral ArmorClass: 15 HitPoints: 90 (12d10 + 24) Speed: 0 ft., fly 90 ft. (hover) Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: ' 6 (-2)' Wisdom: 10 (+0) Charisma: ' 6 (-2)' Senses: darkvision 60 ft., passive Perception 10 Languages: Auran Challenge: 5 (1800 XP) DamageImmunities: poison DamageResistances: lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Water Elemental elemental Large neutral 14 (natural armor) 114 (12d10 + 48) 30 ft., swim 90 ft. acid; bludgeoning, piercing, and slashing from nonmagical attacks poison exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious darkvision 60 ft., passive Perception 10 Aquan 5 (1800 XP) 18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1) monsters_vo.md#water-elemental monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Élémentaire de l'eau](hd_monsters_elementaire_de_leau.md) Name: Water Elemental Markdown: >+ # <!--Name-->Water Elemental<!--/Name--> - CEO: <!--AltName-->[Élémentaire de l'eau](hd_monsters_elementaire_de_leau.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->14 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->114 (12d10 + 48)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., swim 90 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence--> 5 (-3)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 8 (-1)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Aquan<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->acid; bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious<!--/ConditionImmunities--> ## Special Features **_Water Form_**. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. **_Freeze_**. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. ## Actions **_Multiattack_**. The elemental makes two slam attacks. **_Slam_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 13 (2d8 + 4) bludgeoning damage. **_Whelm (Recharge 4-6)_**. 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. 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 check and succeeding. AltName: "[Élémentaire de l'eau](hd_monsters_elementaire_de_leau.md)" Size: Large Type: elemental Alignment: neutral ArmorClass: 14 (natural armor) HitPoints: 114 (12d10 + 48) Speed: 30 ft., swim 90 ft. Strength: 18 (+4) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: ' 5 (-3)' Wisdom: 10 (+0) Charisma: ' 8 (-1)' Senses: darkvision 60 ft., passive Perception 10 Languages: Aquan Challenge: 5 (1800 XP) DamageImmunities: poison DamageResistances: acid; bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Earth Elemental elemental Large neutral 17 (natural armor) 126 (12d10 + 60) 30 ft., burrow 30 ft. bludgeoning, piercing, and slashing from nonmagical attacks poison exhaustion, paralyzed, petrified, poisoned, unconscious darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Terran 5 (1800 XP) 20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3) monsters_vo.md#earth-elemental monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Élémentaire de la terre](hd_monsters_elementaire_de_la_terre.md) Name: Earth Elemental Markdown: >+ # <!--Name-->Earth Elemental<!--/Name--> - CEO: <!--AltName-->[Élémentaire de la terre](hd_monsters_elementaire_de_la_terre.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->126 (12d10 + 60)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., burrow 30 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->20 (+5)<!--/Strength-->|<!--Dexterity--> 8 (-1)<!--/Dexterity-->|<!--Constitution-->20 (+5)<!--/Constitution-->|<!--Intelligence--> 5 (-3)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 5 (-3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., tremorsense 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Terran<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Damage Vulnerabilities** thunder - **Condition Immunities** <!--ConditionImmunities-->exhaustion, paralyzed, petrified, poisoned, unconscious<!--/ConditionImmunities--> ## Special Features **_Earth Glide_**. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. **_Siege Monster_**. The elemental deals double damage to objects and structures. ## Actions **_Multiattack_**. The elemental makes two slam attacks. **_Slam_**. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. _Hit_: 14 (2d8 + 5) bludgeoning damage. AltName: '[Élémentaire de la terre](hd_monsters_elementaire_de_la_terre.md)' Size: Large Type: elemental Alignment: neutral ArmorClass: 17 (natural armor) HitPoints: 126 (12d10 + 60) Speed: 30 ft., burrow 30 ft. Strength: 20 (+5) Dexterity: ' 8 (-1)' Constitution: 20 (+5) Intelligence: ' 5 (-3)' Wisdom: 10 (+0) Charisma: ' 5 (-3)' Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages: Terran Challenge: 5 (1800 XP) DamageImmunities: poison DamageResistances: bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: exhaustion, paralyzed, petrified, poisoned, unconscious
Family Name Type Size Alignment ArmorClass HitPoints Speed DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Fire Elemental elemental Large neutral 13 102 (12d10 + 36) 50 ft. bludgeoning, piercing, and slashing from nonmagical attacks fire, poison exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious darkvision 60 ft., passive Perception 10 Ignan 5 (1800 XP) 10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2) monsters_vo.md#fire-elemental monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Élémentaire du feu](hd_monsters_elementaire_du_feu.md) Name: Fire Elemental Markdown: >+ # <!--Name-->Fire Elemental<!--/Name--> - CEO: <!--AltName-->[Élémentaire du feu](hd_monsters_elementaire_du_feu.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->elemental<!--/Type-->, <!--Alignment-->neutral<!--/Alignment--> - **Armor Class** <!--ArmorClass-->13<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->102 (12d10 + 36)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->10 (+0)<!--/Strength-->|<!--Dexterity-->17 (+3)<!--/Dexterity-->|<!--Constitution-->16 (+3)<!--/Constitution-->|<!--Intelligence--> 6 (-2)<!--/Intelligence-->|<!--Wisdom-->10 (+0)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->Ignan<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->bludgeoning, piercing, and slashing from nonmagical attacks<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious<!--/ConditionImmunities--> ## Special Features **_Fire Form_**. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. **_Illumination_**. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet. **_Water Susceptibility_**. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. ## Actions **_Multiattack_**. The elemental makes two touch attacks. **_Touch_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. AltName: '[Élémentaire du feu](hd_monsters_elementaire_du_feu.md)' Size: Large Type: elemental Alignment: neutral ArmorClass: 13 HitPoints: 102 (12d10 + 36) Speed: 50 ft. Strength: 10 (+0) Dexterity: 17 (+3) Constitution: 16 (+3) Intelligence: ' 6 (-2)' Wisdom: 10 (+0) Charisma: ' 7 (-2)' Senses: darkvision 60 ft., passive Perception 10 Languages: Ignan Challenge: 5 (1800 XP) DamageImmunities: fire, poison DamageResistances: bludgeoning, piercing, and slashing from nonmagical attacks ConditionImmunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Family Name Type Size Alignment ArmorClass HitPoints Speed Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Elephant beast Huge unaligned 12 (natural armor) 76 (8d12 + 24) 40 ft. passive Perception 10 - 4 (1100 XP) 22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2) monsters_vo.md#elephant monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Éléphant](hd_monsters_elephant.md) Name: Elephant Markdown: >+ # <!--Name-->Elephant<!--/Name--> - CEO: <!--AltName-->[Éléphant](hd_monsters_elephant.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->76 (8d12 + 24)<!--/HitPoints--> - **Speed** <!--Speed-->40 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->22 (+6)<!--/Strength-->|<!--Dexterity--> 9 (-1)<!--/Dexterity-->|<!--Constitution-->17 (+3)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->11 (+0)<!--/Wisdom-->|<!--Charisma--> 6 (-2)<!--/Charisma-->| - **Senses** <!--Senses-->passive Perception 10<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->4 (1100 XP)<!--/Challenge--> ## Special Features **_Trampling Charge_**. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. ## Actions **_Gore_**. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. _Hit_: 19 (3d8 + 6) piercing damage. **_Stomp_**. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. _Hit_: 22 (3d10 + 6) bludgeoning damage. AltName: '[Éléphant](hd_monsters_elephant.md)' Size: Huge Type: beast Alignment: unaligned ArmorClass: 12 (natural armor) HitPoints: 76 (8d12 + 24) Speed: 40 ft. Strength: 22 (+6) Dexterity: ' 9 (-1)' Constitution: 17 (+3) Intelligence: ' 3 (-4)' Wisdom: 11 (+0) Charisma: ' 6 (-2)' Senses: passive Perception 10 Languages: '-' Challenge: 4 (1100 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed Skills Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Killer Whale beast Huge unaligned 12 (natural armor) 90 (12d12 + 12) 0 ft., swim 60 ft. Perception +3 blindsight 120 ft., passive Perception 13 - 3 (700 XP) 19 (+4) 10 (+0) 13 (+1) 3 (-4) 12 (+1) 7 (-2) monsters_vo.md#killer-whale monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Épaulard](hd_monsters_epaulard.md) Name: Killer Whale Markdown: >+ # <!--Name-->Killer Whale<!--/Name--> - CEO: <!--AltName-->[Épaulard](hd_monsters_epaulard.md)<!--/AltName--> -  <!--Size-->Huge<!--/Size--> <!--Type-->beast<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->90 (12d12 + 12)<!--/HitPoints--> - **Speed** <!--Speed-->0 ft., swim 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->19 (+4)<!--/Strength-->|<!--Dexterity-->10 (+0)<!--/Dexterity-->|<!--Constitution-->13 (+1)<!--/Constitution-->|<!--Intelligence--> 3 (-4)<!--/Intelligence-->|<!--Wisdom-->12 (+1)<!--/Wisdom-->|<!--Charisma--> 7 (-2)<!--/Charisma-->| - **Skills** <!--Skills-->Perception +3<!--/Skills--> - **Senses** <!--Senses-->blindsight 120 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->3 (700 XP)<!--/Challenge--> ## Special Features **_Echolocation_**. The whale can't use its blindsight while deafened. **_Hold Breath_**. The whale can hold its breath for 30 minutes. **_Keen Hearing_**. The whale has advantage on Wisdom (Perception) checks that rely on hearing. ## Actions **_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 21 (5d6 + 4) piercing damage. AltName: '[Épaulard](hd_monsters_epaulard.md)' Size: Huge Type: beast Alignment: unaligned ArmorClass: 12 (natural armor) HitPoints: 90 (12d12 + 12) Speed: 0 ft., swim 60 ft. Strength: 19 (+4) Dexterity: 10 (+0) Constitution: 13 (+1) Intelligence: ' 3 (-4)' Wisdom: 12 (+1) Charisma: ' 7 (-2)' Skills: Perception +3 Senses: blindsight 120 ft., passive Perception 13 Languages: '-' Challenge: 3 (700 XP)
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Flying Sword construct Small unaligned 17 (natural armor) 17 (5d6) 0 ft., fly 50 ft. (hover) Dex +4 poison, psychic blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 7 - 1/4 (50 XP) 12 (+1) 15 (+2) 11 (+0) 1 (-5) 5 (-3) 1 (-5) monsters_vo.md#flying-sword monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Épée volante](hd_monsters_epee_volante.md) Name: Flying Sword Markdown: >+ # <!--Name-->Flying Sword<!--/Name--> - CEO: <!--AltName-->[Épée volante](hd_monsters_epee_volante.md)<!--/AltName--> -  <!--Size-->Small<!--/Size--> <!--Type-->construct<!--/Type-->, <!--Alignment-->unaligned<!--/Alignment--> - **Armor Class** <!--ArmorClass-->17 (natural armor)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->17 (5d6)<!--/HitPoints--> - **Speed** <!--Speed-->0 ft., fly 50 ft. (hover)<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->12 (+1)<!--/Strength-->|<!--Dexterity-->15 (+2)<!--/Dexterity-->|<!--Constitution-->11 (+0)<!--/Constitution-->|<!--Intelligence--> 1 (-5)<!--/Intelligence-->|<!--Wisdom--> 5 (-3)<!--/Wisdom-->|<!--Charisma--> 1 (-5)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +4<!--/SavingThrows--> - **Senses** <!--Senses-->blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 7<!--/Senses--> - **Languages** <!--Languages-->-<!--/Languages--> - **Challenge** <!--Challenge-->1/4 (50 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison, psychic<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned<!--/ConditionImmunities--> ## Special Features **_Antimagic Susceptibility_**. The sword is incapacitated while in the area of an _[antimagic field](srd_spells_antimagic_field.md)_. If targeted by _[dispel magic](srd_spells_dispel_magic.md)_, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. **_False Appearance_**. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword. ## Actions **_Longsword_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 5 (1d8 + 1) slashing damage. AltName: '[Épée volante](hd_monsters_epee_volante.md)' Size: Small Type: construct Alignment: unaligned ArmorClass: 17 (natural armor) HitPoints: 17 (5d6) Speed: 0 ft., fly 50 ft. (hover) Strength: 12 (+1) Dexterity: 15 (+2) Constitution: 11 (+0) Intelligence: ' 1 (-5)' Wisdom: ' 5 (-3)' Charisma: ' 1 (-5)' SavingThrows: Dex +4 Senses: blindsight 60 ft. ([blind](srd_conditions_blinded.md) beyond this radius), passive Perception 7 Languages: '-' Challenge: 1/4 (50 XP) DamageImmunities: poison, psychic ConditionImmunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Family Name Type Size Alignment ArmorClass HitPoints Speed SavingThrows DamageResistances DamageImmunities ConditionImmunities Senses Languages Challenge Strength Dexterity Constitution Intelligence Wisdom Charisma Id ParentLink ParentName NameLevel AltName AttributesDictionary
MonsterVO Erinyes fiend (devil) Medium lawful evil 18 (plate) 153 (18d8 + 72) 30 ft., fly 60 ft. Dex +7, Con +8, Wis +6, Cha +8 cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered fire, poison poisoned truesight 120 ft., passive Perception 12 Infernal, telepathy 120 ft. 12 (8400 XP) 18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4) monsters_vo.md#erinyes monsters_vo.md#monsters-npc-and-animals Monsters, NPC and Animals 1 [Érinye](hd_monsters_erinye.md) Name: Erinyes Markdown: >+ # <!--Name-->Erinyes<!--/Name--> - CEO: <!--AltName-->[Érinye](hd_monsters_erinye.md)<!--/AltName--> -  <!--Size-->Medium<!--/Size--> <!--Type-->fiend (devil)<!--/Type-->, <!--Alignment-->lawful evil<!--/Alignment--> - **Armor Class** <!--ArmorClass-->18 (plate)<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->153 (18d8 + 72)<!--/HitPoints--> - **Speed** <!--Speed-->30 ft., fly 60 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->16 (+3)<!--/Dexterity-->|<!--Constitution-->18 (+4)<!--/Constitution-->|<!--Intelligence-->14 (+2)<!--/Intelligence-->|<!--Wisdom-->14 (+2)<!--/Wisdom-->|<!--Charisma-->18 (+4)<!--/Charisma-->| - **Saving Throws** <!--SavingThrows-->Dex +7, Con +8, Wis +6, Cha +8<!--/SavingThrows--> - **Senses** <!--Senses-->truesight 120 ft., passive Perception 12<!--/Senses--> - **Languages** <!--Languages-->Infernal, telepathy 120 ft.<!--/Languages--> - **Challenge** <!--Challenge-->12 (8400 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->fire, poison<!--/DamageImmunities--> - **Damage Resistances** <!--DamageResistances-->cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<!--/DamageResistances--> - **Condition Immunities** <!--ConditionImmunities-->poisoned<!--/ConditionImmunities--> ## Special Features **_Hellish Weapons_**. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). **_Magic Resistance_**. The erinyes has advantage on saving throws against spells and other magical effects. ## Actions **_Multiattack_**. The erinyes makes three attacks. **_Longsword_**. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. _Hit_: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage. **_Longbow_**. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. _Hit_: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the _[lesser restoration](srd_spells_lesser_restoration.md)_ spell or similar magic. ## Reactions **_Parry_**. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. AltName: '[Érinye](hd_monsters_erinye.md)' Size: Medium Type: fiend (devil) Alignment: lawful evil ArmorClass: 18 (plate) HitPoints: 153 (18d8 + 72) Speed: 30 ft., fly 60 ft. Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 18 (+4) SavingThrows: Dex +7, Con +8, Wis +6, Cha +8 Senses: truesight 120 ft., passive Perception 12 Languages: Infernal, telepathy 120 ft. Challenge: 12 (8400 XP) DamageImmunities: fire, poison DamageResistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered ConditionImmunities: poisoned
monsters_vo.md#monsters-npc-and-animals monsters_vo.md index.md SRD 1 [Créatures](hd_monsters.md) ParentNameLink: '[SRD](index.md)' Markdown: >+ >  <!--ParentNameLink-->[SRD](index.md)<!--/ParentNameLink-->
# <!--Name-->Monsters, NPC and Animals<!--/Name-->





- CEO: <!--AltName-->[Créatures](hd_monsters.md)<!--/AltName-->

Name: Monsters, NPC and Animals

AltName: 'Créatures'


 Monsters, NPC and Animals


Aboleth

  • CEO: Aboleth
  • Source: (SRD p261)
  •  Large aberration, lawful evil
  • Armor Class 17 (natural armor)
  • Hit Points 135 (18d10 + 36)
  • Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 15 (+2) 18 (+4) 15 (+2) 18 (+4)
  • Saving Throws Con +6, Int +8, Wis +6
  • Skills History +12, Perception +10
  • Senses darkvision 120 ft., passive Perception 20
  • Languages Deep Speech, telepathy 120 ft.
  • Challenge 10 (5900 XP)

Special Features

Amphibious. The aboleth can breathe air and water.

Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.

Actions

Multiattack. The aboleth makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.

Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target.

Hit: 15 (3d6 + 5) bludgeoning damage.

Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

Legendary Actions

The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.

Detect. The aboleth makes a Wisdom (Perception) check.

Tail Swipe. The aboleth makes one tail attack.

Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

 Monsters, NPC and Animals


Acolyte

  • CEO: Acolyte
  • Source: (SRD p395)
  •  Medium humanoid (any race), any alignment
  • Armor Class 10
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)
  • Skills Medicine +4, Religion +2
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge 1/4 (50 XP)

Special Features

Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 2 (1d4) bludgeoning damage.

 Monsters, NPC and Animals


Eagle

  • CEO: Aigle
  • Source: (SRD p371)
  •  Small beast, unaligned
  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 2 (-4) 14 (+2) 7 (-2)
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

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

Hit: 4 (1d4 + 2) slashing damage.

 Monsters, NPC and Animals


Giant Eagle

  • CEO: Aigle géant
  • Source: (SRD p375)
  •  Large beast, neutral good
  • Armor Class 13
  • Hit Points 26 (4d10 + 4)
  • Speed 10 ft., fly 80 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0)
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages Giant Eagle understands Common and Auran but can't speak them
  • Challenge 1 (200 XP)

Special Features

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) slashing damage.

 Monsters, NPC and Animals


Androsphinx

  • CEO: Androsphinx
  • Source: (SRD p347)
  •  Large monstrosity, lawful neutral
  • Armor Class 17 (natural armor)
  • Hit Points 199 (19d10 + 95)
  • Speed 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 23 (+6)
  • Saving Throws Dex +6, Con +11, Int +9, Wis +10
  • Skills Arcana +9, Perception +10, Religion +15
  • Senses truesight 120 ft., passive Perception 20
  • Languages Common, Sphinx
  • Challenge 17 (18000 XP)
  • Damage Immunities psychic; bludgeoning, piercing and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened

Special Features

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

Magic Weapons. The sphinx's weapon attacks are magical.

Spellcasting. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

Actions

Multiattack. The sphinx makes two claw attacks.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.

Hit: 17 (2d10 + 6) slashing damage.

Roar (3/Day). The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.

First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Legendary Actions

The sphinx 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 sphinx regains spent legendary actions at the start of its turn.

Claw Attack. The sphinx makes one claw attack.

