diff --git a/downloads/docx/D&D 5E SRD Full Compile-v0.4.1.docx b/downloads/docx/D&D 5E SRD Full Compile-v0.4.1.docx new file mode 100644 index 0000000..87b9abb Binary files /dev/null and b/downloads/docx/D&D 5E SRD Full Compile-v0.4.1.docx differ diff --git a/downloads/markdown/D&D 5E SRD Full Compile-v0.4.1.md b/downloads/markdown/D&D 5E SRD Full Compile-v0.4.1.md index 60cedf4..4ea8879 100644 --- a/downloads/markdown/D&D 5E SRD Full Compile-v0.4.1.md +++ b/downloads/markdown/D&D 5E SRD Full Compile-v0.4.1.md @@ -331,15 +331,21 @@ As a barbarian, you gain the following class features. #### Hit Points **Hit Dice:** 1d12 per barbarian level + **Hit Points at 1st Level:** 12 + your Constitution modifier + **Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per barbarian level after 1st #### Proficiencies **Armor:** Light armor, medium armor, shields + **Weapons:** Simple weapons, martial weapons + **Tools:** None + **Saving Throws:** Strength, Constitution + **Skills:** Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival #### Equipment @@ -485,15 +491,21 @@ As a bard, you gain the following class features. #### Hit Points **Hit Dice:** 1d8 per bard level + **Hit Points at 1st Level:** 8 + your Constitution modifier + **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bard level after 1st #### Proficiencies **Armor:** Light armor + **Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords + **Tools:** Three musical instruments of your choice + **Saving Throws:** Dexterity, Charisma + **Skills:** Choose any three #### Equipment @@ -660,15 +672,21 @@ As a cleric, you gain the following class features. #### Hit Points **Hit Dice:** 1d8 per cleric level + **Hit Points at 1st Level:** 8 + your Constitution modifier + **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per cleric level after 1st #### Proficiencies **Armor:** Light armor, medium armor, shields + **Weapons:** Simple weapons + **Tools:** None + **Saving Throws:** Wisdom, Charisma + **Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion #### Equipment @@ -848,15 +866,21 @@ As a druid, you gain the following class features. #### Hit Points **Hit Dice:** 1d8 per druid level + **Hit Points at 1st Level:** 8 + your Constitution modifier + **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st #### Proficiencies **Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) + **Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears + **Tools:** Herbalism kit + **Saving Throws:** Intelligence, Wisdom + **Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival #### Equipment @@ -1107,15 +1131,21 @@ As a fighter, you gain the following class features. #### Hit Points **Hit Dice:** 1d10 per fighter level + **Hit Points at 1st Level:** 10 + your Constitution modifier + **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per fighter level after 1st #### Proficiencies **Armor:** All armor, shields + **Weapons:** Simple weapons, martial weapons + **Tools:** None + **Saving Throws:** Strength, Constitution + **Skills:** Choose two skills from Acrobatics, Animal, Handling, Athletics, History, Insight, Intimidation, Perception, and Survival #### Equipment @@ -1250,15 +1280,21 @@ As a monk, you gain the following class features. #### Hit Points **Hit Dice:** 1d8 per monk level + **Hit Points at 1st Level:** 8 + your Constitution modifier + **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per monk level after 1st #### Proficiencies **Armor:** None + **Weapons:** Simple weapons, shortswords + **Tools:** Choose one type of artisan's tools or one musical instrument + **Saving Throws:** Strength, Dexterity + **Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth #### Equipment @@ -1446,15 +1482,21 @@ As a paladin, you gain the following class features. #### Hit Points **Hit Dice:** 1d10 per paladin level + **Hit Points at 1st Level:** 10 + your Constitution modifier + **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per paladin level after 1st #### Proficiencies **Armor:** All armor, shields + **Weapons:** Simple weapons, martial weapons + **Tools:** None + **Saving Throws:** Wisdom, Charisma + **Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion #### Equipment @@ -1698,15 +1740,21 @@ As a ranger, you gain the following class features. #### Hit Points **Hit Dice:** 1d10 per ranger level + **Hit Points at 1st Level:** 10 + your Constitution modifier + **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st #### Proficiencies **Armor:** Light armor, medium armor, shields + **Weapons:** Simple weapons, martial weapons + **Tools:** None + **Saving Throws:** Strength, Dexterity + **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival #### Equipment @@ -1914,15 +1962,21 @@ As a rogue, you have the following class features. #### Hit Points **Hit Dice:** 1d8 per rogue level + **Hit Points at 1st Level:** 8 + your Constitution modifier + **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st #### Proficiencies **Armor:** Light armor + **Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords + **Tools:** Thieves' tools + **Saving Throws:** Dexterity, Intelligence + **Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth #### Equipment @@ -2061,15 +2115,21 @@ As a sorcerer, you gain the following class features. #### Hit Points **Hit Dice:** 1d6 per sorcerer level + **Hit Points at 1st Level:** 6 + your Constitution modifier + **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st #### Proficiencies **Armor:** None + **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows + **Tools:** None + **Saving Throws:** Constitution, Charisma + **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion #### Equipment @@ -2287,15 +2347,21 @@ As a warlock, you gain the following class features. #### Hit Points **Hit Dice:** 1d8 per warlock level + **Hit Points at 1st Level:** 8 + your Constitution modifier + **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warlock level after 1st #### Proficiencies **Armor:** Light armor + **Weapons:** Simple weapons + **Tools:** None + **Saving Throws:** Wisdom, Charisma + **Skills:** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion #### Equipment @@ -2663,15 +2729,21 @@ As a wizard, you gain the following class features. #### Hit Points **Hit Dice:** 1d6 per wizard level + **Hit Points at 1st Level:** 6 + your Constitution modifier + **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per wizard level after 1st #### Proficiencies **Armor:** None + **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows + **Tools:** None + **Saving Throws:** Intelligence, Wisdom + **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion #### Equipment @@ -6245,8 +6317,11 @@ For example, if two clerics cast *bless* on the same target, that character gain *2nd-level evocation* **Casting Time:** 1 action + **Range:** 90 feet + **Components:** V, S, M (powdered rhubarb leaf and an adder's stomach) + **Duration:** Instantaneous A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. @@ -6258,8 +6333,11 @@ A shimmering green arrow streaks toward a target within range and bursts in a sp *Conjuration cantrip* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. @@ -6271,8 +6349,11 @@ This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level *2nd-level abjuration* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a tiny strip of white cloth) + **Duration:** 8 hours Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. @@ -6284,8 +6365,11 @@ Your spell bolsters your allies with toughness and resolve. Choose up to three c *1st-level abjuration (ritual)* **Casting Time:** 1 minute + **Range:** 30 feet + **Components:** V, S, M (a tiny bell and a piece of fine silver wire) + **Duration:** 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. @@ -6299,8 +6383,11 @@ An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet *2nd-level transmutation* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** Concentration, up to 1 hour You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. @@ -6316,8 +6403,11 @@ You assume a different form. When you cast the spell, choose one of the followin *1st-­level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a morsel of food) + **Duration:** 24 hours This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends. @@ -6329,8 +6419,11 @@ This spell lets you convince a beast that you mean it no harm. Choose a beast th *2nd-level enchantment (ritual)* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a morsel of food) + **Duration:** 24 hours By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. @@ -6344,8 +6437,11 @@ When the messenger arrives, it delivers your message to the creature that you de *8th-level transmutation* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. @@ -6359,8 +6455,11 @@ The target's gear melds into the new form. The target can't activate, wield, or *3rd-level necromancy* **Casting Time:** 1 minute + **Range:** 10 feet + **Components:** V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) + **Duration:** Instantaneous This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics). @@ -6376,8 +6475,11 @@ The creature is under your control for 24 hours, after which it stops obeying an *5th-level transmutation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. @@ -6408,8 +6510,11 @@ If you command an object to attack, it can make a single melee attack against a *5th-level abjuration* **Casting Time:** 1 action + **Range:** Self (10-foot radius) + **Components:** V, S + **Duration:** Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. @@ -6423,8 +6528,11 @@ If you move so that an affected creature is forced to pass through the barrier, *8th-level abjuration* **Casting Time:** 1 action + **Range:** Self (10-foot radius sphere) + **Components:** V, S, M (a pinch of powdered iron or iron filings) + **Duration:** Concentration, up to 1 hour A 10-foot radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. @@ -6452,8 +6560,11 @@ A magic weapon's properties and powers are suppressed if it is used against a ta *8th-level enchantment* **Casting Time:** 1 hour + **Range:** 60 feet + **Components:** V, S, M (either a lump of alum soaked in vinegar for the *antipathy* effect or a drop of honey for the *sympathy* effect) + **Duration:** 10 days This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. @@ -6473,8 +6584,11 @@ A creature that successfully saves against this effect is immune to it for 1 min *4th-level divination* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a bit of bat fur) + **Duration:** Concentration, up to 1 hour You create an invisible, magical eye within range that hovers in the air for the duration. @@ -6488,8 +6602,11 @@ As an action, you can move the eye up to 30 feet in any direction. There is no l *5th-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (an eggshell and a snakeskin glove) + **Duration:** Concentration, up to 1 minute You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. @@ -6515,8 +6632,11 @@ Make a check with the hand's Strength contested by the Strength (Athletics) chec *2nd-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (gold dust worth at least 25 gp, which the spell consumes) + **Duration:** Until dispelled You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting *knock* on the object suppresses *arcane lock* for 10 minutes. @@ -6528,8 +6648,11 @@ While affected by this spell, the object is more difficult to break or force ope *7th-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) + **Duration:** Concentration, up to 1 minute You create a sword-shaped plane of force that hovers within range. It lasts for the duration. @@ -6541,8 +6664,11 @@ When the sword appears, you make a melee spell attack against a target of your c *2nd-level illusion* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a small square of silk) + **Duration:** 24 hours You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. @@ -6558,8 +6684,11 @@ When you cast the spell, choose one or both of the following effects. The effect *9th-level necromancy* **Casting Time:** 1 hour + **Range:** 10 feet + **Components:** V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) + **Duration:** Special You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. @@ -6579,8 +6708,11 @@ If you are returned to your body prematurely, your companions remain in their as *2nd-level divination (ritual)* **Casting Time:** 1 minute + **Range:** Self + **Components:** V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) + **Duration:** Instantaneous By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens: @@ -6599,8 +6731,11 @@ If you cast the spell two or more times before completing your next long rest, t *5th-level transmutation* **Casting Time:** 8 hours + **Range:** Touch + **Components:** V, S, M (an agate worth at least 1,000 gp, which the spell consumes) + **Duration:** Instantaneous After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. @@ -6614,8 +6749,11 @@ The awakened beast or plant is charmed by you for 30 days or until you or your c *1st-level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a drop of blood) + **Duration:** Concentration, up to 1 minute Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. @@ -6627,8 +6765,11 @@ Up to three creatures of your choice that you can see within range must make Cha *4th-level abjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (an item distasteful to the target) + **Duration:** Concentration, up to 1 minute You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. @@ -6644,8 +6785,11 @@ If the target is native to a different plane of existence than the one you're on *2nd-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a handful of oak bark) + **Duration:** Concentration, up to 1 hour You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing. @@ -6655,8 +6799,11 @@ You touch a willing creature. Until the spell ends, the target's skin has a roug *3rd-level abjuration* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. @@ -6666,8 +6813,11 @@ This spell bestows hope and vitality. Choose any number of creatures within rang *3rd-level necromancy* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Concentration, up to 1 minute You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: @@ -6686,8 +6836,11 @@ A *remove curse* spell ends this effect. At the GM's option, you may choose an a *4th-level conjuration* **Casting Time:** 1 action + **Range:** 90 feet + **Components:** V, S, M (a piece of tentacle from a giant octopus or a giant squid) + **Duration:** Concentration, up to 1 minute Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. @@ -6701,8 +6854,11 @@ A creature restrained by the tentacles can use its action to make a Strength or *6th-level evocation* **Casting Time:** 1 action + **Range:** 90 feet + **Components:** V, S + **Duration:** Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. @@ -6714,8 +6870,11 @@ When a creature enters the wall's area for the first time on a turn or starts it *1st-level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a sprinkling of holy water) + **Duration:** Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. @@ -6727,8 +6886,11 @@ You bless up to three creatures of your choice within range. Whenever a target m *4th-level necromancy* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** Instantaneous Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. @@ -6744,8 +6906,11 @@ If you target a nonmagical plant that isn't a creature, such as a tree or shrub, *2nd-level necromancy* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V + **Duration:** 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. @@ -6757,8 +6922,11 @@ You can blind or deafen a foe. Choose one creature that you can see within range *3rd-level transmutation* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** 1 minute Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. @@ -6770,8 +6938,11 @@ While on the Ethereal Plane, you can see and hear the plane you originated from, *2nd-level illusion* **Casting Time:** 1 action + **Range:** Self + **Components:** V + **Duration:** Concentration, up to 1 minute Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. @@ -6781,8 +6952,11 @@ Your body becomes blurred, shifting and wavering to all who can see you. For the *2nd-­level evocation* **Casting Time:** 1 bonus action + **Range:** Self + **Components:** V + **Duration:** Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-­foot radius and can't become invisible until the spell ends. @@ -6794,8 +6968,11 @@ The next time you hit a creature with a weapon attack before this spell ends, th *1st-level evocation* **Casting Time:** 1 action + **Range:** Self (15-foot cone) + **Components:** V, S + **Duration:** Instantaneous As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. @@ -6811,8 +6988,11 @@ The fire ignites any flammable objects in the area that aren't being worn or car *3rd-level conjuration* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Concentration, up to 10 minutes A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). @@ -6828,8 +7008,11 @@ If you are outdoors in stormy conditions when you cast this spell, the spell giv *2nd-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. @@ -6843,8 +7026,11 @@ Alternatively, you can make a target indifferent about creatures of your choice *6th-level evocation* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) + **Duration:** Instantaneous You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. @@ -6858,8 +7044,11 @@ A target must make a Dexterity saving throw. The target takes 10d8 lightning dam *1st-level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. @@ -6871,8 +7060,11 @@ You attempt to charm a humanoid you can see within range. It must make a Wisdom *Necromancy cantrip* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. @@ -6886,8 +7078,11 @@ This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level *6th-level necromancy* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S, M (the powder of a crushed black pearl worth at least 500 gp) + **Duration:** Instantaneous A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. @@ -6899,8 +7094,11 @@ A sphere of negative energy ripples out in a 60-foot radius sphere from a point *3rd-level divination* **Casting Time:** 10 minutes + **Range:** 