Teleport (Costs 2 actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Cast a Spell (Costs 3 actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

 Monsters, NPC and Animals


Ankheg

  • CEO: Ankheg
  • Source: (SRD p264)
  •  Large monstrosity, unaligned
  • Armor Class 14 (natural armor), 11 while prone
  • Hit Points 39 (6d10 + 6)
  • Speed 30 ft., burrow 10 ft.
STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 13 (+1) 1 (-5) 13 (+1) 6 (-2)
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)

Special Features

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Spider

  • CEO: Araignée
  • Source: (SRD p389)
  •  Tiny beast, unaligned
  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4)
  • Skills Stealth +4
  • Senses darkvision 30 ft., passive Perception 10
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

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

Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

 Monsters, NPC and Animals


Phase Spider

  • CEO: Araignée de phase
  • Source: (SRD p385)
  •  Large monstrosity, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 32 (5d10 + 5)
  • Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 6 (-2)
  • Skills Stealth +6
  • Senses darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge 3 (700 XP)

Special Features

Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

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

Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

 Monsters, NPC and Animals


Giant Spider

  • CEO: Araignée géante
  • Source: (SRD p379)
  •  Large beast, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
  • Skills Stealth +7
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge 1 (200 XP)

Special Features

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.

Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature.

Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

 Monsters, NPC and Animals


Giant Wolf Spider

  • CEO: Araignée-loup géante
  • Source: (SRD p381)
  •  Medium beast, unaligned
  • Armor Class 13
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)
  • Skills Perception +3, Stealth +7
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 1/4 (50 XP)

Special Features

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.

Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

 Monsters, NPC and Animals


Awakened Tree

  • CEO: Arbre éveillé
  • Source: (SRD p366)
  •  Huge plant, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 59 (7d12 + 14)
  • Speed 20 ft.
STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 15 (+2) 10 (+0) 10 (+0) 7 (-2)
  • Senses passive Perception 10
  • Languages one language known by its creator
  • Challenge 2 (450 XP)
  • Damage Resistances bludgeoning, piercing
  • Damage Vulnerabilities fire

Special Features

False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.

Hit: 14 (3d6 + 4) bludgeoning damage.

 Monsters, NPC and Animals


Awakened Shrub

  • CEO: Arbuste éveillé
  • Source: (SRD p366)
  •  Small plant, unaligned
  • Armor Class 9
  • Hit Points 10 (3d6)
  • Speed 20 ft.
STR DEX CON INT WIS CHA
3 (-4) 8 (-1) 11 (+0) 10 (+0) 10 (+0) 6 (-2)
  • Senses passive Perception 10
  • Languages one language known by its creator
  • Challenge 0 (10 XP)
  • Damage Resistances piercing
  • Damage Vulnerabilities fire

Special Features

False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub.

Actions

Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.

Hit: 1 (1d4 - 1) slashing damage.

 Monsters, NPC and Animals


Archmage

  • CEO: Archimage
  • Source: (SRD p395)
  •  Medium humanoid (any race), any alignment
  • Armor Class 12 (15 with
  • Hit Points 99 (18d8 + 18)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)
  • Saving Throws Int +9, Wis +6
  • Skills Arcana +13, History +13
  • Senses passive Perception 12
  • Languages any six languages
  • Challenge 12 (8400 XP)
  • Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from

Special Features

Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.

Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

(*) The archmage casts these spells on itself before combat.

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target.

Hit: 4 (1d4 + 2) piercing damage.

 Monsters, NPC and Animals


Animated Armor

  • CEO: Armure animée
  • Source: (SRD p263)
  •  Medium construct, unaligned
  • Armor Class 18 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 25 ft.
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
  • Languages -
  • Challenge 1 (200 XP)
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Special Features

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False. Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack. The armor makes two melee attacks.

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

Hit: 5 (1d6 + 2) bludgeoning damage.

 Monsters, NPC and Animals


Assassin

  • CEO: Assassin
  • Source: (SRD p396)
  •  Medium humanoid (any race), any non-good alignment
  • Armor Class 15 (studded leather)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
  • Saving Throws Dex +6, Int +4
  • Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
  • Senses passive Perception 13
  • Languages Thieves' cant plus any two languages
  • Challenge 8 (3900 XP)
  • Damage Resistances poison

Special Features

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions

Multiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target.

Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Azer

  • CEO: Azer
  • Source: (SRD p265)
  •  Medium elemental, lawful neutral
  • Armor Class 17 (natural armor, shield)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0)
  • Saving Throws Con +4
  • Senses passive Perception 11
  • Languages Ignan
  • Challenge 2 (450 XP)
  • Damage Immunities fire, poison
  • Condition Immunities poisoned

Special Features

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

 Monsters, NPC and Animals


Baboon

  • CEO: Babouin
  • Source: (SRD p367)
  •  Small beast, unaligned
  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 4 (-3) 12 (+1) 6 (-2)
  • Senses passive Perception 11
  • Languages -
  • Challenge 0 (10 XP)

Special Features

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

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.

Hit: 1 (1d4 - 1) piercing damage.

 Monsters, NPC and Animals


Gibbering Mouther

  • CEO: Babélien
  • Source: (SRD p314)
  •  Medium aberration, neutral
  • Armor Class 9
  • Hit Points 67 (9d8 + 27)
  • Speed 10 ft., swim 10 ft.
STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge 2 (450 XP)
  • Condition Immunities prone

Special Features

Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its

Speed reduced to 0 until the start of its next turn.

Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Actions

Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.

Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

Blinding Spittle (Recharge 5-6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.

 Monsters, NPC and Animals


Balor

  • CEO: Balor
  • Source: (SRD p270)
  •  Huge fiend (demon), chaotic evil
  • Armor Class 19 (natural armor)
  • Hit Points 262 (21d12 + 126)
  • Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6)
  • Saving Throws Str +14, Con +12, Wis +9, Cha +12
  • Senses truesight 120 ft., passive Perception 13
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 19 (22000 XP)
  • Damage Immunities fire, poison
  • Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned

Special Features

Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.

Fire Aura. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Magic Resistance. The balor has advantage on saving throws against spells and other magical effects.

Magic Weapons. The balor's weapon attacks are magical.

Actions

Multiattack. The balor makes two attacks: one with its longsword and one with its whip.

Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target.

Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.

Teleport. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

 Monsters, NPC and Animals


Bandit

  • CEO: Bandit
  • Source: (SRD p396)
  •  Medium humanoid (any race), any non-lawful alignment
  • Armor Class 12 (leather armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 1/8 (25 XP)

Special Features

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target.

Hit: 5 (1d8 + 1) piercing damage.

 Monsters, NPC and Animals


Bandit Captain

  • CEO: Capitaine Bandit
  • Source: (SRD p397)
  •  Medium humanoid (any race), any non-lawful alignment
  • Armor Class 15 (studded leather)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
  • Saving Throws Str +4, Dex +5, Wis +2
  • Skills Athletics +4, Deception +4
  • Senses passive Perception 10
  • Languages any two languages
  • Challenge 2 (450 XP)

Special Features

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.

Hit: 5 (1d4 + 3) piercing damage.

Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

 Monsters, NPC and Animals


Basilisk

  • CEO: Basilic
  • Source: (SRD p265)
  •  Medium monstrosity, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 20 ft.
STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2)
  • Senses darkvision 60 ft., passive Perception 9
  • Languages -
  • Challenge 3 (700 XP)

Special Features

Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.

 Monsters, NPC and Animals


Axe Beak

  • CEO: Bec de hache
  • Source: (SRD p366)
  •  Large beast, unaligned
  • Armor Class 11
  • Hit Points 19 (3d10 + 3)
  • Speed 50 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 5 (-3)
  • Senses passive Perception 10
  • Languages -
  • Challenge 1/4 (50 XP)

Special Features

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

Hit: 6 (1d8 + 2) slashing damage.

 Monsters, NPC and Animals


Weasel

  • CEO: Belette
  • Source: (SRD p392)
  •  Tiny beast, unaligned
  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4)
  • Skills Perception +3, Stealth +5
  • Senses passive Perception 13
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 1 piercing damage.

 Monsters, NPC and Animals


Giant Weasel

  • CEO: Belette géante
  • Source: (SRD p381)
  •  Medium beast, unaligned
  • Armor Class 13
  • Hit Points 9 (2d8)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 10 (+0) 4 (-3) 12 (+1) 5 (-3)
  • Skills Perception +3, Stealth +5
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 1/8 (25 XP)

Special Features

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 5 (1d4 + 3) piercing damage.

 Monsters, NPC and Animals


Berserker

  • CEO: Berserker
  • Source: (SRD p397)
  •  Medium humanoid (any race), any chaotic alignment
  • Armor Class 13 (hide armor)
  • Hit Points 67 (9d8 + 27)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 2 (450 XP)

Special Features

Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 9 (1d12 + 3) slashing damage.

 Monsters, NPC and Animals


Badger

  • CEO: Blaireau
  • Source: (SRD p367)
  •  Tiny beast, unaligned
  • Armor Class 10
  • Hit Points 3 (1d4 + 1)
  • Speed 20 ft., burrow 5 ft.
STR DEX CON INT WIS CHA
4 (-3) 11 (+0) 12 (+1) 2 (-4) 12 (+1) 5 (-3)
  • Senses darkvision 30 ft., passive Perception 11
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 1 piercing damage.

 Monsters, NPC and Animals


Giant Badger

  • CEO: Blaireau géant
  • Source: (SRD p373)
  •  Medium beast, unaligned
  • Armor Class 10
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft., burrow 10 ft.
STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3)
  • Senses darkvision 30 ft., passive Perception 11
  • Languages -
  • Challenge 1/4 (50 XP)

Special Features

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 4 (1d6 + 1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 6 (2d4 + 1) slashing damage.

 Monsters, NPC and Animals


Ghast

  • CEO: Blême
  • Source: (SRD p311)
  •  Medium undead, chaotic evil
  • Armor Class 13
  • Hit Points 36 (8d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)
  • Damage Immunities poison
  • Damage Resistances necrotic
  • Condition Immunities charmed, exhaustion, poisoned

Special Features

Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.

Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 Monsters, NPC and Animals


Bulette

  • CEO: Bulette
  • Source: (SRD p266)
  •  Large monstrosity, unaligned
  • Armor Class 17 (natural armor)
  • Hit Points 94 (9d10 + 45)
  • Speed 40 ft., burrow 40 ft.
STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 21 (+5) 2 (-4) 10 (+0) 5 (-3)
  • Skills Perception +6
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
  • Languages -
  • Challenge 5 (1800 XP)

Special Features

Standing Leap. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one target.

Hit: 30 (4d12 + 4) piercing damage.

Deadly Leap. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.

 Monsters, NPC and Animals


Behir

  • CEO: Béhir
  • Source: (SRD p265)
  •  Huge monstrosity, neutral evil
  • Armor Class 17 (natural armor)
  • Hit Points 168 (16d12 + 64)
  • Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 18 (+4) 7 (-2) 14 (+2) 12 (+1)
  • Skills Perception +6, Stealth +7
  • Senses darkvision 90 ft., passive Perception 16
  • Languages Draconic
  • Challenge 11 (7200 XP)
  • Damage Immunities lightning

Special Features

Multiattack. The behir makes two attacks: one with its bite and one to constrict.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

Hit: 22 (3d10 + 6) piercing damage.

Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature.

Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.

Lightning Breath (Recharge 5-6). The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Swallow. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

 Monsters, NPC and Animals


Centaur

  • CEO: Centaure
  •  Large monstrosity, neutral good
  • Armor Class 12
  • Hit Points 45 (6d10 + 12)
  • Speed 50 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 9 (-1) 13 (+1) 11 (+0)
  • Skills Athletics +6, Perception +3, Survival +3
  • Senses passive Perception 13
  • Languages Elvish, Sylvan
  • Challenge 2 (450 XP)

Special Features

Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Actions

Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.

Hit: 9 (1d10 + 4) piercing damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) bludgeoning damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target.

Hit: 6 (1d8 + 2) piercing damage.

 Monsters, NPC and Animals


Jackal

  • CEO: Chacal
  •  Small beast, unaligned
  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 6 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.

Hit: 1 (1d4 - 1) piercing damage.

 Monsters, NPC and Animals


Camel

  • CEO: Chameau
  •  Large beast, unaligned
  • Armor Class 9
  • Hit Points 15 (2d10 + 4)
  • Speed 50 ft.
STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-3)
  • Senses passive Perception 9
  • Languages -
  • Challenge 1/8 (25 XP)

Special Features

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 2 (1d4) bludgeoning damage.

 Monsters, NPC and Animals


Cat

  • CEO: Chat
  •  Tiny beast, unaligned
  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)
  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.

Hit: 1 slashing damage.

 Monsters, NPC and Animals


Bat

  • CEO: Chauve-souris
  •  Tiny beast, unaligned
  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 5 ft., fly 30 ft.
STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)
  • Senses blindsight 60 ft., passive Perception 11
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature.

Hit: 1 piercing damage.

 Monsters, NPC and Animals


Giant Bat

  • CEO: Chauve-souris géante
  •  Large beast, unaligned
  • Armor Class 13
  • Hit Points 22 (4d10)
  • Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2)
  • Senses blindsight 60 ft., passive Perception 11
  • Languages -
  • Challenge 1/4 (50 XP)

Special Features

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

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

Hit: 5 (1d6 + 2) piercing damage.

 Monsters, NPC and Animals


Warhorse

  • CEO: Cheval de guerre
  •  Large beast, unaligned
  • Armor Class 11
  • Hit Points 19 (3d10 + 3)
  • Speed 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)
  • Senses passive Perception 11
  • Languages -
  • Challenge 1/2 (100 XP)

Special Features

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) bludgeoning damage.

 Monsters, NPC and Animals


Riding Horse

  • CEO: Cheval de selle
  •  Large beast, unaligned
  • Armor Class 10
  • Hit Points 13 (2d10 + 2)
  • Speed 60 ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)
  • Senses passive Perception 10
  • Languages -
  • Challenge 1/4 (50 XP)

Special Features

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 8 (2d4 + 3) bludgeoning damage.

 Monsters, NPC and Animals


Draft Horse

  • CEO: Cheval de trait
  •  Large beast, unaligned
  • Armor Class 10
  • Hit Points 19 (3d10 + 3)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)
  • Senses passive Perception 10
  • Languages -
  • Challenge 1/4 (50 XP)

Special Features

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 9 (2d4 + 4) bludgeoning damage.

 Monsters, NPC and Animals


Knight

  • CEO: Chevalier
  •  Medium humanoid (any race), any alignment
  • Armor Class 18 (plate)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
  • Saving Throws Con +4, Wis +2
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 3 (700 XP)

Special Features

Brave. The knight has advantage on saving throws against being frightened.

Actions

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target.

Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions

Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

 Monsters, NPC and Animals


Deer

  • CEO: Chevreuil
  •  Medium beast, unaligned
  • Armor Class 13
  • Hit Points 4 (1d8)
  • Speed 50 ft.
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 11 (+0) 2 (-4) 14 (+2) 5 (-3)
  • Senses passive Perception 12
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 2 (1d4) piercing damage.

 Monsters, NPC and Animals


Death Dog

  • CEO: Chien du trépas
  •  Medium monstrosity, neutral evil
  • Armor Class 12
  • Hit Points 39 (6d8 + 12)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2)
  • Skills Perception +5, Stealth +4
  • Senses darkvision 120 ft., passive Perception 15
  • Languages -
  • Challenge 1 (200 XP)

Special Features

Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Actions

Multiattack. The dog makes two bite attacks.

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

Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

 Monsters, NPC and Animals


Blink Dog

  • CEO: Chien esquiveur
  •  Medium fey, lawful good
  • Armor Class 13
  • Hit Points 22 (4d8 + 4)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0)
  • Skills Perception +3, Stealth +5
  • Senses passive Perception 13
  • Languages Blink Dog understands Sylvan but can't speak it
  • Challenge 1/4 (50 XP)

Special Features

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 4 (1d6 + 1) piercing damage.

Teleport (Recharge 4-6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

 Monsters, NPC and Animals


Chimera

  • CEO: Chimère
  •  Large monstrosity, chaotic evil
  • Armor Class 14 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 19 (+4) 3 (-4) 14 (+2) 10 (+0)
  • Skills Perception +8
  • Senses darkvision 60 ft., passive Perception 18
  • Languages understands Draconic but can't speak
  • Challenge 6 (2300 XP)

Special Features

Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) piercing damage.

Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 10 (1d12 + 4) bludgeoning damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) slashing damage.

Fire Breath (Recharge 5-6). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Owl

  • CEO: Chouette
  •  Tiny beast, unaligned
  • Armor Class 11
  • Hit Points 1 (1d4 - 1)
  • Speed 5 ft., fly 60 ft.
STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)
  • Skills Perception +3, Stealth +3
  • Senses darkvision 120 ft., passive Perception 13
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 1 slashing damage.

 Monsters, NPC and Animals


Giant Owl

  • CEO: Chouette géante
  •  Large beast, neutral
  • Armor Class 12
  • Hit Points 19 (3d10 + 3)
  • Speed 5 ft., fly 60 ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0)
  • Skills Perception +5, Stealth +4
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Giant Owl understands Common, Elvish, and
  • Challenge 1/4 (50 XP)

Special Features

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 8 (2d6 + 1) slashing damage.

 Monsters, NPC and Animals


Chuul

  • CEO: Chuul
  •  Large aberration, chaotic evil
  • Armor Class 16 (natural armor)
  • Hit Points 93 (11d10 + 33)
  • Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 5 (-3)
  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands Deep Speech but can't speak
  • Challenge 4 (1100 XP)
  • Damage Immunities poison
  • Condition Immunities poisoned

Special Features

Amphibious. The chuul can breathe air and water.

Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Actions

Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.

Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.

Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 Monsters, NPC and Animals


Goat

  • CEO: Chèvre
  •  Medium beast, unaligned
  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3)
  • Senses passive Perception 10
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 3 (1d4 + 1) bludgeoning damage.

 Monsters, NPC and Animals


Giant Goat

  • CEO: Chèvre géante
  •  Large beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 19 (3d10 + 3)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
  • Senses passive Perception 11
  • Languages -
  • Challenge 1/2 (100 XP)

Special Features

Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 8 (2d4 + 3) bludgeoning damage.

 Monsters, NPC and Animals


Cockatrice

  • CEO: Cockatrice
  •  Small monstrosity, unaligned
  • Armor Class 11
  • Hit Points 27 (6d6 + 6)
  • Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 12 (+1) 2 (-4) 13 (+1) 5 (-3)
  • Senses darkvision 60 ft., passive Perception 11
  • Languages -
  • Challenge 1/2 (100 XP)

Special Features

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.

Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

 Monsters, NPC and Animals


Raven

  • CEO: Corbeau
  •  Tiny beast, unaligned
  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

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

Hit: 1 piercing damage.

 Monsters, NPC and Animals


Couatl

  • CEO: Couatl
  •  Medium celestial, lawful good
  • Armor Class 19 (natural armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft., fly 90 ft.
STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4)
  • Saving Throws Con +5, Wis +7, Cha +6
  • Senses truesight 120 ft., passive Perception 15
  • Languages all, telepathy 120 ft.
  • Challenge 4 (1100 XP)
  • Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Resistances radiant

Special Features

Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, detect thoughts

3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

1/day each: dream, greater restoration, scrying

Magic Weapons. The couatl's weapon attacks are magical.

Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.

Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature.

Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.

 Monsters, NPC and Animals


Crab

  • CEO: Crabe
  •  Tiny beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4)
  • Skills Stealth +2
  • Senses blindsight 30 ft., passive Perception 9
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.

Hit: 1 bludgeoning damage.