1 mile + **Components:** V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) + **Duration:** Concentration, up to 10 minutes You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. @@ -6914,8 +7112,11 @@ A creature that can see the sensor (such as a creature benefiting from *see invi *8th-level necromancy* **Casting Time:** 1 hour + **Range:** Touch + **Components:** V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water) + **Duration:** Instantaneous This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. @@ -6929,8 +7130,11 @@ The clone is physically identical to the original and has the same personality, *5th-level conjuration* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Concentration, up to 10 minutes You create a 20-foot radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. @@ -6946,8 +7150,11 @@ The fog moves 10 feet away from you at the start of each of your turns, rolling *1st-level illusion* **Casting Time:** 1 action + **Range:** Self (15-foot cone) + **Components:** V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) + **Duration:** 1 round A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). @@ -6961,8 +7168,11 @@ Starting with the creature that has the lowest current hit points, each creature *1st-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V + **Duration:** 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. @@ -6988,8 +7198,11 @@ A flying creature stays aloft, provided that it is able to do so. If it must mov *5th-level divination (ritual)* **Casting Time:** 1 minute + **Range:** Self + **Components:** V, S, M (incense and a vial of holy or unholy water) + **Duration:** 1 minute You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. @@ -7003,8 +7216,11 @@ If you cast the spell two or more times before finishing your next long rest, th *5th-level divination (ritual)* **Casting Time:** 1 minute + **Range:** Self + **Components:** V, S + **Duration:** Instantaneous You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. @@ -7024,8 +7240,11 @@ For example, you could determine the location of powerful undead in the area, th *1st-level divination (ritual)* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a pinch of soot and salt) + **Duration:** 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. @@ -7037,8 +7256,11 @@ This spell doesn't decode secret messages in a text or a glyph, such as an arcan *4th-­level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. @@ -7050,8 +7272,11 @@ A target isn't compelled to move into an obviously  deadly hazard, such *5th-level evocation* **Casting Time:** 1 action + **Range:** Self (60-foot cone) + **Components:** V, S, M (a small crystal or glass cone) + **Duration:** Instantaneous A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. @@ -7065,8 +7290,11 @@ A creature killed by this spell becomes a frozen statue until it thaws. *4th-level enchantment* **Casting Time:** 1 action + **Range:** 90 feet + **Components:** V, S, M (three nut shells) + **Duration:** Concentration, up to 1 minute This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. @@ -7092,8 +7320,11 @@ At the end of each of its turns, an affected target can make a Wisdom saving thr *3rd-level conjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Concentration, up to 1 hour You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: @@ -7116,8 +7347,11 @@ The GM has the creatures' statistics. *7th-level conjuration* **Casting Time:** 1 minute + **Range:** 90 feet + **Components:** V, S + **Duration:** Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. @@ -7133,8 +7367,11 @@ The GM has the celestial's statistics. *5th-level conjuration* **Casting Time:** 1 minute + **Range:** 90 feet + **Components:** V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) + **Duration:** Concentration, up to 1 hour You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. @@ -7152,8 +7389,11 @@ The GM has the elemental's statistics. *6th-level conjuration* **Casting Time:** 1 minute + **Range:** 90 feet + **Components:** V, S + **Duration:** Concentration, up to 1 hour You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. @@ -7171,8 +7411,11 @@ The GM has the fey creature's statistics. *4th-level conjuration* **Casting Time:** 1 minute + **Range:** 90 feet + **Components:** V, S + **Duration:** Concentration, up to 1 hour You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: @@ -7195,8 +7438,11 @@ The GM has the creatures' statistics. *4th-level conjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (one holly berry per creature summoned) + **Duration:** Concentration, up to 1 hour You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: @@ -7219,8 +7465,11 @@ The GM has the creatures' statistics. *5th-level divination (ritual)* **Casting Time:** 1 minute + **Range:** Self + **Components:** V + **Duration:** 1 minute You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A *greater restoration* spell cast on you ends this effect. @@ -7232,8 +7481,10 @@ On a successful save, you can ask the entity up to five questions. You must ask *5th-level necromancy* **Casting Time:** 1 action + **Range:** Touch **Component:** V, S + **Duration:** 7 days Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. @@ -7259,8 +7510,11 @@ Since this spell induces a natural disease in its target, any effect that remove *6th-level evocation* **Casting Time:** 10 minutes + **Range:** Self + **Components:** V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) + **Duration:** 10 days Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the contingent spell-as part of casting *contingency*, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a *contingency* cast with *water breathing* might stipulate that *water breathing* comes into effect when you are engulfed in water or a similar liquid. @@ -7274,8 +7528,11 @@ The contingent spell takes effect only on you, even if it can normally target ot *2nd-level evocation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (ruby dust worth 50 gp, which the spell consumes) + **Duration:** Until dispelled A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A *continual flame* can be covered or hidden but not smothered or quenched. @@ -7285,8 +7542,11 @@ A flame, equivalent in brightness to a torch, springs forth from an object that *4th-level transmutation* **Casting Time:** 1 action + **Range:** 300 feet + **Components:** V, S, M (a drop of water and a pinch of dust) + **Duration:** Concentration, up to 10 minutes Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. @@ -7312,8 +7572,11 @@ The first time each turn that an object enters the vortex, the object takes 2d8 *8th-level transmutation* **Casting Time:** 10 minutes + **Range:** Self (5-mile radius) + **Components:** V, S, M (burning incense and bits of earth and wood mixed in water) + **Duration:** Concentration, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. @@ -7361,8 +7624,11 @@ When you change the weather conditions, find a current condition on the followin *3rd-­level abjuration* **Casting Time:** 1 reaction, which you take when you see a creature within 60 feet of you casting a spell + **Range:** 60 feet + **Components:** S + **Duration:** Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. @@ -7374,8 +7640,11 @@ You attempt to interrupt a creature in the process of casting a spell. If the cr *3rd-level conjuration* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** Instantaneous You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. @@ -7385,8 +7654,11 @@ You create 45 pounds of food and 30 gallons of water on the ground or in contain *1st-level transmutation* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a drop of water if creating water or a few grains of sand if destroying it) + **Duration:** Instantaneous You either create or destroy water. @@ -7402,8 +7674,11 @@ You either create or destroy water. *6th-level necromancy* **Casting Time:** 1 minute + **Range:** 10 feet + **Components:** V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) + **Duration:** Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) @@ -7419,11 +7694,15 @@ The creature is under your control for 24 hours, after which it stops obeying an *5th-level illusion* **Casting Time:** 1 minute + **Range:** 30 feet + **Components:** V, S, M (a tiny piece of matter of the same type of the item you plan to create) + **Duration:** Special -You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within **Range:** soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. +You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within +**Range:** soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. @@ -7447,8 +7726,11 @@ Using any material created by this spell as another spell's material component c *1st-level evocation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. @@ -7462,8 +7744,11 @@ A creature you touch regains a number of hit points equal to 1d8 + your spellcas *Evocation cantrip* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a bit of phosphorus or wychwood, or a glowworm) + **Duration:** Concentration, up to 1 minute You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. @@ -7475,8 +7760,11 @@ As a bonus action on your turn, you can move the lights up to 60 feet to a new s *2nd-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, M (bat fur and a drop of pitch or piece of coal) + **Duration:** Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. @@ -7490,8 +7778,11 @@ If any of this spell's area overlaps with an area of light created by a spell of *2nd-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (either a pinch of dried carrot or an agate) + **Duration:** 8 hours You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. @@ -7501,8 +7792,11 @@ You touch a willing creature to grant it the ability to see in the dark. For the *3rd-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** 1 hour A 60-foot radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. @@ -7516,8 +7810,11 @@ If any of this spell's area overlaps with an area of darkness created by a spell *4th-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** 8 hours You touch a creature and grant it a measure of protection from death. @@ -7531,8 +7828,11 @@ If the spell is still in effect when the target is subjected to an effect that w *7th-level evocation* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S, M (a tiny ball of bat guano and sulfur) + **Duration:** Concentration, up to 1 minute A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. @@ -7550,8 +7850,11 @@ The fire damages objects in the area and ignites flammable objects that aren't b *8th-level conjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** S + **Duration:** 1 hour You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. @@ -7563,8 +7866,11 @@ Each time you cast this spell, you can create a new demiplane, or have the shado *1st-level divination* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** Concentration, up to 10 minutes For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. @@ -7576,8 +7882,11 @@ The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 i *1st-level divination (ritual)* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. @@ -7589,8 +7898,11 @@ The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 i *1st-level divination (ritual)* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a yew leaf) + **Duration:** Concentration, up to 10 minutes For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. @@ -7602,8 +7914,11 @@ The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 i *2nd-level divination* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a copper piece) + **Duration:** Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. @@ -7621,8 +7936,11 @@ Once you detect the presence of a creature in this way, you can read its thought *4th-level conjuration* **Casting Time:** 1 action + **Range:** 500 feet + **Components:** V + **Duration:** Instantaneous You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet." @@ -7636,8 +7954,11 @@ If you would arrive in a place already occupied by an object or a creature, you *1st-level illusion* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** 1 hour You make yourself-including your clothing, armor, weapons, and other belongings on your person- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. @@ -7651,8 +7972,11 @@ To discern that you are disguised, a creature can use its action to inspect your *6th-level transmutation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a lodestone and a pinch of dust) + **Duration:** Instantaneous A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by *wall of force*. @@ -7670,8 +7994,11 @@ This spell automatically disintegrates a Large or smaller nonmagical object or a *5th-level abjuration* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (holy water or powdered silver and iron) + **Duration:** Concentration, up to 1 minute Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. @@ -7687,8 +8014,11 @@ You can end the spell early by using either of the following special functions. *3rd-level abjuration* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. @@ -7700,8 +8030,11 @@ Choose one creature, object, or magical effect within range. Any spell of 3rd le *4th-level divination (ritual)* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) + **Duration:** Instantaneous Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. @@ -7715,8 +8048,11 @@ If you cast the spell two or more times before finishing your next long rest, th *1st-level evocation* **Casting Time:** 1 bonus action + **Range:** Self + **Components:** V, S + **Duration:** Concentration, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. @@ -7726,8 +8062,11 @@ Your prayer empowers you with divine radiance. Until the spell ends, your weapon *7th-level evocation* **Casting Time:** 1 bonus action + **Range:** 30 feet + **Components:** V + **Duration:** Instantaneous You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: @@ -7742,8 +8081,11 @@ You utter a divine word, imbued with the power that shaped the world at the dawn *4th-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. @@ -7761,8 +8103,11 @@ Each time the target takes damage, it makes a new Wisdom saving throw against th *8th-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Concentration, up to 1 hour You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. @@ -7780,8 +8125,11 @@ Each time the target takes damage, it makes a new Wisdom saving throw against th *5th-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. @@ -7799,8 +8147,11 @@ Each time the target takes damage, it makes a new Wisdom saving throw against th *5th-level illusion* **Casting Time:** 1 minute + **Range:** Special + **Components:** V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) + **Duration:** 8 hours This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. @@ -7816,8 +8167,11 @@ If you have a body part, lock of hair, clipping from a nail, or similar portion *Transmutation cantrip* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** Instantaneous Whispering to the spirits of nature, you create one of the following effects within range: @@ -7834,8 +8188,11 @@ Whispering to the spirits of nature, you create one of the following effects wit *8th-level evocation* **Casting Time:** 1 action + **Range:** 500 feet + **Components:** V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) + **Duration:** Concentration, up to 1 minute You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. @@ -7859,8 +8216,11 @@ A fissure that opens beneath a structure causes it to automatically collapse (se *Evocation cantrip* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Instantaneous A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. @@ -7872,8 +8232,11 @@ The spell creates more than one beam when you reach higher levels: two *2nd-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (fur or a feather from a beast) + **Duration:** Concentration, up to 1 hour. You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. @@ -7897,8 +8260,11 @@ You touch a creature and bestow upon it a magical enhancement. Choose one of the *2nd-level transmutation* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a pinch of powdered iron) + **Duration:** Concentration, up to 1 minute You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. @@ -7914,8 +8280,11 @@ If the target is a creature, everything it is wearing and carrying changes size *1st-level conjuration* **Casting Time:** 1 action + **Range:** 90 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. @@ -7929,8 +8298,11 @@ When the spell ends, the conjured plants wilt away. *2nd-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** 1 minute You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. @@ -7940,8 +8312,11 @@ You weave a distracting string of words, causing creatures of your choice that y *7th-level transmutation* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. @@ -7961,8 +8336,11 @@ This spell has no effect if you cast it while you are on the Ethereal Plane or a *1st-level transmutation* **Casting Time:** 1 bonus action + **Range:** Self + **Components:** V, S + **Duration:** Concentration, up to 10 minutes This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. @@ -7972,8 +8350,11 @@ This spell allows you to move at an incredible pace. When you cast this spell, a *6th-level necromancy* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** Concentration, up to 1 minute For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of *eyebite*. @@ -7991,8 +8372,11 @@ For the spell's duration, your eyes become an inky void imbued with dread power. *4th-level transmutation* **Casting Time:** 10 minutes + **Range:** 120 feet + **Components:** V, S + **Duration:** Instantaneous You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. @@ -8006,8 +8390,11 @@ Creatures or magic items can't be created or transmuted by this spell. You also *1st-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V + **Duration:** Concentration, up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. @@ -8019,8 +8406,11 @@ Any attack roll against an affected creature or object has advantage if the atta *4th-level conjuration* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a