 Monsters, NPC and Animals


Giant Crab

  • CEO: Crabe géant
  •  Medium beast, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 13 (3d8)
  • Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4)
  • Skills Stealth +4
  • Senses blindsight 30 ft., passive Perception 9
  • Languages -
  • Challenge 1/8 (25 XP)

Special Features

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

 Monsters, NPC and Animals


Giant Toad

  • CEO: Crapaud géant
  •  Large beast, unaligned
  • Armor Class 11
  • Hit Points 39 (6d10 + 6)
  • Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 3 (-4)
  • Senses darkvision 30 ft., passive Perception 10
  • Languages -
  • Challenge 1 (200 XP)

Special Features

Amphibious. The toad can breathe air and water.

Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

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

Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

 Monsters, NPC and Animals


Shrieker

  • CEO: Criard
  •  Medium plant, unaligned
  • Armor Class 5
  • Hit Points 13 (3d8)
  • Speed 0 ft.
STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 10 (+0) 1 (-5) 3 (-4) 1 (-5)
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
  • Languages -
  • Challenge 0 (10 XP)
  • Condition Immunities blinded, deafened, frightened

Special Features

False Appearance. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

Reactions

Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward.

 Monsters, NPC and Animals


Crocodile

  • CEO: Crocodile
  •  Large beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d10 + 3)
  • Speed 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)
  • Skills Stealth +2
  • Senses passive Perception 10
  • Languages -
  • Challenge 1/2 (100 XP)

Special Features

Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions

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

Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

 Monsters, NPC and Animals


Giant Crocodile

  • CEO: Crocodile géant
  •  Huge beast, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 85 (9d12 + 27)
  • Speed 30 ft., swim 50 ft.
STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)
  • Skills Stealth +5
  • Senses passive Perception 10
  • Languages -
  • Challenge 5 (1800 XP)

Special Features

Hold Breath. The crocodile can hold its breath for 30 minutes.

Actions

Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile.

Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

 Monsters, NPC and Animals


Gelatinous Cube

  • CEO: Cube gélatineux
  •  Large ooze, unaligned
  • Armor Class 6
  • Hit Points 84 (8d10 + 40)
  • Speed 15 ft.
STR DEX CON INT WIS CHA
14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages -
  • Challenge 2 (450 XP)
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

Special Features

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Actions

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

Hit: 10 (3d6) acid damage.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

 Monsters, NPC and Animals


Nightmare

  • CEO: Destrier noir
  •  Large fiend, neutral evil
  • Armor Class 13 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 60 ft., fly 90 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
  • Senses passive Perception 11
  • Languages understands Abyssal, Common, and Infernal but can't speak
  • Challenge 3 (700 XP)
  • Damage Immunities fire

Special Features

Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.

Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.

Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

 Monsters, NPC and Animals


Barbed Devil

  • CEO: Diable barbelé
  •  Medium fiend (devil), lawful evil
  • Armor Class 15 (natural armor)
  • Hit Points 110 (13d8 + 52)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
  • Saving Throws Str +6, Con +7, Wis +5, Cha +5
  • Skills Deception +5, Insight +5, Perception +8
  • Senses darkvision 120 ft., passive Perception 18
  • Languages Infernal, telepathy 120 ft.
  • Challenge 5 (1800 XP)
  • Damage Immunities fire, poison
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Condition Immunities poisoned

Special Features

Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) piercing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) piercing damage.

Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one target.

Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

 Monsters, NPC and Animals


Bearded Devil

  • CEO: Diable barbu
  •  Medium fiend (devil), lawful evil
  • Armor Class 13 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 11 (+0)
  • Saving Throws Str +5, Con +4, Wis +2
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Infernal, telepathy 120 ft.
  • Challenge 3 (700 XP)
  • Damage Immunities fire, poison
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Condition Immunities poisoned

Special Features

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Steadfast. The devil can't be frightened while it can see an allied creature within 30 feet of it.

Actions

Multiattack. The devil makes two attacks: one with its beard and one with its glaive.

Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.

Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.

Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

 Monsters, NPC and Animals


Horned Devil

  • CEO: Diable cornu
  •  Large fiend (devil), lawful evil
  • Armor Class 18 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 20 ft., fly 60 ft.
STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3)
  • Saving Throws Str +10, Dex +7, Wis +7, Cha +7
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Infernal, telepathy 120 ft.
  • Challenge 11 (7200 XP)
  • Damage Immunities fire, poison
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Condition Immunities poisoned

Special Features

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

Hit: 15 (2d8 + 6) piercing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target.

Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

 Monsters, NPC and Animals


Chain Devil

  • CEO: Diable des chaînes
  •  Medium fiend (devil), lawful evil
  • Armor Class 16 (natural armor)
  • Hit Points 85 (10d8 + 40)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)
  • Saving Throws Con +7, Wis +4, Cha +5
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Infernal, telepathy 120 ft.
  • Challenge 8 (3900 XP)
  • Damage Immunities fire, poison
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Condition Immunities poisoned

Special Features

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes two attacks with its chains.

Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

Reactions

Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.

 Monsters, NPC and Animals


Ice Devil

  • CEO: Diable gelé
  •  Large fiend (devil), lawful evil
  • Armor Class 18 (natural armor)
  • Hit Points 180 (19d10 + 76)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4)
  • Saving Throws Dex +7, Con +9, Wis +7, Cha +9
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12
  • Languages Infernal, telepathy 120 ft.
  • Challenge 14 (11500 XP)
  • Damage Immunities cold, fire, poison
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Condition Immunities poisoned

Special Features

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes three attacks: one with its bite, one with its claws, and one with its tail.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.

Wall of Ice (Recharge 6). The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

 Monsters, NPC and Animals


Bone Devil

  • CEO: Diable osseux
  •  Large fiend (devil), lawful evil
  • Armor Class 19 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 40 ft., fly 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)
  • Saving Throws Int +5, Wis +6, Cha +7
  • Skills Deception +7, Insight +6
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Infernal, telepathy 120 ft.
  • Challenge 9 (5000 XP)
  • Damage Immunities fire, poison
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Condition Immunities poisoned

Special Features

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 8 (1d8 + 4) slashing damage.

Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 Monsters, NPC and Animals


Imp

  • CEO: Diablotin
  •  Tiny fiend (devil, shapechanger), lawful evil
  • Armor Class 13
  • Hit Points 10 (3d4 + 3)
  • Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
  • Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Infernal, Common
  • Challenge 1 (200 XP)
  • Damage Immunities fire, poison
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Condition Immunities poisoned

Special Features

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Devil's Sight. Magical darkness doesn't impede the imp's darkvision.

Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

 Monsters, NPC and Animals


Pit Fiend

  • CEO: Diantrefosse
  •  Large fiend (devil), lawful evil
  • Armor Class 19 (natural armor)
  • Hit Points 300 (24d10 + 168)
  • Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7)
  • Saving Throws Dex +8, Con +13, Wis +10
  • Senses truesight 120 ft., passive Perception 14
  • Languages Infernal, telepathy 120 ft.
  • Challenge 20 (25000 XP)
  • Damage Immunities fire, poison
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Condition Immunities poisoned

Special Features

Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.

Magic Resistance. The pit fiend has advantage on saving throws against spells and other magical effects.

Magic Weapons. The pit fiend's weapon attacks are magical.

Innate Spellcasting. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:

At will: detect magic, fireball

3/day each: hold monster, wall of fire

Actions

Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.

Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

Hit: 17 (2d8 + 8) slashing damage.

Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

Hit: 24 (3d10 + 8) bludgeoning damage.

 Monsters, NPC and Animals


Djinni

  • CEO: Djinn
  •  Large elemental, chaotic good
  • Armor Class 17 (natural armor)
  • Hit Points 161 (14d10 + 84)
  • Speed 30 ft., fly 90 ft.
STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 22 (+6) 15 (+2) 16 (+3) 20 (+5)
  • Saving Throws Dex +6, Wis +7, Cha +9
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Auran
  • Challenge 11 (7200 XP)
  • Damage Immunities lightning, thunder

Special Features

Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, thunderwave

3/day each: create food and water (can create wine instead of water), tongues, wind walk

1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift

Actions

Multiattack. The djinni makes three scimitar attacks.

Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).

Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

 Monsters, NPC and Animals


Doppelganger

  • CEO: Doppleganger
  •  Medium monstrosity (shapechanger), neutral
  • Armor Class 14
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)
  • Skills Deception +6, Insight +3
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common
  • Challenge 3 (700 XP)
  • Condition Immunities charmed

Special Features

Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. 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.

Ambusher. In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. The doppelganger makes two melee attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 7 (1d6 + 4) bludgeoning damage.

Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

 Monsters, NPC and Animals


Adult White Dragon

  • CEO: Dragon blanc adulte
  •  Huge dragon, chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 200 (16d12 + 96)
  • Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 22 (+6) 8 (-1) 12 (+1) 12 (+1)
  • Saving Throws Dex +5, Con +11, Wis +6, Cha +6
  • Skills Perception +11, Stealth +5
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  • Languages Common, Draconic
  • Challenge 13 (10000 XP)
  • Damage Immunities cold

Special Features

Ice Walk. 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 moment.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.

Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.

Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.

Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 Monsters, NPC and Animals


Ancient White Dragon

  • CEO: Dragon blanc vénérable
  •  Gargantuan dragon, chaotic evil
  • Armor Class 20 (natural armor)
  • Hit Points 333 (18d20 + 144)
  • Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 26 (+8) 10 (+0) 13 (+1) 14 (+2)
  • Saving Throws Dex +6, Con +14, Wis +7, Cha +8
  • Skills Perception +13, Stealth +6
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
  • Languages Common, Draconic
  • Challenge 20 (25000 XP)
  • Damage Immunities cold

Special Features

Ice Walk. 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 moment.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.

Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed.

 Monsters, NPC and Animals


Young White Dragon

  • CEO: Jeune dragon blanc
  •  Large dragon, chaotic evil
  • Armor Class 17 (natural armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 6 (-2) 11 (+0) 12 (+1)
  • Saving Throws Dex +3, Con +7, Wis +3, Cha +4
  • Skills Perception +6, Stealth +3
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  • Languages Common, Draconic
  • Challenge 6 (2300 XP)
  • Damage Immunities cold

Special Features

Ice Walk. 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 moment.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.

Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) slashing damage.

Cold Breath (Recharge 5-6). 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.

 Monsters, NPC and Animals


White Dragon Wyrmling

  • CEO: Dragonnet blanc
  •  Medium dragon, chaotic evil
  • Armor Class 16 (natural armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 11 (+0)
  • Saving Throws Dex +2, Con +4, Wis +2, Cha +2
  • Skills Perception +4, Stealth +2
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)
  • Damage Immunities cold

Special Features

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

Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.

Cold Breath (Recharge 5-6). 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.

 Monsters, NPC and Animals


Adult Blue Dragon

  • CEO: Dragon bleu adulte
  •  Huge dragon, lawful evil
  • Armor Class 19 (natural armor)
  • Hit Points 225 (18d12 + 108)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.
STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)
  • Saving Throws Dex +5, Con +11, Wis +7, Cha +9
  • Skills Perception +12, Stealth +5
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 16 (15000 XP)
  • Damage Immunities lightning

Special Features

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.

Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.

Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.

Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 Monsters, NPC and Animals


Ancient Blue Dragon

  • CEO: Dragon bleu vénérable
  •  Gargantuan dragon, lawful evil
  • Armor Class 22 (natural armor)
  • Hit Points 481 (26d20 + 208)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)
  • Saving Throws Dex +7, Con +15, Wis +10, Cha +12
  • Skills Perception +17, Stealth +7
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 23 (50000 XP)
  • Damage Immunities lightning

Special Features

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target.

Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.

Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target.

Hit: 18 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed.

 Monsters, NPC and Animals


Young Blue Dragon

  • CEO: Jeune dragon bleu
  •  Large dragon, lawful evil
  • Armor Class 18 (natural armor)
  • Hit Points 152 (16d10 + 64)
  • Speed 40 ft., burrow 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
  • Saving Throws Dex +4, Con +8, Wis +5, Cha +7
  • Skills Perception +9, Stealth +4
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
  • Languages Common, Draconic
  • Challenge 9 (5000 XP)
  • Damage Immunities lightning

Special Features

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.

Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Hit: 12 (2d6 + 5) slashing damage.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in 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.

 Monsters, NPC and Animals


Blue Dragon Wyrmling

  • CEO: Dragonnet bleu
  •  Medium dragon, lawful evil
  • Armor Class 17 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)
  • Saving Throws Dex +2, Con +4, Wis +2, Cha +4
  • Skills Perception +4, Stealth +2
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 3 (700 XP)
  • Damage Immunities lightning

Special Features

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Adult Brass Dragon

  • CEO: Dragon d'airain adulte
  •  Huge dragon, chaotic good
  • Armor Class 18 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.
STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 14 (+2) 13 (+1) 17 (+3)
  • Saving Throws Dex +5, Con +10, Wis +6, Cha +8
  • Skills History +7, Perception +11, Persuasion +8, Stealth +5
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  • Languages Common, Draconic
  • Challenge 13 (10000 XP)
  • Damage Immunities fire

Special Features

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.

Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.

Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.

Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed.

 Monsters, NPC and Animals


Ancient Brass Dragon

  • CEO: Dragon d'airain vénérable
  •  Gargantuan dragon, chaotic good
  • Armor Class 20 (natural armor)
  • Hit Points 297 (17d20 + 119)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4)
  • Saving Throws Dex +6, Con +13, Wis +8, Cha +10
  • Skills History +9, Perception +14, Persuasion +10, Stealth +6
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
  • Languages Common, Draconic
  • Challenge 20 (25000 XP)
  • Damage Immunities fire

Special Features

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.

Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:

Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed.

 Monsters, NPC and Animals


Young Brass Dragon

  • CEO: Jeune dragon d'airain
  •  Large dragon, chaotic good
  • Armor Class 17 (natural armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 40 ft., burrow 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
  • Saving Throws Dex +3, Con +6, Wis +3, Cha +5
  • Skills Perception +6, Persuasion +5, Stealth +3
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  • Languages Common, Draconic
  • Challenge 6 (2300 XP)
  • Damage Immunities fire

Special Features

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.

Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) slashing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. 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.

Sleep Breath. 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.

 Monsters, NPC and Animals


Brass Dragon Wyrmling

  • CEO: Dragonnet d'airain
  •  Medium dragon, chaotic good
  • Armor Class 16 (natural armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1)
  • Saving Throws Dex +2, Con +3, Wis +2, Cha +3
  • Skills Perception +4, Stealth +2
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 1 (200 XP)
  • Damage Immunities fire

Special Features

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

Hit: 7 (1d10 + 2) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

 Monsters, NPC and Animals


Adult Silver Dragon

  • CEO: Dragon d'argent adulte
  •  Huge dragon, lawful good
  • Armor Class 19 (natural armor)
  • Hit Points 243 (18d12 + 126)
  • Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)
  • Saving Throws Dex +5, Con +12, Wis +6, Cha +10
  • Skills Arcana +8, History +8, Perception +11, Stealth +5
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  • Languages Common, Draconic
  • Challenge 16 (15000 XP)
  • Damage Immunities cold

Special Features

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.

Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.

Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 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.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed.

 Monsters, NPC and Animals


Ancient Silver Dragon

  • CEO: Dragon d'argent vénérable
  •  Gargantuan dragon, lawful good
  • Armor Class 22 (natural armor)
  • Hit Points 487 (25d20 + 225)
  • Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)
  • Saving Throws Dex +7, Con +16, Wis +9, Cha +13
  • Skills Arcana +11, History +11, Perception +16, Stealth +7
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Common, Draconic
  • Challenge 23 (50000 XP)
  • Damage Immunities cold

Special Features

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.

Hit: 21 (2d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.

Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.

Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 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.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed.

 Monsters, NPC and Animals


Young Silver Dragon

  • CEO: Jeune dragon d'argent
  •  Large dragon, lawful good
  • Armor Class 18 (natural armor)
  • Hit Points 168 (16d10 + 80)
  • Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
  • Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  • Skills Arcana +6, History +6, Perception +8, Stealth +4
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  • Languages Common, Draconic
  • Challenge 9 (5000 XP)
  • Damage Immunities cold

Special Features

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

Hit: 13 (2d6 + 6) slashing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Cold Breath. 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.

Paralyzing Breath. 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.

 Monsters, NPC and Animals


Silver Dragon Wyrmling

  • CEO: Dragonnet d'argent
  •  Medium dragon, lawful good
  • Armor Class 17 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
  • Saving Throws Dex +2, Con +5, Wis +2, Cha +4
  • Skills Perception +4, Stealth +2
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)
  • Damage Immunities cold

Special Features

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 9 (1d10 + 4) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 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.

 Monsters, NPC and Animals


Adult Gold Dragon

  • CEO: Dragon d'or adulte
  •  Huge dragon, lawful good
  • Armor Class 19 (natural armor)
  • Hit Points 256 (19d12 + 133)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 24 (+7)
  • Saving Throws Dex +8, Con +13, Wis +8, Cha +13
  • Skills Insight +8, Perception +14, Persuasion +13, Stealth +8
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
  • Languages Common, Draconic
  • Challenge 17 (18000 XP)
  • Damage Immunities fire

Special Features

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.

Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 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.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed.

 Monsters, NPC and Animals


Ancient Gold Dragon

  • CEO: Dragon d'or vénérable
  •  Gargantuan dragon, lawful good
  • Armor Class 22 (natural armor)
  • Hit Points 546 (28d20 + 252)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9)
  • Saving Throws Dex +9, Con +16, Wis +10, Cha +16
  • Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 24 (62000 XP)
  • Damage Immunities fire

Special Features

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.

Hit: 21 (2d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.

Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.

Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 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.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed.

 Monsters, NPC and Animals


Young Gold Dragon

  • CEO: Jeune dragon d'or
  •  Large dragon, lawful good
  • Armor Class 18 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 20 (+5)
  • Saving Throws Dex +6, Con +9, Wis +5, Cha +9
  • Skills Insight +5, Perception +9, Persuasion +9, Stealth +6
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
  • Languages Common, Draconic
  • Challenge 10 (5900 XP)
  • Damage Immunities fire

Special Features

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

Hit: 13 (2d6 + 6) slashing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. 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.

Weakening Breath. 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.

 Monsters, NPC and Animals


Gold Dragon Wyrmling

  • CEO: Dragonnet d'or
  •  Medium dragon, lawful good
  • Armor Class 17 (natural armor)
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 16 (+3)
  • Saving Throws Dex +4, Con +5, Wis +2, Cha +5
  • Skills Perception +4, Stealth +4
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 3 (700 XP)
  • Damage Immunities fire

Special Features

Amphibious. The dragon can breathe air and water.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 9 (1d10 + 4) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 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.

 Monsters, NPC and Animals


Adult Bronze Dragon

  • CEO: Dragon de bronze adulte
  •  Huge dragon, lawful good
  • Armor Class 19 (natural armor)
  • Hit Points 212 (17d12 + 102)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)
  • Saving Throws Dex +5, Con +11, Wis +7, Cha +9
  • Skills Insight +7, Perception +12, Stealth +5
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 15 (13000 XP)
  • Damage Immunities lightning

Special Features

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.

Hit: 18 (2d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.

Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.

Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 Monsters, NPC and Animals


Ancient Bronze Dragon

  • CEO: Dragon de bronze vénérable
  •  Gargantuan dragon, lawful good
  • Armor Class 22 (natural armor)
  • Hit Points 444 (24d20 + 192)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)
  • Saving Throws Dex +7, Con +15, Wis +10, Cha +12
  • Skills Insight +10, Perception +17, Stealth +7
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 22 (41000 XP)
  • Damage Immunities lightning

Special Features

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target.

Hit: 20 (2d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.

Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target.

Hit: 18 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed.

 Monsters, NPC and Animals


Young Bronze Dragon

  • CEO: Jeune dragon de bronze
  •  Large dragon, lawful good
  • Armor Class 18 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
  • Saving Throws Dex +3, Con +7, Wis +4, Cha +6
  • Skills Insight +4, Perception +7, Stealth +3
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages Common, Draconic
  • Challenge 8 (3900 XP)
  • Damage Immunities lightning

Special Features

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Hit: 12 (2d6 + 5) slashing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Lightning Breath. 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.

Repulsion Breath. 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.

 Monsters, NPC and Animals


Bronze Dragon Wyrmling

  • CEO: Dragonnet de bronze
  •  Medium dragon, lawful good
  • Armor Class 17 (natural armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)
  • Saving Throws Dex +2, Con +4, Wis +2, Cha +4
  • Skills Perception +4, Stealth +2
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)
  • Damage Immunities lightning

Special Features

Amphibious. The dragon can breathe air and water.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 8 (1d10 + 3) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

 Monsters, NPC and Animals


Adult Copper Dragon

  • CEO: Dragon de cuivre adulte
  •  Huge dragon, chaotic good
  • Armor Class 18 (natural armor)
  • Hit Points 184 (16d12 + 80)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)
  • Saving Throws Dex +6, Con +10, Wis +7, Cha +8
  • Skills Deception +8, Perception +12, Stealth +6
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 14 (11500 XP)
  • Damage Immunities acid

Special Features

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.

Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.

Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.

Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 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.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed.

 Monsters, NPC and Animals


Ancient Copper Dragon

  • CEO: Dragon de cuivre vénérable
  •  Gargantuan dragon, chaotic good
  • Armor Class 21 (natural armor)
  • Hit Points 350 (20d20 + 140)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)
  • Saving Throws Dex +8, Con +14, Wis +10, Cha +11
  • Skills Deception +11, Perception +17, Stealth +8
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 21 (33000 XP)
  • Damage Immunities acid

Special Features

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.

Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.

Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 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.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed.

 Monsters, NPC and Animals


Young Copper Dragon

  • CEO: Jeune dragon de cuivre
  •  Large dragon, chaotic good
  • Armor Class 17 (natural armor)
  • Hit Points 119 (14d10 + 42)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)
  • Saving Throws Dex +4, Con +6, Wis +4, Cha +5
  • Skills Deception +5, Perception +7, Stealth +4
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages Common, Draconic
  • Challenge 7 (2900 XP)
  • Damage Immunities acid

Special Features

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.

Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) slashing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Acid Breath. 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.

Slowing Breath. 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.

 Monsters, NPC and Animals


Copper Dragon Wyrmling

  • CEO: Dragonnet de cuivre
  •  Medium dragon, chaotic good
  • Armor Class 16 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., climb 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)
  • Saving Throws Dex +3, Con +3, Wis +2, Cha +3
  • Skills Perception +4, Stealth +3
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 1 (200 XP)
  • Damage Immunities acid

Special Features

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

Hit: 7 (1d10 + 2) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 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.

 Monsters, NPC and Animals


Adult Black Dragon

  • CEO: Dragon noir adulte
  •  Huge dragon, chaotic evil
  • Armor Class 19 (natural armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3)
  • Saving Throws Dex +7, Con +10, Wis +6, Cha +8
  • Skills Perception +11, Stealth +7
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  • Languages Common, Draconic
  • Challenge 14 (11500 XP)
  • Damage Immunities acid

Special Features

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.

Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.

Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.

Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 Monsters, NPC and Animals


Ancient Black Dragon

  • CEO: Dragon noir vénérable
  •  Gargantuan dragon, chaotic evil
  • Armor Class 22 (natural armor)
  • Hit Points 367 (21d20 + 147)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4)
  • Saving Throws Dex +9, Con +14, Wis +9, Cha +11
  • Skills Perception +16, Stealth +9
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Common, Draconic
  • Challenge 21 (33000 XP)
  • Damage Immunities acid

Special Features

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.

Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.

Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed.

 Monsters, NPC and Animals


Young Black Dragon

  • CEO: Jeune dragon noir
  •  Large dragon, chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
  • Saving Throws Dex +5, Con +6, Wis +3, Cha +5
  • Skills Perception +6, Stealth +5
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  • Languages Common, Draconic
  • Challenge 7 (2900 XP)
  • Damage Immunities acid

Special Features

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.

Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) slashing damage.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Black Dragon Wyrmling

  • CEO: Dragonnet noir
  •  Medium dragon, chaotic evil
  • Armor Class 17 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1)
  • Saving Throws Dex +4, Con +3, Wis +2, Cha +3
  • Skills Perception +4, Stealth +4
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)
  • Damage Immunities acid

Special Features

Amphibious. The dragon can breathe air and water.

Actions

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

Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.

Acid Breath (Recharge 56). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Adult Red Dragon

  • CEO: Dragon rouge adulte
  •  Huge dragon, chaotic evil
  • Armor Class 19 (natural armor)
  • Hit Points 256 (19d12 + 133)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)
  • Saving Throws Dex +6, Con +13, Wis +7, Cha +11
  • Skills Perception +13, Stealth +6
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
  • Languages Common, Draconic
  • Challenge 17 (18000 XP)
  • Damage Immunities fire

Special Features

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.

Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 Monsters, NPC and Animals


Ancient Red Dragon

  • CEO: Dragon rouge vénérable
  •  Gargantuan dragon, chaotic evil
  • Armor Class 22 (natural armor)
  • Hit Points 546 (28d20 + 252)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)
  • Saving Throws Dex +7, Con +16, Wis +9, Cha +13
  • Skills Perception +16, Stealth +7
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Common, Draconic
  • Challenge 24 (62000 XP)
  • Damage Immunities fire

Special Features

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weopon Attack: +17 to hit, reach 15 ft., one target.

Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.

Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.

Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 Monsters, NPC and Animals


Young Red Dragon

  • CEO: Jeune dragon rouge
  •  Large dragon, chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
  • Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  • Skills Perception +8, Stealth +4
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  • Languages Common, Draconic
  • Challenge 10 (5900 XP)
  • Damage Immunities fire

Special Features

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

Hit: 13 (2d6 + 6) slashing damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Red Dragon Wyrmling

  • CEO: Dragonnet rouge
  •  Medium dragon, chaotic evil
  • Armor Class 17 (natural armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft., climb 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
  • Saving Throws Dex +2, Con +5, Wis +2, Cha +4
  • Skills Perception +4, Stealth +2
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 4 (1100 XP)
  • Damage Immunities fire

Special Features

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Adult Green Dragon

  • CEO: Dragon vert adulte
  •  Huge dragon, lawful evil
  • Armor Class 19 (natural armor)
  • Hit Points 207 (18d12 + 90)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)
  • Saving Throws Dex +6, Con +10, Wis +7, Cha +8
  • Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 15 (13000 XP)
  • Damage Immunities poison
  • Condition Immunities poisoned

Special Features

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.

Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.

Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.

Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 Monsters, NPC and Animals


Ancient Green Dragon

  • CEO: Dragon vert vénérable
  •  Gargantuan dragon, lawful evil
  • Armor Class 21 (natural armor)
  • Hit Points 385 (22d20 + 154)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)
  • Saving Throws Dex +8, Con +14, Wis +10, Cha +11
  • Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 22 (41000 XP)
  • Damage Immunities poison
  • Condition Immunities poisoned

Special Features

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.

Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.

Hit: 22 (4d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed.

 Monsters, NPC and Animals


Young Green Dragon

  • CEO: Jeune dragon vert
  •  Large dragon, lawful evil
  • Armor Class 18 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)
  • Saving Throws Dex +4, Con +6, Wis +4, Cha +5
  • Skills Deception +5, Perception +7, Stealth +4
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages Common, Draconic
  • Challenge 8 (3900 XP)
  • Damage Immunities poison
  • Condition Immunities poisoned

Special Features

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.

Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) slashing damage.

Poison Breath (Recharge 5-6). 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.

 Monsters, NPC and Animals


Green Dragon Wyrmling

  • CEO: Dragonnet vert
  •  Medium dragon, lawful evil
  • Armor Class 17 (natural armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)
  • Saving Throws Dex +3, Con +3, Wis +2, Cha +3
  • Skills Perception +4, Stealth +3
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)
  • Damage Immunities poison
  • Condition Immunities poisoned

Special Features

Amphibious. The dragon can breathe air and water.

Actions

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

Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Dragon Turtle

  • CEO: Dragon-tortue
  •  Gargantuan dragon, neutral
  • Armor Class 20 (natural armor)
  • Hit Points 341 (22d20 + 110)
  • Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 12 (+1)
  • Saving Throws Dex +6, Con +11, Wis +7
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Aquan, Draconic
  • Challenge 17 (18000 XP)
  • Damage Resistances fire

Special Features

Amphibious. The dragon turtle can breathe air and water.

Actions

Multiattack. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.

Hit: 26 (3d12 + 7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.

Hit: 16 (2d8 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.

Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.

Steam Breath (Recharge 5-6). The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d 6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

 Monsters, NPC and Animals


Dretch

  • CEO: Dretch
  •  Small fiend (demon), chaotic evil
  • Armor Class 11 (natural armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 20 ft.
STR DEX CON INT WIS CHA
11 (+0) 11 (+0) 12 (+1) 5 (-3) 8 (-1) 3 (-4)
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
  • Challenge 1/4 (50 XP)
  • Damage Immunities poison
  • Damage Resistances cold, fire, lightning
  • Condition Immunities poisoned

Special Features

Multiattack. The dretch makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 3 (1d6) piercing damage.

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 5 (2d4) slashing damage.

Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

 Monsters, NPC and Animals


Drider

  • CEO: Drider
  •  Large monstrosity, chaotic evil
  • Armor Class 19 (natural armor)
  • Hit Points 123 (13d10 + 52)
  • Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 12 (+1)
  • Skills Perception +5, Stealth +9
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Elvish, Undercommon
  • Challenge 6 (2300 XP)

Special Features

Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.

Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire

Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Walker. The drider ignores movement restrictions caused by webbing.

Actions

Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.

Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target.

Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

 Monsters, NPC and Animals


Drow

  • CEO: Drow
  •  Medium humanoid (elf), neutral evil
  • Armor Class 15 (chain shirt)
  • Hit Points 13 (3d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1)
  • Skills Perception +2, Stealth +4
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Elvish, Undercommon
  • Challenge 1/4 (50 XP)

Special Features

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

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

Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.

Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

 Monsters, NPC and Animals


Druid

  • CEO: Druide
  •  Medium humanoid (any race), any alignment
  • Armor Class 11 (16 with
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)
  • Skills Medicine +4, Nature +3, Perception +4
  • Senses passive Perception 14
  • Languages Druidic plus any two languages
  • Challenge 2 (450 XP)

Special Features

Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target.

Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

 Monsters, NPC and Animals


Dryad

  • CEO: Dryade
  •  Medium fey, neutral
  • Armor Class 11 (16 with
  • Hit Points 22 (5d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)
  • Skills Perception +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Elvish, Sylvan
  • Challenge 1 (200 XP)

Special Features

Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:

At will: druidcraft

3/day each: entangle, goodberry

1/day each: barkskin, pass without trace, shillelagh

Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.

Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.

Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions

Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target.

Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.

Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time the dryad or its allies 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 dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time.

 Monsters, NPC and Animals


Duergar

  • CEO: Duergar
  •  Medium humanoid (dwarf), lawful evil
  • Armor Class 16 (scale mail, shield)
  • Hit Points 26 (4d8 + 8)
  • Speed 25 ft.
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1)
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Dwarvish, Undercommon
  • Challenge 1 (200 XP)
  • Damage Resistances poison

Special Features

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.

Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

 Monsters, NPC and Animals


Deva

  • CEO: Déva
  •  Medium celestial, lawful good
  • Armor Class 17 (natural armor)
  • Hit Points 136 (16d8 + 64)
  • Speed 30 ft., fly 90 ft.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)
  • Saving Throws Wis +9, Cha +9
  • Skills Insight +9, Perception +9
  • Senses darkvision 120 ft., passive Perception 19
  • Languages all, telepathy 120 ft.
  • Challenge 10 (5900 XP)
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened

Special Features

Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:

At will: detect evil and good

1/day each: commune, raise dead

Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The deva makes two melee attacks.

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

 Monsters, NPC and Animals


Priest

  • CEO: Ecclésiastique
  •  Medium humanoid (any race), any alignment
  • Armor Class 13 (chain shirt)
  • Hit Points 27 (5d8 + 5)
  • Speed 25 ft.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
  • Skills Medicine +7, Persuasion +3, Religion +4
  • Senses passive Perception 13
  • Languages any two languages
  • Challenge 2 (450 XP)

Special Features

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 3 (1d6) bludgeoning damage.

 Monsters, NPC and Animals


Roper

  • CEO: Enlaceur
  •  Large monstrosity, neutral evil
  • Armor Class 20 (natural armor)
  • Hit Points 93 (11d10 + 33)
  • Speed 10 ft., climb 10 ft.
STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 17 (+3) 7 (-2) 16 (+3) 6 (-2)
  • Skills Perception +6, Stealth +5
  • Senses darkvision 60 ft., passive Perception 16
  • Languages -
  • Challenge 5 (1800 XP)

Special Features

False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 22 (4d8 + 4) piercing damage.

Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature.

Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.

Reel. The roper pulls each creature grappled by it up to 25 feet straight toward it.

 Monsters, NPC and Animals


Spy

  • CEO: Espion
  •  Medium humanoid (any race), any alignment
  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
  • Senses passive Perception 16
  • Languages any two languages
  • Challenge 1 (200 XP)

Special Features

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Actions

Multiattack. The spy makes two melee attacks.

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

Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.

Hit: 5 (1d6 + 2) piercing damage.

 Monsters, NPC and Animals


Sprite

  • CEO: Esprit follet
  •  Tiny fey, neutral good
  • Armor Class 15 (leather armor)
  • Hit Points 2 (1d4)
  • Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)
  • Skills Perception +3, Stealth +8
  • Senses passive Perception 13
  • Languages Common, Elvish, Sylvan
  • Challenge 1/4 (50 XP)

Special Features

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 1 slashing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target.

Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

 Monsters, NPC and Animals


Ettercap

  • CEO: Ettercap
  •  Medium monstrosity, neutral evil
  • Armor Class 13 (natural armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 7 (-2) 12 (+1) 8 (-1)
  • Skills Perception +3, Stealth +4, Survival +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 2 (450 XP)

Special Features

Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

Web Walker. The ettercap ignores movement restrictions caused by webbing.

Actions

Multiattack. The ettercap makes two attacks: one with its bite and one with its claws.

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

Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

Hit: 7 (2d4 + 2) slashing damage.

Web (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature.

Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.

 Monsters, NPC and Animals


Ettin

  • CEO: Ettin
  •  Large giant, chaotic evil
  • Armor Class 12 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1)
  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Giant, Orc
  • Challenge 4 (1100 XP)

Special Features

Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned and knocked unconscious.

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

Actions

Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 14 (2d8 + 5) slashing damage.

Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 14 (2d8 + 5) piercing damage.

 Monsters, NPC and Animals


Cult Fanatic

  • CEO: Fanatique de secte
  •  Medium humanoid (any race), any non-good alignment
  • Armor Class 13 (leather armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
  • Skills Deception +4, Persuasion +4, Religion +2
  • Senses passive Perception 11
  • Languages any one language (usually Common)
  • Challenge 2 (450 XP)

Special Features

Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Actions

Multiattack. The fanatic makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature.

Hit: 4 (1d4 + 2) piercing damage.

 Monsters, NPC and Animals


Ghost

  • CEO: Fantôme
  •  Medium undead, any alignment
  • Armor Class 11
  • Hit Points 45 (10d8)
  • Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)
  • Senses darkvision 60 ft., passive Perception 11
  • Languages the languages it knew in life
  • Challenge 4 (1100 XP)
  • Damage Immunities cold, necrotic, poison
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Special Features

Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost 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.

Actions

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 17 (4d6 + 3) necrotic damage.

Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

 Monsters, NPC and Animals


Hawk

  • CEO: Faucon
  •  Tiny beast, unaligned
  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 1 slashing damage.

 Monsters, NPC and Animals


Blood Hawk

  • CEO: Faucon de sang
  •  Small beast, unaligned
  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3)
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages -
  • Challenge 1/8 (25 XP)

Special Features

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

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

Actions

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

Hit: 4 (1d4 + 2) piercing damage.

 Monsters, NPC and Animals


Will-o'-Wisp

  • CEO: Feu follet
  •  Tiny undead, chaotic evil
  • Armor Class 19
  • Hit Points 22 (9d4)
  • Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA
1 (-5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)
  • Senses darkvision 120 ft., passive Perception 12
  • Languages the languages it knew in life
  • Challenge 2 (450 XP)
  • Damage Immunities lightning, poison
  • Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious

Special Features

Consume Life. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.

Ephemeral. The will-o'-wisp can't wear or carry anything.

Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Variable Illumination. The will-o'-wisp sheds bright light in a 5-to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

Actions

Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature.

Hit: 9 (2d8) lightning damage.

Invisibility. The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

 Monsters, NPC and Animals


Guard

  • CEO: Garde
  •  Medium humanoid (any race), any alignment
  • Armor Class 16 (chain shirt, shield)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge 1/8 (25 XP)

Special Features

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target.

Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

 Monsters, NPC and Animals


Shield Guardian

  • CEO: Garde animé
  •  Large construct, unaligned
  • Armor Class 17 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 18 (+4) 7 (-2) 10 (+0) 3 (-4)
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  • Languages understands commands given in any language but can't speak
  • Challenge 7 (2900 XP)
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Special Features

Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.

Spell Storing. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

Actions

Multiattack. The guardian makes two fist attacks.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) bludgeoning damage.

Reactions

Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.

 Monsters, NPC and Animals


Gargoyle

  • CEO: Gargouille
  •  Medium elemental, chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Terran
  • Challenge 2 (450 XP)
  • Damage Immunities poison
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities exhaustion, petrified, poisoned

Special Features

False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Actions

Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.

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

Hit: 5 (1d6 + 2) piercing damage.

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

Hit: 5 (1d6 + 2) slashing damage.

 Monsters, NPC and Animals


Ochre Jelly

  • CEO: Gelée ocre
  •  Large ooze, unaligned
  • Armor Class 8
  • Hit Points 45 (6d10 + 12)
  • Speed 10 ft., climb 10 ft.
STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)
  • Senses blindsight 60 ft. ([blind] beyond this radius), passive Perception 8
  • Languages -
  • Challenge 2 (450 XP)
  • Damage Immunities lightning, slashing
  • Damage Resistances acid
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

Special Features

Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

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

Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

Reactions

Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.

 Monsters, NPC and Animals


Glabrezu

  • CEO: Glabrezu
  •  Large fiend (demon), chaotic evil
  • Armor Class 17 (natural armor)
  • Hit Points 157 (15d10 + 75)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 16 (+3)
  • Saving Throws Str +9, Con +9, Wis +7, Cha +7
  • Senses truesight 120 ft., passive Perception 13
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 9 (5000 XP)
  • Damage Immunities poison
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned

Special Features

Innate Spellcasting. The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:

At will: darkness, detect magic, dispel magic

1/day each: confusion, fly, power word stun

Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.

Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.

Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.

Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Hit: 7 (2d4 + 2) bludgeoning damage.