tiny silver whistle, a piece of bone, and a thread) + **Duration:** 8 hours You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. @@ -8034,8 +8424,11 @@ At the start of each of your turns, the hound attempts to bite one creature with *1st-level necromancy* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a small amount of alcohol or distilled spirits) + **Duration:** 1 hour Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. @@ -8047,8 +8440,11 @@ Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 tempo *3rd-level illusion* **Casting Time:** 1 action + **Range:** Self (30-foot cone) + **Components:** V, S, M (a white feather or the heart of a hen) + **Duration:** Concentration, up to 1 minute You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. @@ -8060,8 +8456,11 @@ While frightened by this spell, a creature must take the Dash action and move aw *1st-level transmutation* **Casting Time:** 1 reaction, which you take when you or a creature within 60 feet of you falls + **Range:** 60 feet + **Components:** V, M (a small feather or piece of down) + **Duration:** 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. @@ -8071,8 +8470,11 @@ Choose up to five falling creatures within range. A falling creature's rate of d *8th-level enchantment* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S, M (a handful of clay, crystal, glass, or mineral spheres) + **Duration:** Instantaneous You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. @@ -8088,8 +8490,11 @@ The spell can also be ended by *greater restoration*, *heal*, or *wish*. *1st-­level conjuration (ritual)* **Casting Time:** 1 hour + **Range:** 10 feet + **Components:** V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) + **Duration:** Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. @@ -8111,8 +8516,11 @@ Finally, when you cast a spell with a range of touch, your familiar c *2nd-level conjuration* **Casting Time:** 10 minutes + **Range:** 30 feet + **Components:** V, S + **Duration:** Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. @@ -8130,8 +8538,11 @@ You can't have more than one steed bonded by this spell at a time. As an action, *6th-level divination* **Casting Time:** 1 minute + **Range:** Self + **Components:** V, S, M (a set of divinatory tools- such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find) + **Duration:** Concentration, up to 1 day This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. @@ -8143,8 +8554,11 @@ For the duration, as long as you are on the same plane of existence as the desti *2nd-level divination* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Instantaneous You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the *alarm* spell, a *glyph of warding*, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. @@ -8158,8 +8572,11 @@ You don't learn the location of each trap, but you do learn the general nature o *7th-level necromancy* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. @@ -8171,8 +8588,11 @@ A humanoid killed by this spell rises at the start of your next turn as a zombie *3rd-level evocation* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S, M (a tiny ball of bat guano and sulfur) + **Duration:** Instantaneous A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. @@ -8186,8 +8606,11 @@ The fire spreads around corners. It ignites flammable objects in the area that a *Evocation cantrip* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. @@ -8199,8 +8622,11 @@ This spell's damage increases by 1d10 when you  reach 5th level (2d10), *4th-level evocation* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a bit of phosphorus or a firefly) + **Duration:** 10 minutes Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. @@ -8214,8 +8640,11 @@ In addition, whenever a creature within 5 feet of you hits you with a melee atta *7th-level evocation* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S + **Duration:** Instantaneous A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. @@ -8227,8 +8656,11 @@ The fire damages objects in the area and ignites flammable objects that aren't b *2nd-level evocation* **Casting Time:** 1 bonus action + **Range:** Self + **Components:** V, S, M (leaf of sumac) + **Duration:** Concentration, up to 10 minutes You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. @@ -8244,8 +8676,11 @@ The flaming blade sheds bright light in a 10-foot radius and dim light for an ad *5th-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (pinch of sulfur) + **Duration:** Instantaneous A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. @@ -8257,8 +8692,11 @@ A vertical column of divine fire roars down from the heavens in a location you s *2nd-level conjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) + **Duration:** Concentration, up to 1 minute A 5-foot diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. @@ -8274,8 +8712,11 @@ When you move the sphere, you can direct it over barriers up to 5 feet tall and *6th-level transmutation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a pinch of lime, water, and earth) + **Duration:** Concentration, up to 1 minute You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. @@ -8291,8 +8732,11 @@ If you maintain your concentration on this spell for the entire possible duratio *1st-level conjuration (ritual)* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a drop of mercury) + **Duration:** 1 hour This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. @@ -8306,8 +8750,11 @@ If you move more than 100 feet from the disk (typically because it can't move ar *3rd-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a wing feather from any bird) + **Duration:** Concentration, up to 10 minutes You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. @@ -8319,8 +8766,11 @@ You touch a willing creature. The target gains a flying speed of 60 feet for the *1st-level conjuration* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Concentration, up to 1 hour You create a 20-foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. @@ -8332,8 +8782,11 @@ You create a 20-foot radius sphere of fog centered on a point within range. The *6th-level abjuration (ritual)* **Casting Time:** 10 minutes + **Range:** Touch + **Components:** V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) + **Duration:** 1 day You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the *gate* spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the *plane shift* spell. @@ -8349,8 +8802,11 @@ The spell's area can't overlap with the area of another *forbiddance* spell. If *7th-level evocation* **Casting Time:** 1 action + **Range:** 100 feet + **Components:** V, S, M (ruby dust worth 1,500 gp) + **Duration:** 1 hour An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. @@ -8370,8 +8826,11 @@ This spell can't be dispelled by *dispel magic*. *9th-level divination* **Casting Time:** 1 minute + **Range:** Touch + **Components:** V, S, M (a hummingbird feather) + **Duration:** 8 hours You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. @@ -8383,8 +8842,11 @@ This spell immediately ends if you cast it again before its duration ends. *4th-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a leather strap, bound around the arm or a similar appendage) + **Duration:** 1 hour You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. @@ -8396,8 +8858,11 @@ The target can also spend 5 feet of movement to automatically escape from nonmag *6th-level evocation* **Casting Time:** 1 action + **Range:** 300 feet + **Components:** V, S, M (a small crystal sphere) + **Duration:** Instantaneous A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. @@ -8415,8 +8880,11 @@ You can refrain from firing the globe after completing the spell, if you wish. A *3rd-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a bit of gauze and a wisp of smoke) + **Duration:** Concentration, up to 1 hour You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. @@ -8430,8 +8898,11 @@ While in the form of a misty cloud, the target can't talk or manipulate objects, *9th-level conjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a diamond worth at least 5,000 gp) + **Duration:** Concentration, up to 1 minute You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. @@ -8447,8 +8918,11 @@ When you cast this spell, you can speak the name of a specific creature (a pseud *5th-level enchantment* **Casting Time:** 1 minute + **Range:** 60 feet + **Components:** V + **Duration:** 30 days You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. @@ -8464,8 +8938,11 @@ You can end the spell early by using an action to dismiss it. A *remove curse*, *2nd-level necromancy (ritual)* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) + **Duration:** 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. @@ -8477,8 +8954,11 @@ The spell also effectively extends the time limit on raising the target from the *4th-level transmutation* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** Concentration, up to 10 minutes You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. @@ -8494,8 +8974,11 @@ The GM might allow you to choose different targets. For example, if you transfor *8th-level transmutation* **Casting Time:** 1 action + **Range:** Self + **Components:** V + **Duration:** 1 hour Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. @@ -8505,8 +8988,11 @@ Until the spell ends, when you make a Charisma check, you can replace the number *6th-level abjuration* **Casting Time:** 1 action + **Range:** Self (10-foot radius) + **Components:** V, S, M (a glass or crystal bead that shatters when the spell ends) + **Duration:** Concentration, up to 1 minute An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. @@ -8520,8 +9006,11 @@ Any spell of 5th level or lower cast from outside the barrier can't affect creat *3rd-level abjuration* **Casting Time:** 1 hour + **Range:** Touch + **Components:** V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) + **Duration:** Until dispelled or triggered When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. @@ -8546,8 +9035,11 @@ When you inscribe the glyph, choose *explosive runes* or a *spell glyph*. **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a sprig of mistletoe) + **Duration:** Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. @@ -8559,8 +9051,11 @@ The berries lose their potency if they have not  been consumed within 2 *1st-level conjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a bit of pork rind or butter) + **Duration:** 1 minute Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. @@ -8572,8 +9067,11 @@ When the grease appears, each creature standing in its area must succeed on a De *4th-level illusion* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Concentration, up to 1 minute You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. @@ -8583,8 +9081,11 @@ You or a creature you touch becomes invisible until the spell ends. Anything the *5th-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (diamond dust worth at least 100 gp, which the spell consumes) + **Duration:** Instantaneous You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: @@ -8599,8 +9100,11 @@ You imbue a creature you touch with positive energy to undo a debilitating effec *6th-level abjuration* **Casting Time:** 10 minutes + **Range:** Touch + **Components:** V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp) + **Duration:** 24 hours You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. @@ -8632,8 +9136,11 @@ You can create a permanently guarded and warded structure by casting this spell *Divination cantrip* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. @@ -8643,8 +9150,11 @@ You touch one willing creature. Once before the spell ends, the target can roll *1st-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** 1 round A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. @@ -8656,8 +9166,11 @@ A flash of light streaks toward a creature of your choice within range. Make a r *2nd-level evocation* **Casting Time:** 1 action + **Range:** Self (60-foot line) + **Components:** V, S, M (a legume seed) + **Duration:** Concentration, up to 1 minute A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. @@ -8675,8 +9188,11 @@ As a bonus action on each of your turns before the spell ends, you can change th *5th-level evocation* **Casting Time:** 24 hours + **Range:** Touch + **Components:** V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) + **Duration:** Until dispelled You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a *hallow* spell. The affected area is subject to the following effects. @@ -8710,8 +9226,11 @@ Second, you can bind an extra effect to the area. Choose the effect from the fol *4th-level illusion* **Casting Time:** 10 minutes + **Range:** 300 feet + **Components:** V, S, M (a stone, a twig, and a bit of green plant) + **Duration:** 24 hours You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. @@ -8723,8 +9242,11 @@ The tactile characteristics of the terrain are unchanged, so creatures entering *6th-level necromancy* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. @@ -8734,8 +9256,11 @@ You unleash a virulent disease on a creature that you can see within range. The *3rd-level transmutation* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a shaving of licorice root) + **Duration:** Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. @@ -8747,8 +9272,11 @@ When the spell ends, the target can't move or take actions until after its next *6th-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. @@ -8760,8 +9288,11 @@ Choose a creature that you can see within range. A surge of positive energy wash *1st-level evocation* **Casting Time:** 1 bonus action + **Range:** 60 feet + **Components:** V + **Duration:** Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. @@ -8773,8 +9304,11 @@ A creature of your choice that you can see within range regains hit points equal *2nd-level transmutation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a piece of iron and a flame) + **Duration:** Concentration, up to 1 minute Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. @@ -8788,8 +9322,11 @@ If a creature is holding or wearing the object and takes the damage from it, the *1st-­level evocation* **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. @@ -8801,8 +9338,11 @@ You point your finger, and the creature that damaged you is momentarily surround *6th-level conjuration* **Casting Time:** 10 minutes + **Range:** 30 feet + **Components:** V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes) + **Duration:** Instantaneous You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. @@ -8814,8 +9354,11 @@ A creature that partakes of the feast gains several benefits. The creature is cu *1st-level enchantment* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Concentration, up to 1 minute A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. @@ -8827,8 +9370,11 @@ A willing creature you touch is imbued with bravery. Until the spell ends, the c *1st-level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (tiny tarts and a feather that is waved in the air) + **Duration:** Concentration, up to 1 minute A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. @@ -8840,8 +9386,11 @@ At the end of each of its turns, and each time it takes damage, the target can m *5th-level enchantment* **Casting Time:** 1 action + **Range:** 90 feet + **Components:** V, S, M (a small, straight piece of iron) + **Duration:** Concentration, up to 1 minute Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. @@ -8853,8 +9402,11 @@ Choose a creature that you can see within range. The target must succeed on a Wi *2nd-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a small, straight piece of iron) + **Duration:** Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. @@ -8866,8 +9418,11 @@ Choose a humanoid that you can see within range. The target must succeed on a Wi *8th-level abjuration* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text) + **Duration:** Concentration, up to 1 minute Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. @@ -8877,8 +9432,11 @@ Divine light washes out from you and coalesces in a soft radiance in a 30-foot r *1st-­level divination* **Casting Time:** 1 bonus action + **Range:** 90 feet + **Components:** V + **Duration:** Concentration, up to 1 hour You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. @@ -8890,8 +9448,11 @@ You choose a creature you can see within range and mystically mark it as your qu *3rd-level illusion* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) + **Duration:** Concentration, up to 1 minute You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. @@ -8905,8 +9466,11 @@ The spell ends for an affected creature if it takes any damage or if someone els *4th-level evocation* **Casting Time:** 1 action + **Range:** 300 feet + **Components:** V, S, M (a pinch of dust and a few drops of water) + **Duration:** Instantaneous A hail of rock-hard ice pounds to the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. @@ -8920,8 +9484,11 @@ Hailstones turn the storm's area of effect into difficult terrain until the end *1st-level divination (ritual)* **Casting Time:** 1 minute + **Range:** Touch + **Components:** V, S, M (a pearl worth at least 100 gp and an owl feather) + **Duration:** Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. @@ -8933,8 +9500,11 @@ If you instead touch a creature throughout the casting, you learn what spells, i *1st-level illusion (ritual)* **Casting Time:** 1 minute + **Range:** Touch + **Components:** S, M (a lead-based ink worth at least 10 gp, which the spell consumes) + **Duration:** 10 days You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. @@ -8950,8 +9520,11 @@ A creature with truesight can read the hidden message. *9th-level abjuration* **Casting Time:** 1 minute + **Range:** 30 feet + **Components:** V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) + **Duration:** Until dispelled You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. @@ -8987,8 +9560,11 @@ You can use a particular special component to create only one prison at a time. *8th-level conjuration* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. @@ -9002,8 +9578,11 @@ The cloud moves 10 feet directly away from