 Monsters, NPC and Animals


Gladiator

  • CEO: Gladiateur
  •  Medium humanoid (any race), any alignment
  • Armor Class 16 (studded leather, shield)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
  • Saving Throws Str +7, Dex +5, Con +6
  • Skills Athletics +10, Intimidation +5
  • Senses passive Perception 11
  • Languages any one language (usually Common)
  • Challenge 5 (1800 XP)

Special Features

Brave. The gladiator has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

Actions

Multiattack. The gladiator makes three melee attacks or two ranged attacks.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target.

Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.

Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions

Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

 Monsters, NPC and Animals


Gnoll

  • CEO: Gnoll
  •  Medium humanoid (gnoll), chaotic evil
  • Armor Class 15 (hide armor, shield)
  • Hit Points 22 (5d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 7 (-2)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Gnoll
  • Challenge 1/2 (100 XP)

Special Features

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

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

Hit: 4 (1d4 + 2) piercing damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.

Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target.

Hit: 5 (1d8 + 1) piercing damage.

 Monsters, NPC and Animals


Deep Gnome (Svirfneblin)

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 9 (-1)
  • Skills Investigation +3, Perception +2, Stealth +4
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Gnomish, Terran, Undercommon
  • Challenge 1/2 (100 XP)

Special Features

Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: nondetection (self only)

1/day each: blindness/deafness, blur, disguise self

Actions

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 6 (1d8 + 2) piercing damage.

Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature.

Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 Monsters, NPC and Animals


Goblin

  • CEO: Gobelin
  •  Small humanoid (goblinoid), neutral evil
  • Armor Class 15 (leather armor, shield)
  • Hit Points 7 (2d6)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
  • Skills Stealth +6
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge 1/4 (50 XP)

Special Features

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

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

Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.

Hit: 5 (1d6 + 2) piercing damage.

 Monsters, NPC and Animals


Bugbear

  • CEO: Gobelours
  •  Medium humanoid (goblinoid), chaotic evil
  • Armor Class 16 (hide armor, shield)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1)
  • Skills Stealth +6, Survival +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge 1 (200 XP)

Special Features

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

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

Hit: 11 (2d8 + 2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.

Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

 Monsters, NPC and Animals


Clay Golem

  • CEO: Golem d'argile
  •  Large construct, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 20 ft.
STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5)
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands the languages of its creator but can't speak
  • Challenge 9 (5000 XP)
  • Damage Immunities acid, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Special Features

Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Berserk. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Haste (Recharge 5-6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

 Monsters, NPC and Animals


Flesh Golem

  • CEO: Golem de chair
  •  Medium construct, neutral
  • Armor Class 9
  • Hit Points 93 (11d8 + 44)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 5 (1800 XP)
  • Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Special Features

Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) bludgeoning damage.

 Monsters, NPC and Animals


Iron Golem

  • CEO: Golem de fer
  •  Large construct, unaligned
  • Armor Class 20 (natural armor)
  • Hit Points 210 (20d10 + 100)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 16 (15000 XP)
  • Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Special Features

Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.

Hit: 20 (3d8 + 7) bludgeoning damage.

Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.

Hit: 23 (3d10 + 7) slashing damage.

Poison Breath (Recharge 6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Stone Golem

  • CEO: Golem de pierre
  •  Large construct, unaligned
  • Armor Class 17 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 10 (5900 XP)
  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Special Features

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

Hit: 19 (3d8 + 6) bludgeoning damage.

Slow (Recharge 5-6). 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.

 Monsters, NPC and Animals


Gorgon

  • CEO: Gorgone
  •  Large monstrosity, unaligned
  • Armor Class 19 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 18 (+4) 2 (-4) 12 (+1) 7 (-2)
  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages -
  • Challenge 5 (1800 XP)
  • Condition Immunities petrified

Special Features

Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Hit: 18 (2d12 + 5) piercing damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Hit: 16 (2d10 + 5) bludgeoning damage.

Petrifying Breath (Recharge 5-6). The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

 Monsters, NPC and Animals


Ghoul

  • CEO: Goule
  •  Medium undead, chaotic evil
  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 1 (200 XP)
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned

Special Features

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.

Hit: 9 (2d6 + 2) piercing damage.

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

Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 Monsters, NPC and Animals


Ape

  • CEO: Grand singe
  •  Medium beast, unaligned
  • Armor Class 12
  • Hit Points 19 (3d8 + 6)
  • Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2)
  • Skills Athletics +5, Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 1/2 (100 XP)

Special Features

Multiattack. The ape makes two fist attacks.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) bludgeoning damage.

Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target.

Hit: 6 (1d6 + 3) bludgeoning damage.

 Monsters, NPC and Animals


Frog

  • CEO: Grenouille
  •  Tiny beast, unaligned
  • Armor Class 11
  • Hit Points 1 (1d4 - 1)
  • Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA
1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)
  • Skills Perception +1, Stealth +3
  • Senses darkvision 30 ft., passive Perception 11
  • Languages -
  • Challenge 0 (0 XP)

Special Features

Amphibious. The frog can breathe air and water.

Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

 Monsters, NPC and Animals


Giant Frog

  • CEO: Grenouille géante
  •  Medium beast, unaligned
  • Armor Class 11
  • Hit Points 18 (4d8)
  • Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 3 (-4)
  • Skills Perception +2, Stealth +3
  • Senses darkvision 30 ft., passive Perception 12
  • Languages -
  • Challenge 1/4 (50 XP)

Special Features

Amphibious. The frog can breathe air and water.

Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.

Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

 Monsters, NPC and Animals


Grick

  • CEO: Grick
  •  Medium monstrosity, neutral
  • Armor Class 14 (natural armor)
  • Hit Points 27 (6d8)
  • Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 11 (+0) 3 (-4) 14 (+2) 5 (-3)
  • Senses darkvision 60 ft., passive Perception 12
  • Languages -
  • Challenge 2 (450 XP)
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks

Special Features

Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

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

Hit: 9 (2d6 + 2) slashing damage.

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

Hit: 5 (1d6 + 2) piercing damage.

 Monsters, NPC and Animals


Griffon

  • CEO: Griffon
  •  Large monstrosity, unaligned
  • Armor Class 12
  • Hit Points 59 (7d10 + 21)
  • Speed 30 ft., fly 80 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1)
  • Skills Perception +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages -
  • Challenge 2 (450 XP)

Special Features

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) slashing damage.

 Monsters, NPC and Animals


Sea Hag

  • CEO: Guenaude aquatique
  •  Medium fey, chaotic evil
  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1)
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Aquan, Common, Giant
  • Challenge 2 (450 XP)

Special Features

Amphibious. The hag can breathe air and water.

Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) slashing damage.

Death Glare. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

 Monsters, NPC and Animals


Night Hag

  • CEO: Guenaude nocturne
  •  Medium fiend, neutral evil
  • Armor Class 17 (natural armor)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3)
  • Skills Deception +7, Insight +6, Perception +6, Stealth +6
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Abyssal, Common, Infernal, Primordial
  • Challenge 5 (1800 XP)
  • Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Condition Immunities charmed

Special Features

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missile

2/day each: plane shift (self only), ray of enfeeblement, sleep

Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.

Actions

Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) slashing damage.

Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

 Monsters, NPC and Animals


Green Hag

  • CEO: Guenaude verte
  •  Medium fey, neutral evil
  • Armor Class 17 (natural armor)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
  • Skills Arcana +3, Deception +4, Perception +4, Stealth +3
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Draconic, Sylvan
  • Challenge 3 (700 XP)

Special Features

Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) slashing damage.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 [Intelligence (Investigation)] check to discern that the hag is disguised.

Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

 Monsters, NPC and Animals


Tribal Warrior

  • CEO: Guerrier tribal
  •  Medium humanoid (any race), any alignment
  • Armor Class 12 (hide armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 8 (-1) 11 (+0) 8 (-1)
  • Senses passive Perception 10
  • Languages any one language
  • Challenge 1/8 (25 XP)

Special Features

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

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target.

Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

 Monsters, NPC and Animals


Giant Wasp

  • CEO: Guêpe géante
  •  Medium beast, unaligned
  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4)
  • Senses passive Perception 10
  • Languages -
  • Challenge 1/2 (100 XP)

Special Features

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

Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

 Monsters, NPC and Animals


Gynosphinx

  • CEO: Gynosphinx
  •  Large monstrosity, lawful neutral
  • Armor Class 17 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4)
  • Skills Arcana +12, History +12, Perception +8, Religion +8
  • Senses truesight 120 ft., passive Perception 18
  • Languages Common, Sphinx
  • Challenge 11 (7200 XP)
  • Damage Immunities psychic
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened

Special Features

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

Magic Weapons. The sphinx's weapon attacks are magical.

Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:

Actions

Multiattack. The sphinx makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) slashing damage.

Legendary Actions

The sphinx 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 sphinx regains spent legendary actions at the start of its turn.

Claw Attack. The sphinx makes one claw attack.

Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

 Monsters, NPC and Animals


Hill Giant

  • CEO: Géant des collines
  •  Huge giant, chaotic evil
  • Armor Class 13 (natural armor)
  • Hit Points 105 (10d12 + 40)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2)
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Giant
  • Challenge 5 (1800 XP)

Special Features

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 18 (3d8 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target.

Hit: 21 (3d10 + 5) bludgeoning damage.

 Monsters, NPC and Animals


Cloud Giant

  • CEO: Géant des nuages
  •  Huge giant, neutral good (50 %) or neutral evil (50 %)
  • Armor Class 14 (natural armor)
  • Hit Points 200 (16d12 + 96)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3)
  • Saving Throws Con +10, Wis +7, Cha +7
  • Skills Insight +7, Perception +7
  • Senses passive Perception 17
  • Languages Common, Giant
  • Challenge 9 (5000 XP)

Special Features

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.

InnateSpellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light

3/day each: feather fall, fly, misty step, telekinesis

1/day each: control weather, gaseous form

Actions

Multiattack. The giant makes two morningstar attacks.

Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.

Hit: 21 (3d8 + 8) piercing damage.

Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target.

Hit: 30 (4d10 + 8) bludgeoning damage.

 Monsters, NPC and Animals


Stone Giant

  • CEO: Géant des pierres
  •  Huge giant, neutral
  • Armor Class 17 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (-1)
  • Saving Throws Dex +5, Con +8, Wis +4
  • Skills Athletics +12, Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Giant
  • Challenge 7 (2900 XP)

Special Features

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.

Hit: 19 (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target.

Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

 Monsters, NPC and Animals


Storm Giant

  • CEO: Géant des tempêtes
  •  Huge giant, chaotic good
  • Armor Class 16 (scale mail)
  • Hit Points 230 (20d12 + 100)
  • Speed 50 ft., swim 50 ft.
STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)
  • Saving Throws Str +14, Con +10, Wis +9, Cha +9
  • Skills Arcana +8, Athletics +14, History +8, Perception +9
  • Senses passive Perception 19
  • Languages Common, Giant
  • Challenge 13 (10000 XP)
  • Damage Immunities lightning, thunder
  • Damage Resistances cold

Special Features

Amphibious. The giant can breathe air and water.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: detect magic, feather fall, levitate, light

3/day each: control weather, water breathing

Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

Hit: 30 (6d6 + 9) slashing damage.

Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target.

Hit: 35 (4d12 + 9) bludgeoning damage.

Lightning Strike (Recharge 5-6). 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.

 Monsters, NPC and Animals


Fire Giant

  • CEO: Géant du feu
  •  Huge giant, lawful evil
  • Armor Class 18 (plate)
  • Hit Points 162 (13d12 + 78)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 23 (+6) 10 (+0) 14 (+2) 13 (+1)
  • Saving Throws Dex +3, Con +10, Cha +5
  • Skills Athletics +11, Perception +6
  • Senses passive Perception 16
  • Languages Giant
  • Challenge 9 (5000 XP)
  • Damage Immunities fire

Special Features

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.

Hit: 28 (6d6 + 7) slashing damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target.

Hit: 29 (4d10 + 7) bludgeoning damage.

 Monsters, NPC and Animals


Frost Giant

  • CEO: Géant du givre
  •  Huge giant, neutral evil
  • Armor Class 15 (patchwork armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 21 (+5) 9 (-1) 10 (+0) 12 (+1)
  • Saving Throws Con +8, Wis +3, Cha +4
  • Skills Athletics +9, Perception +3
  • Senses passive Perception 13
  • Languages Giant
  • Challenge 8 (3900 XP)
  • Damage Immunities cold

Special Features

Multiattack. The giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.

Hit: 25 (3d12 + 6) slashing damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target.

Hit: 28 (4d10 + 6) bludgeoning damage.

 Monsters, NPC and Animals


Harpy

  • CEO: Harpie
  •  Medium monstrosity, chaotic evil
  • Armor Class 11
  • Hit Points 38 (7d8 + 7)
  • Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 7 (-2) 10 (+0) 13 (+1)
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1 (200 XP)

Special Features

Multiattack. The harpy makes two attacks: one with its claws and one with its club.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 6 (2d4 + 1) slashing damage.

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 3 (1d4 + 1) bludgeoning damage.

Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.

 Monsters, NPC and Animals


Hezrou

  • CEO: Hezrou
  •  Large fiend (demon), chaotic evil
  • Armor Class 16 (natural armor)
  • Hit Points 136 (13d10 + 65)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 20 (+5) 5 (-3) 12 (+1) 13 (+1)
  • Saving Throws Str +7, Con +8, Wis +4
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 8 (3900 XP)
  • Damage Immunities poison
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned

Special Features

Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.

Stench. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.

Actions

Multiattack. The hezrou makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) slashing damage.

 Monsters, NPC and Animals


Owlbear

  • CEO: Hibours
  •  Large monstrosity, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)
  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 3 (700 XP)

Special Features

Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.

Hit: 10 (1d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 14 (2d8 + 5) slashing damage.

 Monsters, NPC and Animals


Sea Horse

  • CEO: Hippocampe
  •  Tiny beast, unaligned
  • Armor Class 11
  • Hit Points 1 (1d4 - 1)
  • Speed 0 ft., swim 20 ft.
STR DEX CON INT WIS CHA
1 (-5) 12 (+1) 8 (-1) 1 (-5) 10 (+0) 2 (-4)
  • Senses passive Perception 10
  • Languages -
  • Challenge 0 (0 XP)

Special Features

Water Breathing. The sea horse can breathe only underwater.

 Monsters, NPC and Animals


Giant Sea Horse

  • CEO: Hippocampe géant
  •  Large beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 16 (3d10)
  • Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 2 (-4) 12 (+1) 5 (-3)
  • Senses passive Perception 11
  • Languages -
  • Challenge 1/2 (100 XP)

Special Features

Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Water Breathing. The sea horse can breathe only underwater.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 4 (1d6 + 1) bludgeoning damage.

 Monsters, NPC and Animals


Hippogriff

  • CEO: Hippogriffe
  •  Large monstrosity, unaligned
  • Armor Class 11
  • Hit Points 19 (3d10 + 3)
  • Speed 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 2 (-4) 12 (+1) 8 (-1)
  • Skills Perception +5
  • Senses passive Perception 15
  • Languages -
  • Challenge 1 (200 XP)

Special Features

Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 8 (1d10 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) slashing damage.

 Monsters, NPC and Animals


Hobgoblin

  • CEO: Hobgobelin
  •  Medium humanoid (goblinoid), lawful evil
  • Armor Class 18 (chain mail, shield)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge 1/2 (100 XP)

Special Features

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target.

Hit: 5 (1d8 + 1) piercing damage.

 Monsters, NPC and Animals


Lizardfolk

  • CEO: Homme-lézard
  •  Medium humanoid (lizardfolk), neutral
  • Armor Class 15 (natural armor, shield)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)
  • Skills Perception +3, Stealth +4, Survival +5
  • Senses passive Perception 13
  • Languages Draconic
  • Challenge 1/2 (100 XP)

Special Features

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Actions

Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.

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

Hit: 5 (1d6 + 2) piercing damage.

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 5 (1d6 + 2) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.

Hit: 5 (1d6 + 2) piercing damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 5 (1d6 + 2) piercing damage.

 Monsters, NPC and Animals


Merfolk

  • CEO: Homme-poisson
  •  Medium humanoid (merfolk), neutral
  • Armor Class 11
  • Hit Points 11 (2d8 + 2)
  • Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1)
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Aquan, Common
  • Challenge 1/8 (25 XP)

Special Features

Amphibious. The merfolk can breathe air and water.

Actions

Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target.

Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.

 Monsters, NPC and Animals


Homunculus

  • CEO: Homoncule
  •  Tiny construct, neutral
  • Armor Class 13 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 0 (10 XP)
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned

Special Features

Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Actions

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

Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

 Monsters, NPC and Animals


Hydra

  • CEO: Hydre
  •  Huge monstrosity, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2)
  • Skills Perception +6
  • Senses darkvision 60 ft., passive Perception 16
  • Languages -
  • Challenge 8 (3900 XP)

Special Features

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 10 (1d10 + 5) piercing damage.

 Monsters, NPC and Animals


Hyena

  • CEO: Hyène
  •  Medium beast, unaligned
  • Armor Class 11
  • Hit Points 5 (1d8 + 1)
  • Speed 50 ft.
STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 12 (+1) 2 (-4) 12 (+1) 5 (-3)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 0 (10 XP)

Special Features

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

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 3 (1d6) piercing damage.

 Monsters, NPC and Animals


Giant Hyena

  • CEO: Hyène géante
  •  Large beast, unaligned
  • Armor Class 12
  • Hit Points 45 (6d10 + 12)
  • Speed 50 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 1 (200 XP)

Special Features

Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) piercing damage.

 Monsters, NPC and Animals


Kobold

  • CEO: Kobold
  •  Small humanoid (kobold), lawful evil
  • Armor Class 12
  • Hit Points 5 (2d6 - 2)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Common, Draconic
  • Challenge 1/8 (25 XP)

Special Features

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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

Actions

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

Hit: 4 (1d4 + 2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.

Hit: 4 (1d4 + 2) bludgeoning damage.

 Monsters, NPC and Animals


Kraken

  • CEO: Kraken
  •  Gargantuan monstrosity (titan), chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 472 (27d20 + 189)
  • Speed 20 ft., swim 60 ft.
STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 25 (+7) 22 (+6) 18 (+4) 20 (+5)
  • Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis +11
  • Senses truesight 120 ft., passive Perception 14
  • Languages understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
  • Challenge 23 (50000 XP)
  • Damage Immunities lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities frightened, paralyzed

Special Features

Amphibious. The kraken can breathe air and water.

Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Siege Monster. The kraken deals double damage to objects and structures.

Actions

Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.

Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target.

Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature 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 kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 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 kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target.

Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The kraken 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 kraken regains spent legendary actions at the start of its turn.

Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling.

Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm.

Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.

 Monsters, NPC and Animals


Lamia

  • CEO: Lamie
  •  Large monstrosity, chaotic evil
  • Armor Class 13 (natural armor)
  • Hit Points 97 (13d10 + 26)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 14 (+2) 15 (+2) 16 (+3)
  • Skills Deception +7, Insight +4, Stealth +3
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Common
  • Challenge 4 (1100 XP)

Special Features

Innate Spellcasting. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.

At will: disguise self (any humanoid form), major image

3/day each: charm person, mirror image, scrying, suggestion

1/day: geas

Actions

Multiattack. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 14 (2d10 + 3) slashing damage.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 5 (1d4 + 3) piercing damage.

Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature.

Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

 Monsters, NPC and Animals


Lich

  • CEO: Liche
  •  Medium undead, any evil alignment
  • Armor Class 17 (natural armor)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3)
  • Saving Throws Con +10, Int +12, Wis +9
  • Skills Arcana +18, History +12, Insight +9, Perception +9
  • Senses truesight 120 ft., passive Perception 19
  • Languages Common plus up to five other languages
  • Challenge 21 (33000 XP)
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Resistances cold, lightning, necrotic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Special Features

Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature.

Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.

Cantrip. The lich casts a cantrip.

Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each nonundead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Unicorn

  • CEO: Licorne
  •  Large celestial, lawful good
  • Armor Class 12
  • Hit Points 67 (9d10 + 18)
  • Speed 50 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
  • Challenge 5 (1800 XP)
  • Damage Immunities poison
  • Condition Immunities charmed, paralyzed, poisoned

Special Features

Charge. 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.

Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace

1/day each: calm emotions, dispel evil and good, entangle

Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.

Magic Weapons. The unicorn's weapon attacks are magical.

Actions

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 8 (1d8 + 4) piercing damage.

Healing Touch (3/Day). 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.

Teleport (1/Day). 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.

Legendary Actions

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.

Hooves. The unicorn makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions). 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.

Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.

 Monsters, NPC and Animals


Lion

  • CEO: Lion
  •  Large beast, unaligned
  • Armor Class 12
  • Hit Points 26 (4d10 + 4)
  • Speed 50 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1)
  • Skills Perception +3, Stealth +6
  • Senses passive Perception 13
  • Languages -
  • Challenge 1 (200 XP)

Special Features

Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.

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

Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) slashing damage.

 Monsters, NPC and Animals


Wolf

  • CEO: Loup
  •  Medium beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages -
  • Challenge 1/4 (50 XP)

Special Features

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. 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.

Actions

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

Hit: 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.

 Monsters, NPC and Animals


Winter Wolf

  • CEO: Loup arctique
  •  Large monstrosity, neutral evil
  • Armor Class 13 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 50 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1)
  • Skills Perception +5, Stealth +3
  • Senses passive Perception 15
  • Languages Common, Giant, Winter Wolf
  • Challenge 3 (700 XP)
  • Damage Immunities cold

Special Features

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. 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.

Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 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.

Cold Breath (Recharge 5-6). 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.

 Monsters, NPC and Animals


Dire Wolf

  • CEO: Loup sanguinaire
  •  Large beast, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 37 (5d10 + 10)
  • Speed 50 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages -
  • Challenge 1 (200 XP)

Special Features

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. 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.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 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.

 Monsters, NPC and Animals


Werewolf

  • CEO: Loup-garou
  •  Medium humanoid (human, shapechanger), chaotic evil
  • Armor Class 11 in humanoid form, 12 (natural armor) in wolf or hybrid form
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft. (40 ft. in wolf form)
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
  • Skills Perception +4, Stealth +3
  • Senses passive Perception 14
  • Languages Common (can't speak in wolf form)
  • Challenge 3 (700 XP)
  • Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered

Special Features

Shapechanger. 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.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 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.

Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.

Hit: 7 (2d4 + 2) slashing damage.

Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature.

Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

 Monsters, NPC and Animals


Lemure

  • CEO: Lémure
  •  Medium fiend (devil), lawful evil
  • Armor Class 7
  • Hit Points 13 (3d8)
  • Speed 15 ft.
STR DEX CON INT WIS CHA
10 (+0) 5 (-3) 11 (+0) 1 (-5) 11 (+0) 3 (-4)
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands Infernal but can't speak
  • Challenge 0 (10 XP)
  • Damage Immunities fire, poison
  • Damage Resistances cold
  • Condition Immunities charmed, frightened, poisoned

Special Features

Devil's Sight. Magical darkness doesn't impede the lemure's darkvision.

Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

Actions

Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 2 (1d4) bludgeoning damage.

 Monsters, NPC and Animals


Lizard

  • CEO: Lézard
  •  Tiny beast, unaligned
  • Armor Class 10
  • Hit Points 2 (1d4)
  • Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4)
  • Senses darkvision 30 ft., passive Perception 9
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.

Hit: 1 piercing damage.

 Monsters, NPC and Animals


Giant Lizard

  • CEO: Lézard géant
  •  Large beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d10 + 3)
  • Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3)
  • Senses darkvision 30 ft., passive Perception 10
  • Languages -
  • Challenge 1/4 (50 XP)

Special Features

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

Hit: 6 (1d8 + 2) piercing damage.

 Monsters, NPC and Animals


Mage

  • CEO: Mage
  •  Medium humanoid (any race), any alignment
  • Armor Class 12 (15 with
  • Hit Points 40 (9d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6
  • Senses passive Perception 11
  • Languages any four languages
  • Challenge 6 (2300 XP)

Special Features

Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.

Hit: 4 (1d4 + 2) piercing damage.

 Monsters, NPC and Animals


Magmin

  • CEO: Magmatique
  •  Small elemental, chaotic neutral
  • Armor Class 14 (natural armor)
  • Hit Points 9 (2d6 + 2)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 12 (+1) 8 (-1) 11 (+0) 10 (+0)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge 1/2 (100 XP)
  • Damage Immunities fire
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Special Features

Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

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

Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

 Monsters, NPC and Animals


Thug

  • CEO: Malfrat
  •  Medium humanoid (any race), any non-good alignment
  • Armor Class 11 (leather armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
  • Skills Intimidation +2
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 1/2 (100 XP)

Special Features

Pack Tactics. 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.

Actions

Multiattack. The thug makes two melee attacks.

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

Hit: 5 (1d6 + 2) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target.

Hit: 5 (1d10) piercing damage.

 Monsters, NPC and Animals


Mammoth

  • CEO: Mammouth
  •  Huge beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 6 (-2)
  • Senses passive Perception 10
  • Languages -
  • Challenge 6 (2300 XP)

Special Features

Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

Hit: 25 (4d8 + 7) piercing damage.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature.

Hit: 29 (4d10 + 7) bludgeoning damage.

 Monsters, NPC and Animals


Darkmantle

  • CEO: Mante obscure
  •  Small monstrosity, unaligned
  • Armor Class 11
  • Hit Points 22 (5d6 + 5)
  • Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3)
  • Skills Stealth +3
  • Senses blindsight 60 ft., passive Perception 10
  • Languages -
  • Challenge 1/2 (100 XP)

Special Features

Echolocation. The darkmantle can't use its blindsight while deafened.

False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

Actions

Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.

Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.

Darkness Aura (1/Day). A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

 Monsters, NPC and Animals


Cloaker

  • CEO: Manteleur
  •  Large aberration, chaotic neutral
  • Armor Class 14 (natural armor)
  • Hit Points 78 (12d10 + 12)
  • Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2)
  • Skills Stealth +5
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Deep Speech, Undercommon
  • Challenge 8 (3900 XP)

Special Features

Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.

False Appearance. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The cloaker makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.

Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is [blinded] and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.

Hit: 7 (1d8 + 3) slashing damage.

Moan. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours

Phantasms (Recharges after a Short or Long Rest). The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

 Monsters, NPC and Animals


Manticore

  • CEO: Manticore
  •  Large monstrosity, lawful evil
  • Armor Class 14 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 30 ft., fly 50 ft.
STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 17 (+3) 7 (-2) 12 (+1) 8 (-1)
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common
  • Challenge 3 (700 XP)

Special Features

Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

Actions

Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) slashing damage.

Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target.

Hit: 7 (1d8 + 3) piercing damage.

 Monsters, NPC and Animals


Marilith

  • CEO: Marilith
  •  Large fiend (demon), chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 189 (18d10 + 90)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5)
  • Saving Throws Str +9, Con +10, Wis +8, Cha +10
  • Senses truesight 120 ft., passive Perception 13
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 16 (15000 XP)
  • Damage Immunities poison
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned

Special Features

Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.

Magic Weapons. The marilith's weapon attacks are magical.

Reactive. The marilith can take one reaction on every turn in a combat.

Actions

Multiattack. The marilith makes seven attacks: six with its longswords and one with its tail.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.

Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.

Teleport. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Reactions

Parry. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.

 Monsters, NPC and Animals


Cultist

  • CEO: Membre de secte
  •  Medium humanoid (any race), any non-good alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
  • Skills Deception +2, Religion +2
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 1/8 (25 XP)

Special Features

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.

Hit: 4 (1d6 + 1) slashing damage.

 Monsters, NPC and Animals


Merrow

  • CEO: Merrow
  •  Large monstrosity, chaotic evil
  • Armor Class 13 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 9 (-1)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Abyssal, Aquan
  • Challenge 2 (450 XP)

Special Features

Amphibious. The merrow can breathe air and water.

Actions

Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 9 (2d4 + 4) slashing damage.

Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target.

Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

 Monsters, NPC and Animals


Giant Centipede

  • CEO: Mille-pattes géant
  •  Small beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 4 (1d6 + 1)
  • Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4)
  • Senses blindsight 30 ft., passive Perception 8
  • Languages -
  • Challenge 1/4 (50 XP)

Special Features

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

Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

 Monsters, NPC and Animals


Mimic

  • CEO: Mimique
  •  Medium monstrosity (shapechanger), neutral
  • Armor Class 12 (natural armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 15 ft.
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)
  • Skills Stealth +5
  • Senses darkvision 60 ft., passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Damage Immunities acid
  • Condition Immunities prone

Special Features

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. 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.

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

 Monsters, NPC and Animals


Minotaur

  • CEO: Minotaure
  •  Large monstrosity, chaotic evil
  • Armor Class 14 (natural armor)
  • Hit Points 76 (9d10 + 27)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1)
  • Skills Perception +7
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Abyssal
  • Challenge 3 (700 XP)

Special Features

Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore 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 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) piercing damage.

 Monsters, NPC and Animals


Violet Fungus

  • CEO: Moisissure violette
  •  Medium plant, unaligned
  • Armor Class 5
  • Hit Points 18 (4d8)
  • Speed 5 ft.
STR DEX CON INT WIS CHA
3 (-4) 1 (-5) 10 (+0) 1 (-5) 3 (-4) 1 (-5)
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
  • Languages -
  • Challenge 1/4 (50 XP)
  • Condition Immunities blinded, deafened, frightened

Special Features

False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

Actions

Multiattack. The fungus makes 1d4 Rotting Touch attacks.

Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature.

Hit: 4 (1d8) necrotic damage.

 Monsters, NPC and Animals


Mastiff

  • CEO: Mastiff
  •  Medium beast, unaligned
  • Armor Class 12
  • Hit Points 5 (1d8 + 1)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 1/8 (25 XP)

Special Features

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

 Monsters, NPC and Animals


Hell Hound

  • CEO: Molosse infernal
  •  Medium fiend, lawful evil
  • Armor Class 15 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 50 ft.
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2)
  • Skills Perception +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages understands Infernal but can't speak it
  • Challenge 3 (700 XP)
  • Damage Immunities fire

Special Features

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.

Fire Breath (Recharge 5-6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Fire-breathing fiends that take the form of powerful dogs, hell hounds commonly serve evil creatures that use them as guard animals and companions.

 Monsters, NPC and Animals


Mummy

  • CEO: Momie
  •  Medium undead, lawful evil
  • Armor Class 11 (natural armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 20 ft.
STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)
  • Saving Throws Wis +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages the languages it knew in life
  • Challenge 3 (700 XP)
  • Damage Immunities necrotic, poison
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Vulnerabilities fire
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Special Features

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

 Monsters, NPC and Animals


Mummy Lord

  • CEO: Momie auguste
  •  Medium undead, lawful evil
  • Armor Class 17 (natural armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 20 ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 11 (+0) 18 (+4) 16 (+3)
  • Saving Throws Con +8, Int +5, Wis +9, Cha +8
  • Skills History +5, Religion +5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages the languages it knew in life
  • Challenge 15 (13000 XP)
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Vulnerabilities fire
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Special Features

Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.

Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.

Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

Legendary Actions

The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.

Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.

Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.

Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.

Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.

Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.

 Monsters, NPC and Animals


Mule

  • CEO: Mule
  •  Medium beast, unaligned
  • Armor Class 10
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)
  • Senses passive Perception 10
  • Languages -
  • Challenge 1/8 (25 XP)

Special Features

Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 4 (1d4 + 2) bludgeoning damage.

 Monsters, NPC and Animals


Medusa

  • CEO: Méduse
  •  Medium monstrosity, lawful evil
  • Armor Class 15 (natural armor)
  • Hit Points 127 (17d8 + 51)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2)
  • Skills Deception +5, Insight +4, Perception +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common
  • Challenge 6 (2300 XP)

Special Features

Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

Actions

Multiattack. The medusa makes either three melee attacks -one with its snake hair and two with its shortsword- or two ranged attacks with its longbow.

Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.

Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target.

Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.

 Monsters, NPC and Animals


Ice Mephit

  • CEO: Méphite de glace
  •  Small elemental, neutral evil
  • Armor Class 11
  • Hit Points 21 (6d6)
  • Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 12 (+1)
  • Skills Perception +2, Stealth +3
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Aquan, Auran
  • Challenge 1/2 (100 XP)
  • Damage Immunities cold, poison
  • Damage Vulnerabilities bludgeoning, fire
  • Condition Immunities poisoned

Special Features

Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

Innate Spellcasting (1/Day). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.

Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

Frost Breath (Recharge 6). The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Magma Mephit

  • CEO: Méphite de magma
  •  Small elemental, neutral evil
  • Armor Class 11
  • Hit Points 22 (5d6 + 5)
  • Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 10 (+0)
  • Skills Stealth +3
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan, Terran
  • Challenge 1/2 (100 XP)
  • Damage Immunities fire, poison
  • Damage Vulnerabilities cold
  • Condition Immunities poisoned

Special Features

Death Burst. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

Innate Spellcasting (1/Day). The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.

Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Dust Mephit

  • CEO: Méphite de poussière
  •  Small elemental, neutral evil
  • Armor Class 12
  • Hit Points 17 (5d6)
  • Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 10 (+0) 9 (-1) 11 (+0) 10 (+0)
  • Skills Perception +2, Stealth +4
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Auran, Terran
  • Challenge 1/2 (100 XP)
  • Damage Immunities poison
  • Damage Vulnerabilities fire
  • Condition Immunities poisoned

Special Features

Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

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

Hit: 4 (1d4 + 2) slashing damage.

Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 Monsters, NPC and Animals


Steam Mephit

  • CEO: Méphite de vapeur
  •  Small elemental, neutral evil
  • Armor Class 10
  • Hit Points 21 (6d6)
  • Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
5 (-3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan, Ignan
  • Challenge 1/4 (50 XP)
  • Damage Immunities fire, poison
  • Condition Immunities poisoned

Special Features

Death Burst. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.

Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.

Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Spirit Naga

  • CEO: Naga corrupteur
  •  Large monstrosity, chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 14 (+2) 16 (+3) 15 (+2) 16 (+3)
  • Saving Throws Dex +6, Con +5, Wis +5, Cha +6
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Common
  • Challenge 8 (3900 XP)
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned

Special Features

Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Spellcasting. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.

Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Guardian Naga

  • CEO: Naga gardien
  •  Large monstrosity, lawful good
  • Armor Class 18 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 16 (+3) 16 (+3) 19 (+4) 18 (+4)
  • Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha +8
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Celestial, Common
  • Challenge 10 (5900 XP)
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned

Special Features

Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Spellcasting. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature.

Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Spit Poison. Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature.

Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Nalfeshnee

  • CEO: Nalfeshnie
  •  Large fiend (demon), chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 184 (16d10 + 96)
  • Speed 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 22 (+6) 19 (+4) 12 (+1) 15 (+2)
  • Saving Throws Con +11, Int +9, Wis +6, Cha +7
  • Senses truesight 120 ft., passive Perception 11
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 13 (10000 XP)
  • Damage Immunities poison
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned

Special Features

Magic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

Hit: 32 (5d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

Hit: 15 (3d6 + 5) slashing damage.

Horror Nimbus (Recharge 5-6). The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.

Teleport. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

 Monsters, NPC and Animals


Noble

  • CEO: Noble
  •  Medium humanoid (any race), any alignment
  • Armor Class 15 (breastplate)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)
  • Skills Deception +5, Insight +4, Persuasion +5
  • Senses passive Perception 12
  • Languages any two languages
  • Challenge 1/8 (25 XP)

Special Features

Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 5 (1d8 + 1) piercing damage.

Reactions

Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

 Monsters, NPC and Animals


Swarm of Insects

  • CEO: Nuée d'insectes
  •  Medium swarm of Tiny beasts, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
  • Senses blindsight 10 ft., passive Perception 8
  • Languages -
  • Challenge 1/2 (100 XP)
  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Special Features

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space.

Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

 Monsters, NPC and Animals


Swarm of Bats

  • CEO: Nuée de chauve-souris
  •  Medium swarm of Tiny beasts, unaligned
  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 0 ft., fly 30 ft.
STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)
  • Senses blindsight 60 ft., passive Perception 11
  • Languages -
  • Challenge 1/4 (50 XP)
  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Special Features

Echolocation. The swarm can't use its blindsight while deafened.

Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm. 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.

Actions

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space.

Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

 Monsters, NPC and Animals


Swarm of Ravens

  • CEO: Nuée de corbeaux
  •  Medium swarm of Tiny beasts, unaligned
  • Armor Class 12
  • Hit Points 24 (7d8 - 7)
  • Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2)
  • Skills Perception +5
  • Senses passive Perception 15
  • Languages -
  • Challenge 1/4 (50 XP)
  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Special Features

Swarm. 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.

Actions

Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space.

Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

 Monsters, NPC and Animals


Swarm of Quippers

  • CEO: Nuée de piranhas
  •  Medium swarm of Tiny beasts, unaligned
  • Armor Class 13
  • Hit Points 28 (8d8 - 8)
  • Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)
  • Senses darkvision 60 ft., passive Perception 8
  • Languages -
  • Challenge 1 (200 XP)
  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Special Features

Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Swarm. 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.

Water Breathing. The swarm can breathe only underwater.

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space.

Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

 Monsters, NPC and Animals


Swarm of Rats

  • CEO: Nuée de rats
  •  Medium swarm of Tiny beasts, unaligned
  • Armor Class 10
  • Hit Points 24 (7d8 - 7)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)
  • Senses darkvision 30 ft., passive Perception 10
  • Languages -
  • Challenge 1/4 (50 XP)
  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Special Features

Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.

Swarm. 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.

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space.

Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

 Monsters, NPC and Animals


Swarm of Poisonous Snakes

  • CEO: Nuée de serpents venimeux
  •  Medium swarm of Tiny beasts, unaligned
  • Armor Class 14
  • Hit Points 36 (8d8)
  • Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 11 (+0) 1 (-5) 10 (+0) 3 (-4)
  • Senses blindsight 10 ft., passive Perception 10
  • Languages -
  • Challenge 2 (450 XP)
  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Special Features

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space.

Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Wight

  • CEO: Nécrophage
  •  Medium undead, neutral evil
  • Armor Class 14 (studded leather)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
  • Skills Perception +3, Stealth +4
  • Senses darkvision 60 ft., passive Perception 13
  • Languages the languages it knew in life
  • Challenge 3 (700 XP)
  • Damage Immunities poison
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Condition Immunities exhaustion, poisoned

Special Features

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.

Hit: 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. 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.

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

Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target.

Hit: 6 (1d8 + 2) piercing damage.

 Monsters, NPC and Animals


Ogre

  • CEO: Ogre
  •  Large giant, chaotic evil
  • Armor Class 11 (hide armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Common, Giant
  • Challenge 2 (450 XP)

Special Features

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target.

Hit: 11 (2d6 + 4) piercing damage.

 Monsters, NPC and Animals


Shadow

  • CEO: Ombre
  •  Medium undead, chaotic evil
  • Armor Class 12
  • Hit Points 16 (3d8 + 3)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)
  • Skills Stealth +4 (+6 in dim light or darkness)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge 1/2 (100 XP)
  • Damage Immunities necrotic, poison
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Vulnerabilities radiant
  • Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Special Features

Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.

Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

 Monsters, NPC and Animals


Oni

  • CEO: Oni
  •  Large giant, lawful evil
  • Armor Class 16 (chain mail)
  • Hit Points 110 (13d10 + 39)
  • Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2)
  • Saving Throws Dex +3, Con +6, Wis +4, Cha +5
  • Skills Arcana +5, Deception +8, Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Giant
  • Challenge 7 (2900 XP)

Special Features

Innate Spellcasting. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:

At will: darkness, invisibility

1/day each: charm person, cone of cold, gaseous form, sleep

Magic Weapons. The oni's weapon attacks are magical.

Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The oni makes two attacks, either with its claws or its glaive.

Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 8 (1d8 + 4) slashing damage.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.

Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.

Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

 Monsters, NPC and Animals


Orc

  • CEO: Orc
  •  Medium humanoid (orc), chaotic evil
  • Armor Class 13 (hide armor)
  • Hit Points 15 (2d8 + 6)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0)
  • Skills Intimidation +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Orc
  • Challenge 1/2 (100 XP)

Special Features

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 9 (1d12 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target.

Hit: 6 (1d6 + 3) piercing damage.

 Monsters, NPC and Animals


Otyugh

  • CEO: Otyugh
  •  Large aberration, neutral
  • Armor Class 14 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 6 (-2)
  • Saving Throws Con +7
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Otyugh
  • Challenge 5 (1800 XP)

Special Features

Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Actions

Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.

Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

 Monsters, NPC and Animals


Brown Bear

  • CEO: Ours brun
  •  Large beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 34 (4d10 + 12)
  • Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 1 (200 XP)

Special Features

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) slashing damage.

 Monsters, NPC and Animals


Black Bear

  • CEO: Ours noir
  •  Medium beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 19 (3d8 + 6)
  • Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 1/2 (100 XP)

Special Features

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 7 (2d4 + 2) slashing damage.

 Monsters, NPC and Animals


Polar Bear

  • CEO: Ours polaire
  •  Large beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 40 ft., swim 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 2 (450 XP)

Special Features

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 9 (1d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 12 (2d6 + 5) slashing damage.

 Monsters, NPC and Animals


Werebear

  • CEO: Ours-garou
  •  Medium humanoid (human, shapechanger), neutral good
  • Armor Class 10 in humanoid form, 11 (natural armor) in bear and hybrid form
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1)
  • Skills Perception +7
  • Senses passive Perception 17
  • Languages Common (can't speak in bear form)
  • Challenge 5 (1800 XP)
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Special Features

Shapechanger. 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.

Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. 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.

Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 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.

Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) slashing damage.

Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 10 (1d12 + 4) slashing damage.

 Monsters, NPC and Animals


Rust Monster

  • CEO: Oxydeur
  •  Medium monstrosity, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 40 ft
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 13 (+1) 2 (-4) 13 (+1) 6 (-2)
  • Senses darkvision 60 ft., passive Perception 11
  • Languages -
  • Challenge 1/2 (100 XP)

Special Features

Iron Scent. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 5 (1d8 + 1) piercing damage.

Antennae. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

 Monsters, NPC and Animals


Panther

  • CEO: Panthère
  •  Medium beast, unaligned
  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)
  • Skills Perception +4, Stealth +6
  • Senses passive Perception 14
  • Languages -
  • Challenge 1/4 (50 XP)

Special Features

Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

Actions

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

Hit: 5 (1d6 + 2) piercing damage.

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

Hit: 4 (1d4 + 2) slashing damage.

 Monsters, NPC and Animals


Octopus

  • CEO: Pieuvre
  •  Small beast, unaligned
  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 5 ft., swim 30 ft.
STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 4 (-3)
  • Skills Perception +2, Stealth +4
  • Senses darkvision 30 ft., passive Perception 12
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The octopus can breathe only underwater.

Actions

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

Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

 Monsters, NPC and Animals


Giant Octopus

  • CEO: Pieuvre géante
  •  Large beast, unaligned
  • Armor Class 11
  • Hit Points 52 (8d10 + 8)
  • Speed 10 ft., swim 60 ft.
STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (+0) 4 (-3)
  • Skills Perception +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages -
  • Challenge 1 (200 XP)

Special Features

Hold Breath. While out of water, the octopus can hold its breath for 1 hour.

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target.

Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

 Monsters, NPC and Animals


Quipper

  • CEO: Piranha
  •  Tiny beast, unaligned
  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)
  • Senses darkvision 60 ft., passive Perception 8
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The quipper can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 1 piercing damage.

 Monsters, NPC and Animals


Planetar

  • CEO: Planétar
  •  Large celestial, lawful good
  • Armor Class 19 (natural armor)
  • Hit Points 200 (16d10 + 112)
  • Speed 40 ft., fly 120 ft.
STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7)
  • Saving Throws Con +12, Wis +11, Cha +12
  • Skills Perception +11
  • Senses truesight 120 ft., passive Perception 21
  • Languages all, telepathy 120 ft.
  • Challenge 16 (15000 XP)
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened

Special Features

Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness. The planetar knows if it hears a lie.

Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, flame strike, raise dead

1/day each: commune, control weather, insect plague

Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The planetar makes two melee attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.

Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

 Monsters, NPC and Animals


Plesiosaurus

  • CEO: Plésiosaure
  •  Large beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 2 (-4) 12 (+1) 5 (-3)
  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages -
  • Challenge 2 (450 XP)

Special Features

Hold Breath. The plesiosaurus can hold its breath for 1 hour.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.

Hit: 14 (3d6 + 4) piercing damage.

 Monsters, NPC and Animals


Pony

  • CEO: Poney
  •  Medium beast, unaligned
  • Armor Class 10
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 11 (+0) 7 (-2)
  • Senses passive Perception 10
  • Languages -
  • Challenge 1/8 (25 XP)

Special Features

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

Hit: 7 (2d4 + 2) bludgeoning damage.

 Monsters, NPC and Animals


Black Pudding

  • CEO: Pouding noir
  •  Large ooze, unaligned
  • Armor Class 7
  • Hit Points 85 (10d10 + 30)
  • Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA
16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5)
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages -
  • Challenge 4 (1100 XP)
  • Damage Immunities acid, cold, lightning, slashing
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

Special Features

Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Reactions

Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.

 Monsters, NPC and Animals


Pseudodragon

  • CEO: Pseudodragon
  •  Tiny dragon, neutral good
  • Armor Class 13 (natural armor)
  • Hit Points 7 (2d4 + 2)
  • Speed 15 ft., fly 60 ft.
STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
  • Skills Perception +3, Stealth +4
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Languages understands Common and Draconic but can't speak
  • Challenge 1/4 (50 XP)

Special Features

Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.

Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Actions

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

Hit: 4 (1d4 + 2) piercing damage.

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

Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

 Monsters, NPC and Animals


Giant Fire Beetle

  • CEO: Punaise de feu géante
  •  Small beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 4 (1d6 + 1)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 12 (+1) 1 (-5) 7 (-2) 3 (-4)
  • Senses blindsight 30 ft., passive Perception 8
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.

Hit: 2 (1d6 - 1) slashing damage.

 Monsters, NPC and Animals


Pegasus

  • CEO: Pégase
  •  Large celestial, chaotic good
  • Armor Class 12
  • Hit Points 59 (7d10 + 21)
  • Speed 60 ft., fly 90 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1)
  • Saving Throws Dex +4, Wis +4, Cha +3
  • Skills Perception +6
  • Senses passive Perception 16
  • Languages understands Celestial, Common, Elvish, and Sylvan but can't speak
  • Challenge 2 (450 XP)

Special Features

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) bludgeoning damage.

 Monsters, NPC and Animals


Quasit

  • CEO: Quasit
  •  Tiny fiend (demon, shapechanger), chaotic evil
  • Armor Class 13
  • Hit Points 7 (3d4)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0)
  • Skills Stealth +5
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Abyssal, Common
  • Challenge 1 (200 XP)
  • Damage Immunities poison
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned

Special Features

Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.

Actions

Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/Day). One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

 Monsters, NPC and Animals


Rakshasa

  • CEO: Rakshasa
  •  Medium fiend, lawful evil
  • Armor Class 16 (natural armor)
  • Hit Points 110 (13d8 + 52)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 18 (+4) 13 (+1) 16 (+3) 20 (+5)
  • Skills Deception +10, Insight +8
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Infernal
  • Challenge 13 (10000 XP)
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Vulnerabilities piercing from magic weapons wielded by good creatures

Special Features

Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:

At will: detect thoughts, disguise self, mage hand, minor illusion

3/day each: charm person, detect magic, invisibility, major image, suggestion

1/day each: dominate person, fly, plane shift, true seeing

Actions

Multiattack. The rakshasa makes two claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.

 Monsters, NPC and Animals


Rat

  • CEO: Rat
  •  Tiny beast, unaligned
  • Armor Class 10
  • Hit Points 1 (1d4 - 1)
  • Speed 20 ft.
STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)
  • Senses darkvision 30 ft., passive Perception 10
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.

Hit: 1 piercing damage.

 Monsters, NPC and Animals


Giant Rat

  • CEO: Rat géant
  •  Small beast, unaligned
  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge 1/8 (25 XP)

Special Features

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

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

Actions

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

Hit: 4 (1d4 + 2) piercing damage.

 Monsters, NPC and Animals


Wererat

  • CEO: Rat-garou
  •  Medium humanoid (human, shapechanger), lawful evil
  • Armor Class 12
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1)
  • Skills Perception +2, Stealth +4
  • Senses darkvision 60 ft. (rat form only), passive Perception 12
  • Languages Common (can't speak in rat form)
  • Challenge 2 (450 XP)
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Special Features

Shapechanger. 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.

Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 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.

Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.

Hit: 5 (1d6 + 2) piercing damage.

 Monsters, NPC and Animals


Reef Shark

  • CEO: Requin de récif
  •  Medium beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)
  • Skills Perception +2
  • Senses blindsight 30 ft., passive Perception 12
  • Languages -
  • Challenge 1/2 (100 XP)

Special Features

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

Water Breathing. The shark can breathe only underwater.

Actions

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

Hit: 6 (1d8 + 2) piercing damage.

 Monsters, NPC and Animals


Giant Shark

  • CEO: Requin géant
  •  Huge beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 0 ft., swim 50 ft.
STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 1 (-5) 10 (+0) 5 (-3)
  • Skills Perception +3
  • Senses blindsight 60 ft., passive Perception 13
  • Languages -
  • Challenge 5 (1800 XP)

Special Features

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Hit: 22 (3d10 + 6) piercing damage.

 Monsters, NPC and Animals


Hunter Shark

  • CEO: Requin chasseur
  •  Large beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3)
  • Skills Perception +2
  • Senses blindsight 30 ft., passive Perception 12
  • Languages -
  • Challenge 2 (450 XP)

Special Features

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) piercing damage.

 Monsters, NPC and Animals


Rhinoceros

  • CEO: Rhinocéros
  •  Large beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2)
  • Senses passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)

Special Features

Charge. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 14 (2d8 + 5) bludgeoning damage.

 Monsters, NPC and Animals


Roc

  • CEO: Roc
  •  Gargantuan monstrosity, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 248 (16d20 + 80)
  • Speed 20 ft., fly 120 ft.
STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 9 (-1)
  • Saving Throws Dex +4, Con +9, Wis +4, Cha +3
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages -
  • Challenge 11 (7200 XP)

Special Features

Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The roc makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.

Hit: 27 (4d8 + 9) piercing damage.

Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.

Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.

 Monsters, NPC and Animals


Commoner

  • CEO: Roturier
  •  Medium humanoid (any race), any alignment
  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 0 (10 XP)

Special Features

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 2 (1d4) bludgeoning damage.

 Monsters, NPC and Animals


Remorhaz

  • CEO: Remorhaz
  •  Huge monstrosity, unaligned
  • Armor Class 17 (natural armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 30 ft., burrow 20 ft.
STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 21 (+5) 4 (-3) 10 (+0) 5 (-3)
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages -
  • Challenge 11 (7200 XP)
  • Damage Immunities cold, fire

Special Features

Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.

Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.

Swallow. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and 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 remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 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 remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

 Monsters, NPC and Animals


Sahuagin

  • CEO: Sahuagin
  •  Medium humanoid (sahuagin), lawful evil
  • Armor Class 12 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (-1)
  • Skills Perception +5
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Sahuagin
  • Challenge 1/2 (100 XP)

Special Features

Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

Actions

Multiattack. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 3 (1d4 + 1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 3 (1d4 + 1) slashing damage.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target.

Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

 Monsters, NPC and Animals


Salamander

  • CEO: Salamandre
  •  Large elemental, neutral evil
  • Armor Class 15 (natural armor)
  • Hit Points 90 (12d10 + 24)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 12 (+1)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge 5 (1800 XP)
  • Damage Immunities fire
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Vulnerabilities cold

Special Features

Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Heated Weapons. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

Actions

Multiattack. The salamander makes two attacks: one with its spear and one with its tail.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target.

Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.

Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.

 Monsters, NPC and Animals


Boar

  • CEO: Sanglier
  •  Medium beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)
  • Senses passive Perception 9
  • Languages -
  • Challenge 1/4 (50 XP)

Special Features

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 4 (1d6 + 1) slashing damage.

 Monsters, NPC and Animals


Giant Boar

  • CEO: Sanglier géant
  •  Large beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)
  • Senses passive Perception 8
  • Languages -
  • Challenge 2 (450 XP)

Special Features

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) slashing damage.

 Monsters, NPC and Animals


Wereboar

  • CEO: Sanglier-garou
  •  Medium humanoid (human, shapechanger), neutral evil
  • Armor Class 10 in humanoid form, 11 (natural armor) in boar or hybrid form
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft. (40 ft. in boar form)
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (-1)
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Common (can't speak in boar form)
  • Challenge 4 (1100 XP)
  • Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered

Special Features

Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks.

Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) bludgeoning damage.

Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

 Monsters, NPC and Animals


Satyr

  • CEO: Satyre
  •  Medium fey, chaotic neutral
  • Armor Class 14 (leather armor)
  • Hit Points 31 (7d8)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)
  • Skills Perception +2, Performance +6, Stealth +5
  • Senses passive Perception 12
  • Languages Common, Elvish, Sylvan
  • Challenge 1/2 (100 XP)

Special Features

Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 6 (2d4 + 1) bludgeoning damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target.

Hit: 6 (1d6 + 3) piercing damage.

 Monsters, NPC and Animals


Scorpion

  • CEO: Scorpion
  •  Tiny beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft.
STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 8 (-1) 1 (-5) 8 (-1) 2 (-4)
  • Senses blindsight 10 ft., passive Perception 9
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.

Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Giant Scorpion

  • CEO: Scorpion géant
  •  Large beast, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 52 (7d10 + 14)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4)
  • Senses blindsight 60 ft., passive Perception 9
  • Languages -
  • Challenge 3 (700 XP)

Special Features

Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.

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

Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

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

Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Constrictor Snake

  • CEO: Serpent constricteur
  •  Large beast, unaligned
  • Armor Class 12
  • Hit Points 13 (2d10 + 2)
  • Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)
  • Senses blindsight 10 ft., passive Perception 10
  • Languages -
  • Challenge 1/4 (50 XP)

Special Features

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

Hit: 5 (1d6 + 2) piercing damage.

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

Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

 Monsters, NPC and Animals


Giant Constrictor Snake

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)
  • Skills Perception +2
  • Senses blindsight 10 ft., passive Perception 12
  • Languages -
  • Challenge 2 (450 XP)

Special Features

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.

Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.

Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

 Monsters, NPC and Animals


Poisonous Snake

  • CEO: Serpent venimeux
  •  Tiny beast, unaligned
  • Armor Class 13
  • Hit Points 2 (1d4)
  • Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4)
  • Senses blindsight 10 ft., passive Perception 10
  • Languages -
  • Challenge 1/8 (25 XP)

Special Features

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Giant Poisonous Snake

  • CEO: Serpent venimeux géant
  •  Medium beast, unaligned
  • Armor Class 14
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4)
  • Skills Perception +2
  • Senses blindsight 10 ft., passive Perception 12
  • Languages -
  • Challenge 1/4 (50 XP)

Special Features

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.

Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Flying Snake

  • CEO: Serpent volant
  •  Tiny beast, unaligned
  • Armor Class 14
  • Hit Points 5 (2d4)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 11 (+0) 2 (-4) 12 (+1) 5 (-3)
  • Senses blindsight 10 ft., passive Perception 11
  • Languages -
  • Challenge 1/8 (25 XP)

Special Features

Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 1 piercing damage plus 7 (3d4) poison damage.

 Monsters, NPC and Animals


Giant Ape

  • CEO: Singe géant
  •  Huge beast, unaligned
  • Armor Class 12
  • Hit Points 157 (15d12 + 60)
  • Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2)
  • Skills Athletics +9, Perception +4
  • Senses passive Perception 14
  • Languages -
  • Challenge 7 (2900 XP)

Special Features

Multiattack. The ape makes two fist attacks.

Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.

Hit: 22 (3d10 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target.

Hit: 30 (7d6 + 6) bludgeoning damage.

 Monsters, NPC and Animals


Solar

  • CEO: Solar
  •  Large celestial, lawful good
  • Armor Class 21 (natural armor)
  • Hit Points 243 (18d10 + 144)
  • Speed 50 ft., fly 150 ft.
STR DEX CON INT WIS CHA
26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10)
  • Saving Throws Int +14, Wis +14, Cha +17
  • Skills Perception +14
  • Senses truesight 120 ft., passive Perception 24
  • Languages all, telepathy 120 ft.
  • Challenge 21 (33000 XP)
  • Damage Immunities necrotic, poison
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, poisoned

Special Features

Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. The solar knows if it hears a lie.

Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, resurrection

1/day each: commune, control weather

Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The solar makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.

Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target.

Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

Healing Touch (4/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

The solar 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 solar regains spent legendary actions at the start of its turn.

Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Searing Burst (Costs 2 Actions). The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

 Monsters, NPC and Animals


Specter

  • CEO: Spectre
  •  Medium undead, chaotic evil
  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages it knew in life but can't speak
  • Challenge 1 (200 XP)
  • Damage Immunities necrotic, poison
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Special Features

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature.

Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

 Monsters, NPC and Animals


Skeleton

  • CEO: Squelette
  •  Medium undead, lawful evil
  • Armor Class 13 (armor scraps)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands the languages it knew in life but can't speak
  • Challenge 1/4 (50 XP)
  • Damage Immunities poison
  • Damage Vulnerabilities bludgeoning
  • Condition Immunities exhaustion, poisoned

Special Features

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

Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.

Hit: 5 (1d6 + 2) piercing damage.

 Monsters, NPC and Animals


Warhorse Skeleton

  • CEO: Squelette cheval de guerre
  •  Large undead, lawful evil
  • Armor Class 13 (barding scraps)
  • Hit Points 22 (3d10 + 6)
  • Speed 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 2 (-4) 8 (-1) 5 (-3)
  • Senses darkvision 60 ft., passive Perception 9
  • Languages -
  • Challenge 1/2 (100 XP)
  • Damage Immunities poison
  • Damage Vulnerabilities bludgeoning
  • Condition Immunities exhaustion, poisoned

Special Features

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) bludgeoning damage.