you in a direction that you choose at *1st-level necromancy* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Instantaneous Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. @@ -9015,8 +9594,11 @@ Make a melee spell attack against a creature you can reach. On a hit, the target *5th-level conjuration* **Casting Time:** 1 action + **Range:** 300 feet + **Components:** V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) + **Duration:** Concentration, up to 10 minutes Swarming, biting locusts fill a 20-foot radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. @@ -9030,8 +9612,11 @@ When the area appears, each creature in it must make a Constitution saving throw *6th-level conjuration (ritual)* **Casting Time:** 1 minute + **Range:** Touch + **Components:** V, S, M (a sapphire worth 1,000 gp) + **Duration:** Until dispelled You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. @@ -9047,8 +9632,11 @@ If another creature is holding or carrying the item, crushing the sapphire doesn *2nd-level illusion* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (an eyelash encased in gum arabic) + **Duration:** Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. @@ -9060,8 +9648,11 @@ A creature you touch becomes invisible until the spell ends. Anything the target *6th-level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V + **Duration:** Concentration, up to 1 minute Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. @@ -9075,8 +9666,11 @@ A dancing creature must use all its movement to dance without leaving its space *1st-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a grasshopper's hind leg) + **Duration:** 1 minute You touch a creature. The creature's jump distance is tripled until the spell ends. @@ -9088,8 +9682,11 @@ You touch a creature. The creature's jump distance is tripled until the spell en *2nd-level transmutation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V + **Duration:** Instantaneous Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. @@ -9107,8 +9704,11 @@ When you cast the spell, a loud knock, audible from as far away as 300 feet, ema *5th-level divination* **Casting Time:** 10 minutes + **Range:** Self + **Components:** V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) + **Duration:** Instantaneous Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. @@ -9120,8 +9720,11 @@ The information you learn is accurate but might be couched in figurative languag *2nd-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. @@ -9131,8 +9734,11 @@ You touch a creature and can end either one disease or one condition afflicting *2nd-level transmutation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) + **Duration:** Concentration, up to 10 minutes One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. @@ -9146,8 +9752,11 @@ When the spell ends, the target floats gently to the ground if it is still aloft *Evocation cantrip* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, M (a firefly or phosphorescent moss) + **Duration:** 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. @@ -9159,8 +9768,11 @@ If you target an object held or worn by a hostile creature, that creature must s *3rd-level evocation* **Casting Time:** 1 action + **Range:** Self (100-foot line) + **Components:** V, S, M (a bit of fur and a rod of amber, crystal, or glass) + **Duration:** Instantaneous A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. @@ -9174,8 +9786,11 @@ The lightning ignites flammable objects in the area that aren't being worn or ca *2nd-level divination (ritual)* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a bit of fur from a bloodhound) + **Duration:** Instantaneous Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. @@ -9185,8 +9800,11 @@ Describe or name a specific kind of beast or plant. Concentrating on the voice o *4th-level divination* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a bit of fur from a bloodhound) + **Duration:** Concentration, up to 1 hour Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. @@ -9200,8 +9818,11 @@ This spell can't locate a creature if running water at least 10 feet wide blocks *2nd-level divination* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a forked twig) + **Duration:** Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. @@ -9215,8 +9836,11 @@ This spell can't locate an object if any thickness of lead, even a thin sheet, b *1st-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a pinch of dirt) + **Duration:** 1 hour You touch a creature. The target's speed increases by 10 feet until the spell ends. @@ -9230,8 +9854,11 @@ You touch a creature. The target's speed increases by 10 feet until the spell en *1st-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a piece of cured leather) + **Duration:** 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. @@ -9241,8 +9868,11 @@ You touch a willing creature who isn't wearing armor, and a protective magical f *Conjuration cantrip* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. @@ -9256,8 +9886,11 @@ The hand can't attack, activate magic items, or carry more than 10 pounds. *3rd-level abjuration* **Casting Time:** 1 minute + **Range:** 10 feet + **Components:** V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) + **Duration:** 1 hour You create a 10-foot radius, 20-foot tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. @@ -9277,8 +9910,11 @@ When you cast this spell, you can elect to cause its magic to operate in the rev *6th-level necromancy* **Casting Time:** 1 minute + **Range:** Self + **Components:** V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) + **Duration:** Until dispelled Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. @@ -9300,8 +9936,11 @@ When the spell ends, the container is destroyed. *1st-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. @@ -9313,8 +9952,11 @@ You create three glowing darts of magical force. Each dart hits a creature of yo *2nd-level illusion (ritual)* **Casting Time:** 1 minute + **Range:** 30 feet + **Components:** V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) + **Duration:** Until dispelled You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. @@ -9328,8 +9970,11 @@ The triggering circumstance can be as general or as detailed as you like, though *2nd-level transmutation* **Casting Time:** 1 bonus action + **Range:** Touch + **Components:** V, S + **Duration:** Concentration, up to 1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. @@ -9341,8 +9986,11 @@ You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic *7th-level conjuration* **Casting Time:** 1 minute + **Range:** 300 feet + **Components:** V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp) + **Duration:** 24 hours You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. @@ -9356,8 +10004,11 @@ You can create any floor plan you like, but the space can't exceed 50 cubes, eac *3rd-level illusion* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a bit of fleece) + **Duration:** Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). @@ -9373,8 +10024,11 @@ Physical interaction with the image reveals it to be an illusion, because things *5th-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. @@ -9386,8 +10040,11 @@ A wave of healing energy washes out from a point of your choice within range. Ch *9th-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. @@ -9397,8 +10054,11 @@ A flood of healing energy flows from you into injured creatures around you. You *3rd-level evocation* **Casting Time:** 1 bonus action + **Range:** 60 feet + **Components:** V + **Duration:** Instantaneous As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. @@ -9410,8 +10070,11 @@ As you call out words of restoration, up to six creatures of your choice that yo *6th-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) + **Duration:** 24 hours You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. @@ -9429,8 +10092,11 @@ If you or any of your companions damage a creature affected by this spell, the s *8th-level conjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. @@ -9444,8 +10110,11 @@ When the spell ends, the target reappears in the space it left or, if that space *3rd-level transmutation (ritual)* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** 8 hours You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. @@ -9459,8 +10128,11 @@ Minor physical damage to the stone doesn't harm you, but its partial destruction *Transmutation cantrip* **Casting Time:** 1 minute + **Range:** Touch + **Components:** V, S, M (two lodestones) + **Duration:** Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. @@ -9472,8 +10144,11 @@ This spell can physically repair a magic item or construct, but the spell can't *Transmutation cantrip* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a short piece of copper wire) + **Duration:** 1 round You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. @@ -9485,8 +10160,11 @@ You can cast this spell through solid objects if you are familiar with the targe *9th-level evocation* **Casting Time:** 1 action + **Range:** 1 mile + **Components:** V, S + **Duration:** Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. @@ -9498,8 +10176,11 @@ The spell damages objects in the area and ignites flammable objects that aren't *8th-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** 24 hours Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils *wish* spells and spells or effects of similar power used to affect the target's mind or to gain information about the target. @@ -9509,8 +10190,11 @@ Until the spell ends, one willing creature you touch is immune to psychic damage *Illusion cantrip* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** S, M (a bit of fleece) + **Duration:** 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. @@ -9526,8 +10210,11 @@ If a creature uses its action to examine the sound or image, the creature can de *7th-level illusion* **Casting Time:** 10 minutes + **Range:** Sight + **Components:** V, S + **Duration:** 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. @@ -9543,8 +10230,11 @@ Creatures with truesight can see through the illusion to the terrain's true form *2nd-level illusion* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. @@ -9562,8 +10252,11 @@ A creature is unaffected by this spell if it can't see, if it relies on senses o *5th-level illusion* **Casting Time:** 1 action + **Range:** Self + **Components:** S + **Duration:** Concentration, up to 1 hour You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. @@ -9577,8 +10270,11 @@ You can see through its eyes and hear through its ears as if you were located wh *2nd-level conjuration* **Casting Time:** 1 bonus action + **Range:** Self + **Components:** V + **Duration:** Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. @@ -9588,8 +10284,11 @@ Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied *5th-level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. @@ -9609,8 +10308,11 @@ A *remove curse* or *greater restoration* spell cast on the target restores the *2nd-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) + **Duration:** Concentration, up to 1 minute A silvery beam of pale light shines down in a 5-foot radius, 40-foot high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. @@ -9628,8 +10330,11 @@ On each of your turns after you cast this spell, you can use an action to move t *6th-level transmutation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (an iron blade and a small bag containing a mixture of soils-clay, loam, and sand) + **Duration:** Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. @@ -9649,8 +10354,11 @@ Similarly, this spell doesn't directly affect plant growth. The moved earth carr *3rd-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes) + **Duration:** 8 hours For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors. @@ -9664,8 +10372,11 @@ For the duration, you hide a target that you touch from divination magic. The ta *2nd-level abjuration* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) + **Duration:** Concentration, up to 1 hour A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. @@ -9675,8 +10386,11 @@ A veil of shadows and silence radiates from you, masking you and your companions *5th-level transmutation* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a pinch of sesame seeds) + **Duration:** 1 hour A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. @@ -9688,8 +10402,11 @@ When the opening disappears, any creatures or objects still in the passage creat *4th-level illusion* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. @@ -9701,8 +10418,11 @@ You tap into the nightmares of a creature you can see within range and create an *3rd-level illusion (ritual)* **Casting Time:** 1 minute + **Range:** 30 feet + **Components:** V, S + **Duration:** 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. @@ -9714,8 +10434,11 @@ For the duration, you or a creature you choose can ride the steed. The creature *6th-level conjuration* **Casting Time:** 10 minutes + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice). @@ -9735,8 +10458,11 @@ A creature enlisted to join your group counts as a member of it, receiving a ful *5th-level abjuration* **Casting Time:** 1 hour + **Range:** 60 feet + **Components:** V, S, M (a jewel worth at least 1,000 gp, which the spell consumes) + **Duration:** 24 hours With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted *magic circle* in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. @@ -9750,8 +10476,11 @@ A bound creature must follow your instructions to the best of its ability. You m *7th-level conjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence) + **Duration:** Instantaneous You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion. @@ -9765,8 +10494,11 @@ You can use this spell to banish an unwilling creature to another plane. Choose *3rd-level transmutation* **Casting Time:** 1 action or 8 hours + **Range:** 150 feet + **Components:** V, S + **Duration:** Instantaneous This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. @@ -9782,8 +10514,11 @@ If you cast this spell over 8 hours, you enrich the land. All plants in a half-m *Conjuration cantrip* **Casting Time:** 1 action + **Range:** 10 feet + **Components:** V, S + **Duration:** Instantaneous You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. @@ -9795,8 +10530,11 @@ This spell's damage increases by 1d12 when you  reach 5th level (2d12), *4th-level transmutation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a caterpillar cocoon) + **Duration:** Concentration, up to 1 hour This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. @@ -9814,8 +10552,11 @@ The target's gear melds into the new form. The creature can't activate, use, wie *9th-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V + **Duration:** Instantaneous You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. @@ -9825,8 +10566,11 @@ You utter a word of power that can compel one creature you can see within range *8th-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V + **Duration:** Instantaneous You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. @@ -9838,8 +10582,11 @@ The stunned target must make a Constitution saving throw at the end of each of i *2nd-level evocation* **Casting Time:** 10 minutes + **Range:** 30 feet + **Components:** V + **Duration:** Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. @@ -9851,8 +10598,11 @@ Up to six creatures of your choice that you can see within range each regain hit *Transmutation cantrip* **Casting Time:** 1 action + **Range:** 10 feet + **Components:** V, S + **Duration:** Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within Range: @@ -9871,8 +10621,11 @@ If you cast this spell multiple times, you can have up to three of its non-insta *7th-level evocation* **Casting Time:** 1 action + **Range:** Self (60-foot cone) + **Components:** V, S + **Duration:** Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. @@ -9891,8 +10644,11 @@ Eight multicolored rays of light flash from your hand. Each ray is a different c *9th-level abjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** 10 minutes The spell no longer refers to a rod of cancellation, and the text clarifies that dispel magic works only against the violet layer. @@ -9918,8 +10674,11 @@ The wall can be destroyed, also one layer at a time, in order from red to violet *4th-level abjuration* **Casting Time:** 10 minutes + **Range:** 120 feet + **Components:** V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite) + **Duration:** 24 hours You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. @@ -9940,8 +10699,11 @@ When you cast the spell, you decide what sort of security the spell provides, ch *Conjuration cantrip* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. @@ -9955,8 +10717,11 @@ This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level *6th-level illusion* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a bit of fleece and jade dust worth at least 25 gp) + **Duration:** Until dispelled You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. @@ -9972,8 +10737,11 @@ Physical interaction with the image reveals it to be an illusion, because things *7th-level illusion* **Casting Time:** 1 action + **Range:** 500 miles + **Components:** V, S, M (a small replica of you made from materials worth at least 5 gp) + **Duration:** Concentration, up to 1 day You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. @@ -9991,8 +10759,11 @@ creature that uses its action to examine the image can determine that it is an i *3rd-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Concentration, up to 1 hour For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. @@ -10002,8 +10773,11 @@ For the duration, the willing creature you touch has resistance to one damage ty *1st-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (holy water or powdered silver and iron, which the spell consumes) + **Duration:** Concentration up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. @@ -10015,8 +10789,11 @@ The protection grants several benefits. Creatures of those types have disadvanta *2nd-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** 1 hour You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. @@ -10028,8 +10805,11 @@ For the duration, the target has advantage on saving throws against being poison *1st-level transmutation (ritual)* **Casting Time:** 1 action + **Range:** 10 feet + **Components:** V, S + **Duration:** Instantaneous All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. @@ -10043,8 +10823,11 @@ All nonmagical food and drink within a 5-foot radius sphere centered on a point *5th-level necromancy* **Casting Time:** 1 hour + **Range:** Touch + **Components:** V, S, M (a diamond worth at least 500 gp, which the spell consumes) + **Duration:** Instantaneous You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. @@ -10060,8 +10843,11 @@ Coming back from the dead is an ordeal. The target takes a -4 penalty to all att *2nd-level necromancy* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. @@ -10073,8 +10859,11 @@ At the end of each of the target's turns, it can make a Constitution saving thro *Evocation cantrip* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. @@ -10086,8 +10875,11 @@ The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level ( *7th-level transmutation* **Casting Time:** 1 minute + **Range:** Touch + **Components:** V, S, M (a prayer wheel and holy water) + **Duration:** 1 hour You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). @@ -10099,8 +10891,11 @@ The target's severed body members (fingers, legs, tails, and so on), if any, are *5th-level transmutation* **Casting Time:** 1 hour + **Range:** Touch + **Components:** V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes) + **Duration:** Instantaneous You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. @@ -10136,8 +10931,11 @@ The reincarnated creature recalls its former life and experiences. It retains th *3rd-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded. @@ -10147,8 +10945,11 @@ At your touch, all curses affecting one creature or object end. If the object is *4th-level evocation* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) + **Duration:** Concentration, up to 1 minute A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. @@ -10164,8 +10965,11 @@ A *disintegrate* spell targeting the globe destroys it without harming anything *Abjuration cantrip* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a miniature cloak) + **Duration:** Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. @@ -10175,8 +10979,11 @@ You touch one willing creature. Once before the spell ends, the target can roll *7th-level necromancy* **Casting Time:** 1 hour + **Range:** Touch + **Components:** V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) + **Duration:** Instantaneous You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. @@ -10194,8 +11001,11 @@ Casting this spell to restore life to a creature that has been dead for one year *7th-level transmutation* **Casting Time:** 1 action + **Range:** 100 feet + **Components:** V, S, M (a lodestone and iron filings) + **Duration:** Concentration, up to 1 minute This spell reverses gravity in a 50-foot radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. @@ -10209,8 +11019,11 @@ At the end of the duration, affected objects and creatures fall back down. *3rd-level necromancy* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (diamonds worth 300 gp, which the spell consumes) + **Duration:** Instantaneous You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. @@ -10220,8 +11033,11 @@ You touch a creature that has died within the last minute. That creature returns *2nd-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (powdered corn extract and a twisted loop of parchment) + **Duration:** 1 hour You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. @@ -10239,8 +11055,11 @@ Anything inside the extradimensional space drops out when the spell ends. *Evocation cantrip* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. @@ -10252,8 +11071,11 @@ The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level ( *1st-level abjuration* **Casting Time:** 1 bonus action + **Range:** 30 feet + **Components:** V, S, M (a small silver mirror) + **Duration:** 1 minute You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. @@ -10265,8 +11087,11 @@ If the warded creature makes an attack, casts a spell that affects an enemy, or *2nd-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. @@ -10280,8 +11105,11 @@ Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire dam *5th-level divination* **Casting Time:** 10 minutes + **Range:** Self + **Components:** V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) + **Duration:** Concentration, up to 10 minutes You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. @@ -10310,8 +11138,11 @@ Instead of targeting a creature, you can choose a location you have seen before *4th-level conjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) + **Duration:** Instantaneous You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). @@ -10325,8 +11156,11 @@ After 60 days, there is a cumulative 5 percent chance per day that the spell's e *2nd-level divination* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a pinch of talc and a small sprinkling of powdered silver) + **Duration:** 1 hour For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. @@ -10336,8 +11170,11 @@ For the duration, you see invisible creatures and objects as if they were visibl *5th-level illusion* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** 8 hours This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. @@ -10353,8 +11190,11 @@ A creature can use its action to inspect a target and make an Intelligence (Inve *3rd-level evocation* **Casting Time:** 1 action + **Range:** Unlimited + **Components:** V, S, M (a short piece of fine copper wire) + **Duration:** 1 round You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. @@ -10366,8 +11206,11 @@ You can send the message across any distance and even to other planes of existen *7th-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes) + **Duration:** Until dispelled By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. @@ -10381,8 +11224,11 @@ You can set a condition for the spell to end early. The condition can be anythin *9th-level transmutation* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell) + **Duration:** Concentration, up to 1 hour You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. @@ -10402,8 +11248,11 @@ During this spell's duration, you can use your action to assume a different form *2nd-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a chip of mica) + **Duration:** Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. @@ -10417,8 +11266,11 @@ A nonmagical object that isn't being worn or carried also takes the damage if it *1st-level abjuration* **Casting Time:** 1 reaction, which you take when you are hit by an attack or targeted by the *magic missile* spell + **Range:** Self + **Components:** V, S + **Duration:** 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from *magic missile*. @@ -10428,8 +11280,11 @@ An invisible barrier of magical force appears and protects you. Until the start *1st-level abjuration* **Casting Time:** 1 bonus action + **Range:** 60 feet + **Components:** V, S, M (a small parchment with a bit of holy text written on it) + **Duration:** Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. @@ -10439,8 +11294,11 @@ A shimmering field appears and surrounds a creature of your choice within range, *Transmutation cantrip* **Casting Time:** 1 bonus action + **Range:** Touch + **Components:** V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) + **Duration:** 1 minute The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. @@ -10450,8 +11308,11 @@ The wood of a club or quarterstaff you are holding is imbued with nature's power *Evocation cantrip* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. @@ -10463,8 +11324,11 @@ The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level ( *2nd-level illusion (ritual)* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. @@ -10474,8 +11338,11 @@ For the duration, no sound can be created within or pass through a 20-foot radiu *1st-level illusion* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a bit of fleece) + **Duration:** Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. @@ -10489,8 +11356,11 @@ Physical interaction with the image reveals it to be an illusion, because things *7th-level illusion* **Casting Time:** 12 hours + **Range:** Touch + **Components:** V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) + **Duration:** Until dispelled You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. @@ -10506,8 +11376,11 @@ If you cast this spell again, any currently active duplicates you created with t *1st-level enchantment* **Casting Time:** 1 action + **Range:** 90 feet + **Components:** V, S, M (a pinch of fine sand, rose petals, or a cricket) + **Duration:** 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). @@ -10523,8 +11396,11 @@ Undead and creatures immune to being charmed aren't affected by this spell. *3rd-level conjuration* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S, M (a pinch of dust and a few drops of water) + **Duration:** Concentration, up to 1 minute Until the spell ends, freezing rain and sleet fall in a 20-foot tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. @@ -10538,8 +11414,11 @@ If a creature starts its turn in the spell's area and is concentrating on a spel *3rd-level transmutation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a drop of molasses) + **Duration:** Concentration, up to 1 minute You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. @@ -10555,8 +11434,11 @@ A creature affected by this spell makes another Wisdom saving throw at the end o *Necromancy cantrip* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Instantaneous You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. @@ -10566,8 +11448,11 @@ You touch a living creature that has 0 hit points. The creature becomes stable. *1st-level divination (ritual)* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion. @@ -10577,8 +11462,11 @@ You gain the ability to comprehend and verbally communicate with beasts for the *3rd-level necromancy* **Casting Time:** 1 action + **Range:** 10 feet + **Components:** V, S, M (burning incense) + **Duration:** 10 minutes You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. @@ -10590,8 +11478,11 @@ Until the spell ends, you can ask the corpse up to five questions. The corpse kn *3rd-level transmutation* **Casting Time:** 1 action + **Range:** Self (30-foot radius) + **Components:** V, S + **Duration:** 10 minutes You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. @@ -10609,8 +11500,11 @@ This spell can cause the plants created by the *entangle* spell to release a res *2nd-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a drop of bitumen and a spider) + **Duration:** Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. @@ -10620,8 +11514,11 @@ Until the spell ends, one willing creature you touch gains the ability to move u *2nd-level transmutation* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) + **Duration:** Concentration, up to 10 minutes The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. @@ -10633,8 +11530,11 @@ The transformation of the ground is camouflaged to look natural. Any creature th *3rd-level conjuration* **Casting Time:** 1 action + **Range:** Self (15-foot radius) + **Components:** V, S, M (a holy symbol) + **Duration:** Concentration, up to 10 minutes You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. @@ -10648,8 +11548,11 @@ When you cast this spell, you can designate any number of creatures you can see *2nd-level evocation* **Casting Time:** 1 bonus action + **Range:** 60 feet + **Components:** V, S + **Duration:** 1 minute You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. @@ -10665,8 +11568,11 @@ The weapon can take whatever form you choose. Clerics of deities who are associa *3rd-level conjuration* **Casting Time:** 1 action + **Range:** 90 feet + **Components:** V, S, M (a rotten egg or several skunk cabbage leaves) + **Duration:** Concentration, up to 1 minute You create a 20-foot radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. @@ -10680,8 +11586,11 @@ A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. *4th-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) + **Duration:** Instantaneous You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible. @@ -10691,8 +11600,11 @@ You touch a stone object of Medium size or smaller or a section of stone no more *4th-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (diamond dust worth 100 gp, which the spell consumes) + **Duration:** Concentration, up to 1 hour This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. @@ -10702,8 +11614,11 @@ This spell turns the flesh of a willing creature you touch as hard as stone. Unt *9th-level conjuration* **Casting Time:** 1 action + **Range:** Sight + **Components:** V, S + **Duration:** Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. @@ -10723,8 +11638,11 @@ Each round you maintain concentration on this spell, the storm produces differen *2nd-level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) + **Duration:** Concentration, up to 8 hours You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. @@ -10740,8 +11658,11 @@ If you or any of your companions damage the target, the spell ends. *6th-level evocation* **Casting Time:** 1 action + **Range:** Self (60-foot line) + **Components:** V, S, M (a magnifying glass) + **Duration:** Concentration, up to 1 minute A beam of brilliant light flashes out from your hand in a 5-foot wide, 60-foot long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. @@ -10755,8 +11676,11 @@ For the duration, a mote of brilliant radiance shines in your hand. It sheds bri *8th-level evocation* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S, M (fire and a piece of sunstone) + **Duration:** Instantaneous Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. @@ -10770,8 +11694,11 @@ This spell dispels any darkness in its area that was created by a spell. *7th-level abjuration* **Casting Time:** 1 minute + **Range:** Touch + **Components:** V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes) + **Duration:** Until dispelled or triggered When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. @@ -10807,8 +11734,11 @@ When you inscribe the glyph, choose one of the options below for its effect. Onc *5th-level transmutation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. @@ -10828,8 +11758,11 @@ You can exert fine control on objects with your telekinetic grip, such as manipu *5th-level divination (ritual)* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (pieces of eggshell from two different kinds of creatures) + **Duration:** 1 hour You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. @@ -10841,8 +11774,11 @@ Until the spell ends, the targets can communicate telepathically through the bon *7th-level conjuration* **Casting Time:** 1 action + **Range:** 10 feet + **Components:** V + **Duration:** Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. @@ -10881,8 +11817,11 @@ The destination you choose must be known to you, and it must be on the same plan *5th-level conjuration* **Casting Time:** 1 minute + **Range:** 10 feet + **Components:** V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) + **Duration:** 1 round As you cast the spell, you draw a 10-foot diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. @@ -10896,8 +11835,11 @@ You can create a permanent teleportation circle by casting this spell in the sam *Transmutation cantrip* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V + **Duration:** Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within Range: @@ -10914,8 +11856,11 @@ You manifest a minor wonder, a sign of supernatural power, within range. You cre *1st-level evocation* **Casting Time:** 1 action + **Range:** Self (15-foot cube) + **Components:** V, S + **Duration:** Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. @@ -10929,8 +11874,11 @@ In addition, unsecured objects that are completely within the area of effect are *9th-level transmutation* **Casting Time:** 1 action + **Range:** Self + **Components:** V + **Duration:** Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. @@ -10942,8 +11890,11 @@ This spell ends if one of the actions you use during this period, or any effects *3rd-level evocation (ritual)* **Casting Time:** 1 minute + **Range:** Self (10-foot radius hemisphere) + **Components:** V, S, M (a small crystal bead) + **Duration:** 8 hours A 10-foot radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. @@ -10957,8 +11908,11 @@ Until the spell ends, you can command the interior to become dimly lit or dark. *3rd-level divination* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, M (a small clay model of a ziggurat) + **Duration:** 1 hour This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says. @@ -10968,8 +11922,11 @@ This spell grants the creature you touch the ability to understand any spoken la *6th-level conjuration* **Casting Time:** 1 action + **Range:** 10 feet + **Components:** V, S + **Duration:** 1 round This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement. @@ -10979,8 +11936,11 @@ This spell creates a magical link between a Large or larger inanimate plant with *5th-level conjuration* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** Concentration, up to 1 minute You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. @@ -10992,8 +11952,11 @@ You can use this transportation ability once per round for the duration. You mus *9th-level transmutation* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) + **Duration:** Concentration, up to 1 hour Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. @@ -11019,8 +11982,11 @@ If the spell becomes permanent, you no longer control the creature. It might rem *9th-level necromancy* **Casting Time:** 1 hour + **Range:** Touch + **Components:** V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) + **Duration:** Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. @@ -11034,8 +12000,11 @@ The spell can even provide a new body if the original no longer exists, in which *6th-level divination* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) + **Duration:** 1 hour