 Monsters, NPC and Animals


Minotaur Skeleton

  • CEO: Squelette minotaure
  •  Large undead, lawful evil
  • Armor Class 12 (natural armor)
  • Hit Points 67 (9d10 + 18)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands Abyssal but can't speak
  • Challenge 2 (450 XP)
  • Damage Immunities poison
  • Damage Vulnerabilities bludgeoning
  • Condition Immunities exhaustion, poisoned

Special Features

Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore 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 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) piercing damage.

 Monsters, NPC and Animals


Stirge

  • CEO: Strige
  •  Tiny beast, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2)
  • Senses darkvision 60 ft., passive Perception 9
  • Languages -
  • Challenge 1/8 (25 XP)

Special Features

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.

Hit: 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. 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.

 Monsters, NPC and Animals


Succubus

  • CEO: Succube/Incube
  •  Medium fiend (shapechanger), neutral evil
  • Armor Class 15 (natural armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5)
  • 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 4 (1100 XP)
  • Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Special Features

Telepathic Bond. 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.

Shapechanger. 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.

Actions

Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) slashing damage.

Charm. 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. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss. 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.

Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

 Monsters, NPC and Animals


Treant

  • CEO: Sylvanien
  •  Huge plant, chaotic good
  • Armor Class 16 (natural armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)
  • Senses passive Perception 13
  • Languages Common, Druidic, Elvish, Sylvan
  • Challenge 9 (5000 XP)
  • Damage Resistances bludgeoning, piercing
  • Damage Vulnerabilities fire

Special Features

False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.

Siege Monster. The treant deals double damage to objects and structures.

Actions

Multiattack. The treant makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

Hit: 16 (3d6 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target.

Hit: 28 (4d10 + 6) bludgeoning damage.

Animate Trees (1/Day). 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.

 Monsters, NPC and Animals


Rug of Smothering

  • CEO: Tapis étrangleur
  •  Large construct, unaligned
  • Armor Class 12
  • Hit Points 33 (6d10)
  • Speed 10 ft.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 10 (+0) 1 (-5) 3 (-4) 1 (-5)
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
  • Languages -
  • Challenge 2 (450 XP)
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned

Special Features

Antimagic Susceptibility. The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.

False Appearance. While the rug remains motionless, it is indistinguishable from a normal rug.

Actions

Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature.

Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

 Monsters, NPC and Animals


Tarrasque

  • CEO: Tarasque
  •  Gargantuan monstrosity (titan), unaligned
  • Armor Class 25 (natural armor)
  • Hit Points 676 (33d20 + 330)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 30 (+10) 3 (-4) 11 (+0) 11 (+0)
  • Saving Throws Int +5, Wis +9, Cha +9
  • Senses blindsight 120 ft., passive Perception 10
  • Languages -
  • Challenge 30 (155000 XP)
  • Damage Immunities fire, poison; bludgeoning, piercing and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, paralyzed, poisoned

Special Features

Legendary Resistance (3/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.

Magic Resistance. The tarrasque has advantage on saving throws against spells and other magical effects.

Reflective Carapace. 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.

Siege Monster. The tarrasque deals double damage to objects and structures.

Actions

Multiattack. 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.

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target.

Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target.

Hit: 28 (4d8 + 10) stashing damage.

Horns. Melee Weapon Attack: +19 to hit, reach 10 ft., one target.

Hit: 32 (4d10 + 10) piercing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.

Hit: 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.

Frightful Presence. 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.

Swallow. 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 bO (I6d6) acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 30 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.

Legendary Actions

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.

Attack. The tarrasque makes one claw attack or tail attack.

Move. The tarrasque moves up to half its speed.

Chomp (Costs 2 actions). The tarrasque makes one bite attack or uses its Swallow.

 Monsters, NPC and Animals


Shambling Mound

  • CEO: Tertre errant
  •  Large plant, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3)
  • Skills Stealth +2
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages -
  • Challenge 5 (1800 XP)
  • Damage Immunities lightning
  • Damage Resistances cold, fire
  • Condition Immunities blinded, deafened, exhaustion

Special Features

Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) bludgeoning damage.

Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

 Monsters, NPC and Animals


Tiger

  • CEO: Tigre
  •  Large beast, unaligned
  • Armor Class 12
  • Hit Points 37 (5d10 + 10)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)
  • Skills Perception +3, Stealth +6
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 1 (200 XP)

Special Features

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 8 (1d10 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) slashing damage.

 Monsters, NPC and Animals


Saber-Toothed Tiger

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)
  • Skills Perception +3, Stealth +6
  • Senses passive Perception 13
  • Languages -
  • Challenge 2 (450 XP)

Special Features

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20 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 tiger can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 10 (1d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 12 (2d6 + 5) slashing damage.

 Monsters, NPC and Animals


Weretiger

  • CEO: Tigre-garou
  •  Medium humanoid (human, shapechanger), neutral
  • Armor Class 12
  • Hit Points 120 (16d8 + 48)
  • Speed 30 ft. (40 ft. in tiger form)
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0)
  • Skills Perception +5, Stealth +4
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common (can't speak in tiger form)
  • Challenge 4 (1100 XP)
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Special Features

Shapechanger. 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.

Keen Hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pounce (Tiger or Hybrid Form Only). 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.

Actions

Multiattack (Humanoid or Hybrid Form Only). 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.

Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 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.

Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) slashing damage.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) slashing damage.

Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target.

Hit: 6 (1d8 + 2) piercing damage.

 Monsters, NPC and Animals


Grimlock

  • CEO: Torve
  •  Medium humanoid (grimlock), neutral evil
  • Armor Class 11
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 9 (-1) 8 (-1) 6 (-2)
  • Skills Athletics +5, Perception +3, Stealth +3
  • Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13
  • Languages Undercommon
  • Challenge 1/4 (50 XP)
  • Condition Immunities blinded

Special Features

Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell.

Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.

 Monsters, NPC and Animals


Invisible Stalker

  • CEO: Traqueur invisible
  •  Medium elemental, neutral
  • Armor Class 14
  • Hit Points 104 (16d8 + 32)
  • Speed 50 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 14 (+2) 10 (+0) 15 (+2) 11 (+0)
  • Skills Perception +8, Stealth +10
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Auran, understands Common but doesn't speak it
  • Challenge 6 (2300 XP)
  • Damage Immunities poison
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Special Features

Invisibility. The stalker is invisible.

Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

Actions

Multiattack. The stalker makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) bludgeoning damage.

 Monsters, NPC and Animals


Triceratops

  • CEO: Tricératops
  •  Huge beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 95 (10d12 + 30)
  • Speed 50 ft.
STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 5 (-3)
  • Senses passive Perception 10
  • Languages -
  • Challenge 5 (1800 XP)

Special Features

Trampling Charge. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Hit: 24 (4d8 + 6) piercing damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature.

Hit: 22 (3d10 + 6) bludgeoning damage

 Monsters, NPC and Animals


Troll

  • CEO: Troll
  •  Large giant, chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 84 (8d10 + 40)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)
  • Skills Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Giant
  • Challenge 5 (1800 XP)

Special Features

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. 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.

Actions

Multiattack. The troll makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 7 (1d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) slashing damage.

 Monsters, NPC and Animals


Tyrannosaurus Rex

  • CEO: Tyrannosaure
  •  Huge beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 136 (13d12 + 52)
  • Speed 50 ft.
STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1)
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages -
  • Challenge 8 (3900 XP)

Special Features

Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

Hit: 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.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

Hit: 20 (3d8 + 7) bludgeoning damage.

 Monsters, NPC and Animals


Vampire

  • CEO: Vampire
  •  Medium undead (shapechanger), lawful evil
  • Armor Class 16 (natural armor)
  • Hit Points 144 (17d8 + 68)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)
  • Saving Throws Dex +9, Wis +7, Cha +9
  • Skills Perception +7, Stealth +9
  • Senses darkvision 120 ft., passive Perception 17
  • Languages the languages it knew in life
  • Challenge 13 (10000 XP)
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Special Features

Shapechanger. 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. 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. 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.

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape. 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. 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.

Regeneration. 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.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. 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.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.

Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.

Hit: 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.

Charm. 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 bit attack. 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.

Children ofthe Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Legendary Actions

The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.

Move. The vampire moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The vampire makes one unarmed strike.

Bite (Costs 2 Actions). The vampire makes one bite attack.

 Monsters, NPC and Animals


Vampire Spawn

  • CEO: Vampirien
  •  Medium undead, neutral evil
  • Armor Class 15 (natural armor)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)
  • Saving Throws Dex +6, Wis +3
  • Skills Perception +3, Stealth +6
  • Senses darkvision 60 ft., passive Perception 13
  • Languages the languages it knew in life
  • Challenge 5 (1800 XP)
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Special Features

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.

Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.

Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

 Monsters, NPC and Animals


Gray Ooze

  • CEO: Vase grise
  •  Medium ooze, unaligned
  • Armor Class 8
  • Hit Points 22 (3d8 + 9)
  • Speed 10 ft., climb 10 ft.
STR DEX CON INT WIS CHA
12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4)
  • Skills Stealth +2
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages -
  • Challenge 1/2 (100 XP)
  • Damage Resistances acid, cold, fire
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

Special Features

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.

The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

 Monsters, NPC and Animals


Vulture

  • CEO: Vautour
  •  Medium beast, unaligned
  • Armor Class 10
  • Hit Points 5 (1d8 + 1)
  • Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA
7 (-2) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 4 (-3)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 0 (10 XP)

Special Features

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

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

Actions

Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 2 (1d4) piercing damage.

 Monsters, NPC and Animals


Giant Vulture

  • CEO: Vautour géant
  •  Large beast, neutral evil
  • Armor Class 10
  • Hit Points 22 (3d10 + 6)
  • Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 6 (-2) 12 (+1) 7 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages understands Common but can't speak
  • Challenge 1 (200 XP)

Special Features

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

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

Actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.

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

Hit: 7 (2d4 + 2) piercing damage.

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

Hit: 9 (2d6 + 2) slashing damage.

 Monsters, NPC and Animals


Purple Worm

  • CEO: Ver pourpre
  •  Gargantuan monstrosity, unaligned
  • Armor Class 18 (natural armor)
  • Hit Points 247 (15d20 + 90)
  • Speed 50 ft., burrow 30 ft.
STR DEX CON INT WIS CHA
28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3)
  • Saving Throws Con +11, Wis +4
  • Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  • Languages -
  • Challenge 15 (13000 XP)

Special Features

Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The worm makes two attacks: one with its bite and one with its stinger.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.

Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.

Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

 Monsters, NPC and Animals


Wyvern

  • CEO: Vouivre
  •  Large dragon, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)
  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages -
  • Challenge 6 (2300 XP)

Special Features

Multiattack. 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.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.

Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) slashing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.

Hit: 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.

 Monsters, NPC and Animals


Vrock

  • CEO: Vrock
  •  Large fiend (demon), chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 104 (11d10 + 44)
  • Speed 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 8 (-1) 13 (+1) 8 (-1)
  • Saving Throws Dex +5, Wis +4, Cha +2
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 6 (2300 XP)
  • Damage Immunities poison
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned

Special Features

Magic Resistance. The vrock has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The vrock makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) piercing damage.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 14 (2d10 + 3) slashing damage.

Spores (Recharge 6). A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself

on a success. Emptying a vial of holy water on the target also ends the effect on it.

Stunning Screech (1/Day). The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn.

 Monsters, NPC and Animals


Veteran

  • CEO: Vétéran
  •  Medium humanoid (any race), any alignment
  • Armor Class 17 (splint)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
  • Skills Athletics +5, Perception +2
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge 3 (700 XP)

Special Features

Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target.

Hit: 6 (1d10 + 1) piercing damage.

 Monsters, NPC and Animals


Worg

  • CEO: Worg
  •  Large monstrosity, neutral evil
  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 50 ft.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1)
  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Goblin, Worg
  • Challenge 1/2 (100 XP)

Special Features

Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 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.

 Monsters, NPC and Animals


Xorn

  • CEO: Xorn
  •  Medium elemental, neutral
  • Armor Class 19 (natural armor)
  • Hit Points 73 (7d8 + 42)
  • Speed 20 ft., burrow 20 ft.
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 22 (+6) 11 (+0) 10 (+0) 11 (+0)
  • Skills Perception +6, Stealth +3
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
  • Languages Terran
  • Challenge 5 (1800 XP)
  • Damage Resistances piercing and slashing from nonmagical attacks that aren't adamantine

Special Features

Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.

Stone Camouflage. The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.

Actions

Multiattack. The xorn makes three claw attacks and one bite attack.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 13 (3d6 + 3) piercing damage.

 Monsters, NPC and Animals


Zombie

  • CEO: Zombi
  •  Medium undead, neutral evil
  • Armor Class 8
  • Hit Points 22 (3d8 + 9)
  • Speed 20 ft.
STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
  • Saving Throws Wis +0
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands the languages it knew in life but can't speak
  • Challenge 1/4 (50 XP)
  • Damage Immunities poison
  • Condition Immunities poisoned

Special Features

Undead Fortitude. 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.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 4 (1d6 + 1) bludgeoning damage.

 Monsters, NPC and Animals


Ogre Zombie

  • CEO: Zombi ogre
  •  Large undead, neutral evil
  • Armor Class 8
  • Hit Points 85 (9d10 + 36)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)
  • Saving Throws Wis +0
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands Common and Giant but can't speak
  • Challenge 2 (450 XP)
  • Damage Immunities poison
  • Condition Immunities poisoned

Special Features

Undead Fortitude. 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.

Actions

Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) bludgeoning damage.

 Monsters, NPC and Animals


Wraith

  • CEO: Âme en peine
  •  Medium undead, neutral evil
  • Armor Class 13
  • Hit Points 67 (9d8 + 27)
  • Speed 0 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
  • Senses darkvision 60 ft., passive Perception 12
  • Languages the languages it knew in life
  • Challenge 5 (1800 XP)
  • Damage Immunities necrotic, poison
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Special Features

Incorporeal Movement. 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.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.

Hit: 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.

Create Specter. 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.

 Monsters, NPC and Animals


Scout

  • CEO: Éclaireur
  •  Medium humanoid (any race), any alignment
  • Armor Class 13 (leather armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
  • Skills Nature +4, Perception +5, Stealth +6, Survival +5
  • Senses passive Perception 15
  • Languages any one language (usually Common)
  • Challenge 1/2 (100 XP)

Special Features

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.

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

Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target.

Hit: 6 (1d8 + 2) piercing damage.

 Monsters, NPC and Animals


Efreeti

  • CEO: Éfrit
  •  Large elemental, lawful evil
  • Armor Class 17 (natural armor)
  • Hit Points 200 (16d10 + 112)
  • Speed 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 24 (+7) 16 (+3) 15 (+2) 16 (+3)
  • Saving Throws Int +7, Wis +6, Cha +7
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Ignan
  • Challenge 11 (7200 XP)
  • Damage Immunities fire

Special Features

Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.

Innate Spellcasting. The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic

3/day: enlarge/reduce, tongues

1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire

Actions

Multiattack. The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one target.

Hit: 17 (5d6) fire damage.

 Monsters, NPC and Animals


Elk

  • CEO: Élan
  •  Large beast, unaligned
  • Armor Class 10
  • Hit Points 13 (2d10 + 2)
  • Speed 50 ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)
  • Senses passive Perception 10
  • Languages -
  • Challenge 1/4 (50 XP)

Special Features

Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature.

Hit: 8 (2d4 + 3) bludgeoning damage.

 Monsters, NPC and Animals


Giant Elk

  • CEO: Élan géant
  •  Huge beast, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 42 (5d12 + 10)
  • Speed 60 ft.
STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 14 (+2) 7 (-2) 14 (+2) 10 (+0)
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages Giant Elk understands Common, Elvish, and Sylvan but can't speak them
  • Challenge 2 (450 XP)

Special Features

Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.

Hit: 11 (2d6 + 4) bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature.

Hit: 22 (4d8 + 4) bludgeoning damage.

 Monsters, NPC and Animals


Air Elemental

  • CEO: Élémentaire de l'air
  •  Large elemental, neutral
  • Armor Class 15
  • Hit Points 90 (12d10 + 24)
  • Speed 0 ft., fly 90 ft. (hover)
STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Auran
  • Challenge 5 (1800 XP)
  • Damage Immunities poison
  • Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Special Features

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Hit: 14 (2d8 + 5) bludgeoning damage.

Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

 Monsters, NPC and Animals


Water Elemental

  • CEO: Élémentaire de l'eau
  •  Large elemental, neutral
  • Armor Class 14 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft., swim 90 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan
  • Challenge 5 (1800 XP)
  • Damage Immunities poison
  • Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Special Features

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) bludgeoning damage.

Whelm (Recharge 4-6). 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. 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 check and succeeding.

 Monsters, NPC and Animals


Earth Elemental

  • CEO: Élémentaire de la terre
  •  Large elemental, neutral
  • Armor Class 17 (natural armor)
  • Hit Points 126 (12d10 + 60)
  • Speed 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages Terran
  • Challenge 5 (1800 XP)
  • Damage Immunities poison
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Vulnerabilities thunder
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious

Special Features

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 14 (2d8 + 5) bludgeoning damage.

 Monsters, NPC and Animals


Fire Elemental

  • CEO: Élémentaire du feu
  •  Large elemental, neutral
  • Armor Class 13
  • Hit Points 102 (12d10 + 36)
  • Speed 50 ft.
STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge 5 (1800 XP)
  • Damage Immunities fire, poison
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Special Features

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

 Monsters, NPC and Animals


Elephant

  • CEO: Éléphant
  •  Huge beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 76 (8d12 + 24)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2)
  • Senses passive Perception 10
  • Languages -
  • Challenge 4 (1100 XP)

Special Features

Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Hit: 19 (3d8 + 6) piercing damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature.

Hit: 22 (3d10 + 6) bludgeoning damage.

 Monsters, NPC and Animals


Killer Whale

  • CEO: Épaulard
  •  Huge beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 90 (12d12 + 12)
  • Speed 0 ft., swim 60 ft.
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 13 (+1) 3 (-4) 12 (+1) 7 (-2)
  • Skills Perception +3
  • Senses blindsight 120 ft., passive Perception 13
  • Languages -
  • Challenge 3 (700 XP)

Special Features

Echolocation. The whale can't use its blindsight while deafened.

Hold Breath. The whale can hold its breath for 30 minutes.

Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 21 (5d6 + 4) piercing damage.

 Monsters, NPC and Animals


Flying Sword

  • CEO: Épée volante
  •  Small construct, unaligned
  • Armor Class 17 (natural armor)
  • Hit Points 17 (5d6)
  • Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 1 (-5) 5 (-3) 1 (-5)
  • Saving Throws Dex +4
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7
  • Languages -
  • Challenge 1/4 (50 XP)
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned

Special Features

Antimagic Susceptibility. The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 5 (1d8 + 1) slashing damage.

 Monsters, NPC and Animals


Erinyes

  • CEO: Érinye
  •  Medium fiend (devil), lawful evil
  • Armor Class 18 (plate)
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4)
  • Saving Throws Dex +7, Con +8, Wis +6, Cha +8
  • Senses truesight 120 ft., passive Perception 12
  • Languages Infernal, telepathy 120 ft.
  • Challenge 12 (8400 XP)
  • Damage Immunities fire, poison
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Condition Immunities poisoned

Special Features

Hellish Weapons. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

Magic Resistance. The erinyes has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The erinyes makes three attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target.

Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.

Reactions

Parry. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.