This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. @@ -11045,8 +12014,11 @@ This spell gives the willing creature you touch the ability to see things as the *Divination cantrip* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** S + **Duration:** Concentration, up to 1 round You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended. @@ -11058,8 +12030,11 @@ You extend your hand and point a finger at a target in range. Your magic grants *1st-level conjuration (ritual)* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a piece of string and a bit of wood) + **Duration:** 1 hour This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. @@ -11075,8 +12050,11 @@ If you command the servant to perform a task that would move it more than 60 fee *3rd-level necromancy* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** Concentration, up to 1 minute The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. @@ -11088,8 +12066,11 @@ The touch of your shadow-wreathed hand can siphon life force from others to heal *Enchantment cantrip* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V + **Duration:** Instantaneous You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. @@ -11103,8 +12084,11 @@ This spell's damage increases by 1d4 when you reach 5th level (2d4), 11t *4th-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a small piece of phosphorus) + **Duration:** Concentration, up to 1 minute You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. @@ -11120,8 +12104,11 @@ One side of the wall, selected by you when you cast this spell, deals 5d8 fire d *5th-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a pinch of powder made by crushing a clear gemstone) + **Duration:** Concentration, up to 10 minutes An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). @@ -11133,8 +12120,11 @@ Nothing can physically pass through the wall. It is immune to all damage and can *6th-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a small piece of quartz) + **Duration:** Concentration, up to 10 minutes You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. @@ -11150,8 +12140,11 @@ The wall is an object that can be damaged and thus breached. It has AC 12 and 30 *5th-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a small block of granite) + **Duration:** Concentration, up to 10 minutes A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. @@ -11171,8 +12164,11 @@ If you maintain your concentration on this spell for its whole duration, the wal *6th-level conjuration* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a handful of thorns) + **Duration:** Concentration, up to 10 minutes You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. @@ -11188,8 +12184,11 @@ A creature can move through the wall, albeit slowly and painfully. For every 1 f *2nd-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration) + **Duration:** 1 hour This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. @@ -11201,8 +12200,11 @@ The spell ends if you drop to 0 hit points or if you and the target become separ *3rd-level transmutation (ritual)* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a short reed or piece of straw) + **Duration:** 24 hours This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. @@ -11212,8 +12214,11 @@ This spell grants up to ten willing creatures you can see within range the abili *3rd-level transmutation (ritual)* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a piece of cork) + **Duration:** 1 hour This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. @@ -11225,8 +12230,11 @@ If you target a creature submerged in a liquid, the spell carries the target to *2nd-level conjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a bit of spiderweb) + **Duration:** Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. @@ -11246,8 +12254,11 @@ The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 *9th-level illusion* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Concentration, up to one minute Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature. @@ -11257,8 +12268,11 @@ Drawing on the deepest fears of a group of creatures, you create illusory creatu *6th-level transmutation* **Casting Time:** 1 minute + **Range:** 30 feet + **Components:** V, S, M (fire and holy water) + **Duration:** 8 hours You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. @@ -11270,8 +12284,11 @@ If a creature is in cloud form and flying when the effect ends, the creature des *3rd-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a tiny fan and a feather of exotic origin) + **Duration:** Concentration, up to 1 minute A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. @@ -11285,8 +12302,11 @@ The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flyin *9th-level conjuration* **Casting Time:** 1 action + **Range:** Self + **Components:** V + **Duration:** Instantaneous *Wish* is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. @@ -11310,8 +12330,11 @@ The stress of casting this spell to produce any effect other than duplicating an *6th-level conjuration* **Casting Time:** 1 action + **Range:** 5 feet + **Components:** V + **Duration:** Instantaneous You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. @@ -11329,8 +12352,11 @@ You must designate a sanctuary by casting this spell within a location, such as *2nd-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** 10 minutes You create a magical zone that guards against deception in a 15-foot radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. @@ -12090,8 +13116,11 @@ This item first appears to be a Large sealed iron barrel weighing 500 pounds. Th The apparatus of the Crab is a Large object with the following statistics: **Armor Class** 20 + **Hit Points** 200 + **Speed** 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) + **Damage Immunities** poison, psychic To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. @@ -12755,7 +13784,9 @@ Once a card is drawn, it fades from existence. Unless the card is the Fool or th *Medium undead, neutral evil* **Armor Class** 20 + **Hit Points** half the hit point maximum of its summoner + **Speed** 60 ft., fly 60 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | @@ -12763,9 +13794,13 @@ Once a card is drawn, it fades from existence. Unless the card is the Fool or th | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | **Damage Immunities** necrotic, poison + **Condition Immunities** charmed, frightened, paralyzed, petrified, poisoned, unconscious + **Senses** darkvision 60 ft., truesight 60 ft., passive Perception 13 + **Languages** all languages known to its summoner + **Challenge** - (0 XP) ***Incorporeal Movement***. The avatar 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. @@ -13010,7 +14045,9 @@ The creature exists for a duration specific to each figurine. At the end of the *Large beast, unaligned* **Armor Class** 11 + **Hit Points** 19 (3d10+3) + **Speed** 30 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -13018,6 +14055,7 @@ The creature exists for a duration specific to each figurine. At the end of the | 14 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | **Senses** darkvision 60 ft., passive Perception 10 + **Languages** - ***Golden Lions (Rare)***. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. @@ -15223,6 +16261,354 @@ If a legendary creature has lair actions, it can use them to harness the ambient The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies. +# Monsters + +# Monster Statistics + +## Type + +A monster's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an *arrow of dragon slaying* deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns. + +The game includes the following monster types, which have no rules of their own. + +**Aberrations** are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi. + +**Beasts** are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. + +**Celestials** are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi. + +**Constructs** are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures. + +**Dragons** are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons. + +**Elementals** are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds. + +**Fey** are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs. + +**Fiends** are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths. + +**Giants** tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants. + +**Humanoids** are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds. + +**Monstrosities** are monsters in the strictest sense-frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type. + +**Oozes** are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes. + +**Plants** in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category. + +**Undead** are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. + +#### Tags + +A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the *humanoid (orc)* type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag. + +## Alignment + +A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the *Player's Handbook* for descriptions of the different alignments. + +The alignment specified in a monster's stat block is the default. Feel free to depart from it and change a monster's alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there's nothing stopping you. + +Some creatures can have **any alignment**. In other words, you choose the monster's alignment. Some monster's alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature. + +Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don't make moral or ethical choices, but rather act on instinct. These creatures are **unaligned**, which means they don't have an alignment. + +## Armor Class + +A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster's AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value. + +## Hit Points + +A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the *Player's Handbook*. + +A monster's hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½). + +A monster's size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table. + +**Table- Hit Dice by Size** + +| Monster Size | Hit Die | Average HP per Die | +|--------------|---------|--------------------| +| Tiny | d4 | 2 1/2 | +| Small | d6 | 3 1/2 | +| Medium | d8 | 4 1/2 | +| Large | d10 | 5 1/2 | +| Huge | d12 | 6 1/2 | +| Gargantuan | d20 | 10 1/2 | +| | | | + +A monster's Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8+2 hit points (average 11). + +## Speed + +A monster's speed tells you how far it can move on its turn. For more information on speed, see the *Player's Handbook*. + +All creatures have a walking speed, simply called the monster's speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. + +Some creatures have one or more of the following additional movement modes. + +### Burrow + +A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can't burrow through solid rock unless it has a special trait that allows it to do so. + +### Climb + +A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn't need to spend extra movement to climb. + +### Fly + +A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to **hover**, which makes them hard to knock out of the air (as explained in the rules on flying in the *Player's Handbook*). Such a monster stops hovering when it dies. + +### Swim + +A monster that has a swimming speed doesn't need to spend extra movement to swim. + +## Ability Scores + +Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they're used in play, see the *Player's Handbook*. + +## Saving Throws + +The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn't easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don't have special saving throw bonuses, in which case this section is absent. + +A saving throw bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). + +**Table- Proficiency Bonus by Challenge Rating** + +| Challenge | Proficiency Bonus | +|-----------|-------------------| +| 0 | +2 | +| 1/8 | +2 | +| 1/4 | +2 | +| 1/2 | +2 | +| 1 | +2 | +| 2 | +2 | +| 3 | +2 | +| 4 | +2 | +| 5 | +3 | +| 6 | +3 | +| 7 | +3 | +| 8 | +3 | +| 9 | +4 | +| 10 | +4 | +| 11 | +4 | +| 12 | +4 | +| 13 | +5 | +| 14 | +5 | +| 15 | +5 | +| 16 | +5 | +| 17 | +6 | +| 18 | +6 | +| 19 | +6 | +| 20 | +6 | +| 21 | +7 | +| 22 | +7 | +| 23 | +7 | +| 24 | +7 | +| 25 | +8 | +| 26 | +8 | +| 27 | +8 | +| 28 | +8 | +| 29 | +9 | +| 30 | +9 | +| | | + +## Skills + +The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. + +A skill bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise. + +***Armor, Weapon, and Tool Proficiencies*** + +*Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.* + +*For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.* + +*See the Player's Handbook for rules on using armor or weapons without proficiency.* + +## Vulnerabilities, Resistances, and Immunities + +Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions. + +## Senses + +The Senses entry notes a monster's passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below. + +### Blindsight + +A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius. + +Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons. + +If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception. + +### Darkvision + +A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. + +### Tremorsense + +A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense. + +### Truesight + +A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range. + +## Languages + +The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can't speak it, and this is noted in its entry. A "-" indicates that a creature neither speaks nor understands any language. + +### Telepathy + +Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn't need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation. + +A telepathic monster doesn't need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can't initiate telepathic contact, and any current contact is terminated. + +A creature within the area of an *antimagic field* or in any other location where magic doesn't function can't send or receive telepathic messages. + +## Challenge + +A monster's **Challenge rating** tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one. + +Monsters that are significantly weaker than 1st- level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each. + +Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill. + +### Experience Points + +The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner. + +Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block. + +**Table- Experience Points by Challenge Rating** + +| Challenge | XP | +|-----------|---------| +| 0 | 0 or 10 | +| 1/8 | 25 | +| 1/4 | 50 | +| 1/2 | 100 | +| 1 | 200 | +| 2 | 450 | +| 3 | 700 | +| 4 | 1,100 | +| 5 | 1,800 | +| 6 | 2,300 | +| 7 | 2,900 | +| 8 | 3,900 | +| 14 | 11,500 | +| 15 | 13,000 | +| 16 | 15,000 | +| 17 | 18,000 | +| 18 | 20,000 | +| 19 | 22,000 | +| 20 | 25,000 | +| 21 | 33,000 | +| 22 | 41,000 | +| 23 | 50,000 | +| 24 | 62,000 | +| 25 | 75,000 | +| | | + +## Special Traits + +Special traits (which appear after a monster's challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation. + +### Innate Spellcasting + +A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can't be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster's challenge rating. + +An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the *levitate* spell, but the spell has a "self only" restriction, which means that the spell affects only the drow mage. + +A monster's innate spells can't be swapped out with other spells. If a monster's innate spells don't require attack rolls, no attack bonus is given for them. + +### Spellcasting + +A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the *Player's Handbook*). The spellcaster level is also used for any cantrips included in the feature. + +The monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list. + +A monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level *lightning bolt* spell can cast it as a 5th-level spell by using one of its 5th-level greater or lesser threat than suggested by its challenge rating. + +### Psionics + +A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn't require any components to cast its spells. + +## Actions + +When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the *Player's Handbook*. + +### Melee and Ranged Attacks + +The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the "weapon" might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the *Player's Handbook*. + +***Creature vs Target***. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a "target" can be a creature or an object. + +***Hit***. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the "Hit" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. + +***Miss***. If an attack has an effect that occurs on a miss, that information is presented after the "Miss:" notation. + +***Grapple Rules for Monsters*** + +*Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.* + +*A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster's stat block. If no escape DC is given, assume the DC is 10+the monster's Strength (Athletics) modifier.* + +### Multiattack + +A creature that can make multiple attacks on its turn has the Multiattack action. A creature can't use Multiattack when making an opportunity attack, which must be a single melee attack. + +### Ammunition + +A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow. + +## Reactions + +If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. + +## Limited Usage + +Some special abilities have restrictions on the number of times they can be used. + +***X/Day***. The notation "X/Day" means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, "1/Day" means a special ability can be used once and that the monster must finish a long rest to use it again. + +***Recharge X-Y***. The notation "Recharge X-Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest. + +For example, "Recharge 5-6" means a monster can use the special ability once. Then, at the start of the monster's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. + +***Recharge after a Short or Long Rest***. This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again. + +## Equipment + +A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately. + +You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster's equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. + +If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block. + +# Legendary Creatures + +A legendary creature can do things that ordinary creatures can't. It can take special actions outside its turn, and it might exert magical influence for miles around. + +If a creature assumes the form of a legendary creature, such as through a spell, it doesn't gain that form's legendary actions, lair actions, or regional effects. + +## Legendary Actions + +A legendary creature can take a certain number of special actions-called legendary actions-outside its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can't use them while incapacitated or otherwise unable to take actions. If surprised, it can't use them until after its first turn in the combat. + +## A Legendary Creature's Lair + +A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair. + +### Lair Actions + +If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can't do so while incapacitated or otherwise unable to take actions. If surprised, it can't use one until after its first turn in the combat. + +### Regional Effects + +The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies. + # Monsters (A) ## Aboleth @@ -15230,7 +16616,9 @@ The mere presence of a legendary creature can have strange and wondrous effects *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 | @@ -15238,9 +16626,13 @@ The mere presence of a legendary creature can have strange and wondrous effects | 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 (5,900 XP) ***Amphibious***. The aboleth can breathe air and water. @@ -15278,7 +16670,9 @@ The aboleth can take 3 legendary actions, choosing from the options below. Only *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 | @@ -15286,11 +16680,17 @@ The aboleth can take 3 legendary actions, choosing from the options below. Only | 18 (+4) | 18 (+4) | 18 (+4) | 17 (+3) | 20 (+5) | 20 (+5) | **Saving Throws** Wis +9, Cha +9 + **Skills** Insight +9, Perception +9 + **Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks + **Condition Immunities** charmed, exhaustion, frightened + **Senses** darkvision 120 ft., passive Perception 19 + **Languages** all, telepathy 120 ft. + **Challenge** 10 (5,900 XP) ***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). @@ -15298,6 +16698,7 @@ The aboleth can take 3 legendary actions, choosing from the options below. Only ***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. @@ -15319,7 +16720,9 @@ In a new form, the deva retains its game statistics and ability to speak, but it *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 | @@ -15327,11 +16730,17 @@ In a new form, the deva retains its game statistics and ability to speak, but it | 24 (+7) | 20 (+5) | 24 (+7) | 19 (+4) | 22 (+6) | 25 (+7) | **Saving Throws** Con +12, Wis +11, Cha +12 + **Skills** Perception +11 + **Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks + **Condition Immunities** charmed, exhaustion, frightened + **Senses** truesight 120 ft., passive Perception 21 + **Languages** all, telepathy 120 ft. + **Challenge** 16 (15,000 XP) ***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). @@ -15341,7 +16750,9 @@ In a new form, the deva retains its game statistics and ability to speak, but it ***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. @@ -15359,7 +16770,9 @@ At will: *detect evil and good*, *invisibility* (self only) *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 | @@ -15367,12 +16780,19 @@ At will: *detect evil and good*, *invisibility* (self only) | 26 (+8) | 22 (+6) | 26 (+8) | 25 (+7) | 25 (+7) | 30 (+10) | **Saving Throws** Int +14, Wis +14, Cha +17 + **Skills** Perception +14 + **Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** necrotic, poison + **Condition Immunities** charmed, exhaustion, frightened, poisoned + **Senses** truesight 120 ft., passive Perception 24 + **Languages** all, telepathy 120 ft. + **Challenge** 21 (33,000 XP) ***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). @@ -15382,7 +16802,9 @@ At will: *detect evil and good*, *invisibility* (self only) ***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. @@ -15416,7 +16838,9 @@ The solar can take 3 legendary actions, choosing from the options below. Only on *Medium construct, unaligned* **Armor Class** 18 (natural armor) + **Hit Points** 33 (6d8+6) + **Speed** 25 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -15424,9 +16848,13 @@ The solar can take 3 legendary actions, choosing from the options below. Only on | 14 (+2) | 11 (+0) | 13 (+1) | 1 (-5) | 3 (-4) | 1 (-5) | **Damage Immunities** poison, psychic + **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6 + **Languages** - + **Challenge** 1 (200 XP) ***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 @@ -15446,7 +16874,9 @@ Constitution saving throw against the caster's spell save DC or fall unconscious *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 | @@ -15454,10 +16884,15 @@ Constitution saving throw against the caster's spell save DC or fall unconscious | 12 (+1) | 15 (+2) | 11 (+0) | 1 (-5) | 5 (-3) | 1 (-5) | **Saving Throws** Dex +4 + **Damage Immunities** poison, psychic + **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 7 + **Languages** - + **Challenge** 1/4 (50 XP) ***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. @@ -15473,7 +16908,9 @@ Constitution saving throw against the caster's spell save DC or fall unconscious *Large construct, unaligned* **Armor Class** 12 + **Hit Points** 33 (6d10) + **Speed** 10 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -15481,9 +16918,13 @@ Constitution saving throw against the caster's spell save DC or fall unconscious | 17 (+3) | 14 (+2) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | **Damage Immunities** poison, psychic + **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6 + **Languages** - + **Challenge** 2 (450 XP) ***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. @@ -15501,7 +16942,9 @@ Constitution saving throw against the caster's spell save DC or fall unconscious *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 | @@ -15509,7 +16952,9 @@ Constitution saving throw against the caster's spell save DC or fall unconscious | 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) ###### Actions @@ -15523,7 +16968,9 @@ Constitution saving throw against the caster's spell save DC or fall unconscious *Medium elemental, lawful neutral* **Armor Class** 17 (natural armor, shield) + **Hit Points** 39 (6d8+12) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -15531,10 +16978,15 @@ Constitution saving throw against the caster's spell save DC or fall unconscious | 17 (+3) | 12 (+1) | 15 (+2) | 12 (+1) | 13 (+1) | 10 (+0) | **Saving Throws** Con +4 + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** passive Perception 11 + **Languages** Ignan + **Challenge** 2 (450 XP) ***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. @@ -15554,7 +17006,9 @@ Constitution saving throw against the caster's spell save DC or fall unconscious *Medium monstrosity, unaligned* **Armor Class** 15 (natural armor) + **Hit Points** 52 (8d8+16) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -15562,7 +17016,9 @@ Constitution saving throw against the caster's spell save DC or fall unconscious | 16 (+3) | 8 (-1) | 15 (+2) | 2 (-4) | 8 (-1) | 7 (-2) | **Senses** darkvision 60 ft., passive Perception 9 + **Languages** - + **Challenge** 3 (700 XP) **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. @@ -15580,7 +17036,9 @@ If the basilisk sees its reflection within 30 feet of it in bright light, it mis *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 | @@ -15588,9 +17046,13 @@ If the basilisk sees its reflection within 30 feet of it in bright light, it mis | 23 (+6) | 16 (+3) | 18 (+4) | 7 (-2) | 14 (+2) | 12 (+1) | **Skills** Perception +6, Stealth +7 + **Damage Immunities** lightning + **Senses** darkvision 90 ft., passive Perception 16 + **Languages** Draconic + **Challenge** 11 (7,200 XP) ###### Actions @@ -15612,7 +17074,9 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur *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 | @@ -15620,8 +17084,11 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur | 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) ***Brute***. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). @@ -15639,7 +17106,9 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur *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 | @@ -15647,8 +17116,11 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur | 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 (1,800 XP) ***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. @@ -15666,7 +17138,9 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur *Large monstrosity, neutral good* **Armor Class** 12 + **Hit Points** 45 (6d10+12) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -15674,8 +17148,11 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur | 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) ***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. @@ -15695,7 +17172,9 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur *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 | @@ -15703,8 +17182,11 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur | 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 (2,300 XP) ###### Actions @@ -15724,7 +17206,9 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur *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 | @@ -15732,10 +17216,15 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur | 19 (+4) | 10 (+0) | 16 (+3) | 5 (-3) | 11 (+0) | 5 (-3) | **Skills** Perception +4 + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** darkvision 60 ft., passive Perception 14 + **Languages** understands Deep Speech but can't speak + **Challenge** 4 (1,100 XP) ***Amphibious***. The chuul can breathe air and water. @@ -15755,7 +17244,9 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur *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 | @@ -15763,8 +17254,11 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur | 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 (3,900 XP) ***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. @@ -15794,7 +17288,9 @@ A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a *Small monstrosity, unaligned* **Armor Class** 11 + **Hit Points** 27 (6d6+6) + **Speed** 20 ft., fly 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -15802,7 +17298,9 @@ A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a | 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) ###### Actions @@ -15814,7 +17312,9 @@ A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a *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 | @@ -15822,16 +17322,23 @@ A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a | 16 (+3) | 20 (+5) | 17 (+3) | 18 (+4) | 20 (+5) | 18 (+4) | **Saving Throws** Con +5, Wis +7, Cha +6 + **Damage Resistances** radiant + **Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks + **Senses** truesight 120 ft., passive Perception 15 + **Languages** all, telepathy 120 ft. + **Challenge** 4 (1,100 XP) ***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. @@ -15855,7 +17362,9 @@ In a new form, the couatl retains its game statistics and ability to speak, but *Small monstrosity, unaligned* **Armor Class** 11 + **Hit Points** 22 (5d6+5) + **Speed** 10 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -15863,8 +17372,11 @@ In a new form, the couatl retains its game statistics and ability to speak, but | 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) ***Echolocation***. The darkmantle can't use its blindsight while deafened. @@ -15888,7 +17400,9 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check *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 | @@ -15896,11 +17410,17 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check | 26 (+8) | 15 (+2) | 22 (+6) | 20 (+5) | 16 (+3) | 22 (+6) | **Saving Throws** Str +14, Con +12, Wis +9, Cha +12 + **Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** truesight 120 ft., passive Perception 13 + **Languages** Abyssal, telepathy 120 ft. + **Challenge** 19 (22,000 XP) ***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. @@ -15926,7 +17446,9 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check *Small fiend (demon), chaotic evil* **Armor Class** 11 (natural armor) + **Hit Points** 18 (4d6+4) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -15934,10 +17456,15 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check | 11 (+0) | 11 (+0) | 12 (+1) | 5 (-3) | 8 (-1) | 3 (-4) | **Damage Resistances** cold, fire, lightning + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** darkvision 60 ft., passive Perception 9 + **Languages** Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) + **Challenge** 1/4 (50 XP) ###### Actions @@ -15955,7 +17482,9 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check *Large fiend (demon), chaotic evil* **Armor Class** 17 (natural armor) + **Hit Points** 157 (15d10+75) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -15963,16 +17492,23 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check | 20 (+5) | 15 (+2) | 21 (+5) | 19 (+4) | 17 (+3) | 16 (+3) | **Saving Throws** Str +9, Con +9, Wis +7, Cha +7 + **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** truesight 120 ft., passive Perception 13 + **Languages** Abyssal, telepathy 120 ft. + **Challenge** 9 (5,000 XP) ***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. @@ -15990,7 +17526,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *Large fiend (demon), chaotic evil* **Armor Class** 16 (natural armor) + **Hit Points** 136 (13d10+65) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -15998,11 +17536,17 @@ At will: *darkness*, *detect magic*, *dispel magic* | 19 (+4) | 17 (+3) | 20 (+5) | 5 (-3) | 12 (+1) | 13 (+1) | **Saving Throws** Str +7, Con +8, Wis +4 + **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 11 + **Languages** Abyssal, telepathy 120 ft. + **Challenge** 8 (3,900 XP) ***Magic Resistance***. The hezrou has advantage on saving throws against spells and other magical effects. @@ -16022,7 +17566,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *Large fiend (demon), chaotic evil* **Armor Class** 18 (natural armor) + **Hit Points** 189 (18d10+90) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -16030,11 +17576,17 @@ At will: *darkness*, *detect magic*, *dispel magic* | 18 (+4) | 20 (+5) | 20 (+5) | 18 (+4) | 16 (+3) | 20 (+5) | **Saving Throws** Str +9, Con +10, Wis +8, Cha +10 + **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** truesight 120 ft., passive Perception 13 + **Languages** Abyssal, telepathy 120 ft. + **Challenge** 16 (15,000 XP) ***Magic Resistance***. The marilith has advantage on saving throws against spells and other magical effects. @@ -16062,7 +17614,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *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 | @@ -16070,11 +17624,17 @@ At will: *darkness*, *detect magic*, *dispel magic* | 21 (+5) | 10 (+0) | 22 (+6) | 19 (+4) | 12 (+1) | 15 (+2) | **Saving Throws** Con +11, Int +9, Wis +6, Cha +7 + **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** truesight 120 ft., passive Perception 11 + **Languages** Abyssal, telepathy 120 ft. + **Challenge** 13 (10,000 XP) ***Magic Resistance***. The nalfeshnee has advantage on saving throws against spells and other magical effects. @@ -16096,7 +17656,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *Tiny fiend (demon, shapechanger), chaotic evil* **Armor Class** 13 + **Hit Points** 7 (3d4) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -16104,11 +17666,17 @@ At will: *darkness*, *detect magic*, *dispel magic* | 5 (-3) | 17 (+3) | 10 (+0) | 7 (-2) | 10 (+0) | 10 (+0) | **Skills** Stealth +5 + **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 10 + **Languages** Abyssal, Common + **Challenge** 1 (200 XP) ***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. @@ -16128,7 +17696,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *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 | @@ -16136,11 +17706,17 @@ At will: *darkness*, *detect magic*, *dispel magic* | 17 (+3) | 15 (+2) | 18 (+4) | 8 (-1) | 13 (+1) | 8 (-1) | **Saving Throws** Dex +5, Wis +4, Cha +2 + **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 11 + **Languages** Abyssal, telepathy 120 ft. + **Challenge** 6 (2,300 XP) ***Magic Resistance***. The vrock has advantage on saving throws against spells and other magical effects. @@ -16164,7 +17740,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *Medium fiend (devil), lawful evil* **Armor Class** 15 (natural armor) + **Hit Points** 110 (13d8+52) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -16172,12 +17750,19 @@ At will: *darkness*, *detect magic*, *dispel magic* | 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 + **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 18 + **Languages** Infernal, telepathy 120 ft. + **Challenge** 5 (1,800 XP) ***Barbed Hide***. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. @@ -16201,7 +17786,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *Medium fiend (devil), lawful evil* **Armor Class** 13 (natural armor) + **Hit Points** 52 (8d8+16) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -16209,11 +17796,17 @@ At will: *darkness*, *detect magic*, *dispel magic* | 16 (+3) | 15 (+2) | 15 (+2) | 9 (-1) | 11 (+0) | 11 (+0) | **Saving Throws** Str +5, Con +4, Wis +2 + **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 10 + **Languages** Infernal, telepathy 120 ft. + **Challenge** 3 (700 XP) ***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. @@ -16235,7 +17828,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *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 | @@ -16243,12 +17838,19 @@ At will: *darkness*, *detect magic*, *dispel magic* | 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 + **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 12 + **Languages** Infernal, telepathy 120 ft. + **Challenge** 9 (5,000 XP) ***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. @@ -16268,7 +17870,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *Medium fiend (devil), lawful evil* **Armor Class** 16 (natural armor) + **Hit Points** 85 (10d8+40) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -16276,11 +17880,17 @@ At will: *darkness*, *detect magic*, *dispel magic* | 18 (+4) | 15 (+2) | 18 (+4) | 11 (+0) | 12 (+1) | 14 (+2) | **Saving Throws** Con +7, Wis +4, Cha +5 + **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 11 + **Languages** Infernal, telepathy 120 ft. + **Challenge** 8 (3,900 XP) ***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. @@ -16306,7 +17916,9 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci *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 | @@ -16314,11 +17926,17 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci | 18 (+4) | 16 (+3) | 18 (+4) | 14 (+2) | 14 (+2) | 18 (+4) | **Saving Throws** Dex +7, Con +8, Wis +6, Cha +8 + **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** truesight 120 ft., passive Perception 12 + **Languages** Infernal, telepathy 120 ft. + **Challenge** 12 (8,400 XP) ***Hellish Weapons***. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). @@ -16342,7 +17960,9 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci *Large fiend (devil), lawful evil* **Armor Class** 18 (natural armor) + **Hit Points** 148 (17d10+55) + **Speed** 20 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -16350,11 +17970,17 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci | 22 (+6) | 17 (+3) | 21 (+5) | 12 (+1) | 16 (+3) | 17 (+3) | **Saving Throws** Str +10, Dex +7, Wis +7, Cha +7 + **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 13 + **Languages** Infernal, telepathy 120 ft. + **Challenge** 11 (7,200 XP) ***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. @@ -16376,7 +18002,9 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci *Large fiend (devil), lawful evil* **Armor Class** 18 (natural armor) + **Hit Points** 180 (19d10+76) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -16384,11 +18012,17 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci | 21 (+5) | 14 (+2) | 18 (+4) | 18 (+4) | 15 (+2) | 18 (+4) | **Saving Throws** Dex +7, Con +9, Wis +7, Cha +9 + **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** cold, fire, poison + **Condition Immunities** poisoned + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 12 + **Languages** Infernal, telepathy 120 ft. + **Challenge** 14 (11,500 XP) ***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. @@ -16416,7 +18050,9 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal *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 | @@ -16424,11 +18060,17 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal | 6 (-2) | 17 (+3) | 13 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | **Skills** Deception +4, Insight +3, Persuasion +4, Stealth +5 + **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 11 + **Languages** Infernal, Common + **Challenge** 1 (200 XP) ***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. @@ -16448,7 +18090,9 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal *Medium fiend (devil), lawful evil* **Armor Class** 7 + **Hit Points** 13 (3d8) + **Speed** 15 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -16456,10 +18100,15 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal | 10 (+0) | 5 (-3) | 11 (+0) | 1 (-5) | 11 (+0) | 3 (-4) | **Damage Resistances** cold + **Damage Immunities** fire, poison + **Condition Immunities** charmed, frightened, poisoned + **Senses** darkvision 120 ft., passive Perception 10 + **Languages** understands Infernal but can't speak + **Challenge** 0 (10 XP) ***Devil's Sight***. Magical darkness doesn't impede the lemure's darkvision. @@ -16475,7 +18124,9 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal *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 | @@ -16483,11 +18134,17 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal | 26 (+8) | 14 (+2) | 24 (+7) | 22 (+6) | 18 (+4) | 24 (+7) | **Saving Throws** Dex +8, Con +13, Wis +10 + **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** truesight 120 ft., passive Perception 14 + **Languages** Infernal, telepathy 120 ft. + **Challenge** 20 (25,000 XP) ***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. @@ -16499,6 +18156,7 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal ***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 @@ -16520,7 +18178,9 @@ At will: *detect magic*, *fireball* *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 | @@ -16528,8 +18188,11 @@ At will: *detect magic*, *fireball* | 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) ***Hold Breath***. The plesiosaurus can hold its breath for 1 hour. @@ -16543,7 +18206,9 @@ At will: *detect magic*, *fireball* *Huge beast, unaligned* **Armor Class** 13 (natural armor) + **Hit Points** 95 (10d12+30) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -16551,7 +18216,9 @@ At will: *detect magic*, *fireball* | 22 (+6) | 9 (-1) | 17 (+3) | 2 (-4) | 11 (+0) | 5 (-3) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 5 (1,800 XP) ***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. @@ -16569,7 +18236,9 @@ If the target is prone, the triceratops can make one stomp attack against it as *Huge beast, unaligned* **Armor Class** 13 (natural armor) + **Hit Points** 136 (13d12+52) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -16577,8 +18246,11 @@ If the target is prone, the triceratops can make one stomp attack against it as | 25 (+7) | 10 (+0) | 19 (+4) | 2 (-4) | 12 (+1) | 9 (-1) | **Skills** Perception +4 + **Senses** passive Perception 14 + **Languages** - + **Challenge** 8 (3,900 XP) ###### Actions @@ -16594,7 +18266,9 @@ If the target is prone, the triceratops can make one stomp attack against it as *Medium monstrosity (shapechanger), neutral* **Armor Class** 14 + **Hit Points** 52 (8d8+16) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -16602,9 +18276,13 @@ If the target is prone, the triceratops can make one stomp attack against it as | 11 (+0) | 18 (+4) | 14 (+2) | 11 (+0) | 12 (+1) | 14 (+2) | **Skills** Deception +6, Insight +3 + **Condition Immunities** charmed + **Senses** darkvision 60 ft., passive Perception 11 + **Languages** Common + **Challenge** 3 (700 XP) ***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. @@ -16630,7 +18308,9 @@ If the target is prone, the triceratops can make one stomp attack against it as *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 | @@ -16638,10 +18318,15 @@ If the target is prone, the triceratops can make one stomp attack against it as | 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 + **Damage Immunities** acid + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 + **Languages** Common, Draconic + **Challenge** 21 (33,000 XP) ***Amphibious***. The dragon can breathe air and water. @@ -16677,7 +18362,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o 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 | @@ -16685,10 +18372,15 @@ Huge dragon, chaotic evil | 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 + **Damage Immunities** acid + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 + **Languages** Common, Draconic + **Challenge** 14 (11,500 XP) ***Amphibious***. The dragon can breathe air and water. @@ -16724,7 +18416,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -16732,10 +18426,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** acid + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 + **Languages** Common, Draconic + **Challenge** 7 (2,900 XP) ***Amphibious***. The dragon can breathe air and water. @@ -16755,7 +18454,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -16763,10 +18464,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** acid + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 2 (450 XP) ***Amphibious***. The dragon can breathe air and water. @@ -16784,7 +18490,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -16792,10 +18500,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** lightning + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 + **Languages** Common, Draconic + **Challenge** 23 (50,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -16829,7 +18542,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -16837,10 +18552,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** lightning + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 + **Languages** Common, Draconic + **Challenge** 16 (15,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -16874,7 +18594,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -16882,10 +18604,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** lightning + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19 + **Languages** Common, Draconic + **Challenge** 9 (5,000 XP) ###### Actions @@ -16903,7 +18630,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -16911,10 +18640,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** lightning + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 3 (700 XP) ###### Actions @@ -16930,7 +18664,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -16938,11 +18674,17 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 + **Languages** Common, Draconic + **Challenge** 15 (13,000 XP) ***Amphibious***. The dragon can breathe air and water. @@ -16978,7 +18720,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -16986,11 +18730,17 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 + **Languages** Common, Draconic + **Challenge** 8 (3,900 XP) ***Amphibious***. The dragon can breathe air and water. @@ -17010,7 +18760,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17018,11 +18770,17 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 2 (450 XP) ***Amphibious***. The dragon can breathe air and water. @@ -17040,7 +18798,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17048,10 +18808,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 + **Languages** Common, Draconic + **Challenge** 24 (62,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -17085,7 +18850,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17093,10 +18860,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23 + **Languages** Common, Draconic + **Challenge** 17 (18,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -17130,7 +18902,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o 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 | @@ -17138,10 +18912,15 @@ Large dragon, chaotic evil | 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 + **Damage Immunities** fire + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18 + **Languages** Common, Draconic + **Challenge** 10 (5,900 XP) ###### Actions @@ -17159,7 +18938,9 @@ Large dragon, chaotic evil *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 | @@ -17167,10 +18948,15 @@ Large dragon, chaotic evil | 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 + **Damage Immunities** fire + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 4 (1,100 XP) ###### Actions @@ -17186,7 +18972,9 @@ Large dragon, chaotic evil *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 | @@ -17194,10 +18982,15 @@ Large dragon, chaotic evil | 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 + **Damage Immunities** cold + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23 + **Languages** Common, Draconic + **Challenge** 20 (25,000 XP) ***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. @@ -17233,7 +19026,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17241,10 +19036,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** cold + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 + **Languages** Common, Draconic + **Challenge** 13 (10,000 XP) ***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. @@ -17280,7 +19080,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17288,10 +19090,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** cold + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 + **Languages** Common, Draconic + **Challenge** 6 (2,300 XP) ***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. @@ -17311,7 +19118,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17319,10 +19128,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** cold + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 2 (450 XP) ###### Actions @@ -17340,7 +19154,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17348,10 +19164,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 + **Languages** Common, Draconic + **Challenge** 20 (25,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -17393,7 +19214,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17401,10 +19224,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 + **Languages** Common, Draconic + **Challenge** 13 (10,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -17442,7 +19270,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17450,10 +19280,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 + **Languages** Common, Draconic + **Challenge** 6 (2,300 XP) ###### Actions @@ -17475,7 +19310,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17483,10 +19320,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 1 (200 XP) ###### Actions @@ -17506,7 +19348,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17514,10 +19358,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** lightning + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 + **Languages** Common, Draconic + **Challenge** 22 (41,000 XP) ***Amphibious***. The dragon can breathe air and water. @@ -17561,7 +19410,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17569,10 +19420,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** lightning + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 + **Languages** Common, Draconic + **Challenge** 15 (13,000 XP) ***Amphibious***. The dragon can breathe air and water. @@ -17616,7 +19472,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17624,10 +19482,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** lightning + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 + **Languages** Common, Draconic + **Challenge** 8 (3,900 XP) ***Amphibious***. The dragon can breathe air and water. @@ -17651,7 +19514,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17659,10 +19524,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** lightning + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 2 (450 XP) ***Amphibious***. The dragon can breathe air and water. @@ -17684,7 +19554,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17692,10 +19564,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** acid + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 + **Languages** Common, Draconic + **Challenge** 21 (33,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -17737,7 +19614,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17745,10 +19624,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** acid + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 + **Languages** Common, Draconic + **Challenge** 14 (11,500 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -17786,7 +19670,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17794,10 +19680,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** acid + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 + **Languages** Common, Draconic + **Challenge** 7 (2,900 XP) ###### Actions @@ -17819,7 +19710,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17827,10 +19720,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** acid + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 1 (200 XP) ###### Actions @@ -17850,7 +19748,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17858,10 +19758,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 + **Languages** Common, Draconic + **Challenge** 24 (62,000 XP) ***Amphibious***. The dragon can breathe air and water. @@ -17905,7 +19810,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17913,10 +19820,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 + **Languages** Common, Draconic + **Challenge** 17 (18,000 XP) ***Amphibious***. The dragon can breathe air and water. @@ -17960,7 +19872,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -17968,10 +19882,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19 + **Languages** Common, Draconic + **Challenge** 10 (5,900 XP) ***Amphibious***. The dragon can breathe air and water. @@ -17995,7 +19914,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -18003,10 +19924,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 3 (700 XP) ***Amphibious***. The dragon can breathe air and water. @@ -18028,7 +19954,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -18036,10 +19964,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** cold + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 + **Languages** Common, Draconic + **Challenge** 23 (50,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -18081,7 +20014,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -18089,10 +20024,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** cold + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 + **Languages** Common, Draconic + **Challenge** 16 (15,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -18134,7 +20074,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -18142,10 +20084,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** cold + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18 + **Languages** Common, Draconic + **Challenge** 9 (5,000 XP) ###### Actions @@ -18167,7 +20114,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -18175,10 +20124,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** cold + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 2 (450 XP) ###### Actions @@ -18196,7 +20150,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -18204,9 +20160,13 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 25 (+7) | 10 (+0) | 20 (+5) | 10 (+0) | 12 (+1) | 12 (+1) | **Saving Throws** Dex +6, Con +11, Wis +7 + **Damage Resistances** fire + **Senses** darkvision 120 ft., passive Perception 11 + **Languages** Aquan, Draconic + **Challenge** 17 (18,000 XP) ***Amphibious***. The dragon turtle can breathe air and water. @@ -18228,7 +20188,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -18236,8 +20198,11 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 (2,300 XP) ***Fey Ancestry***. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. @@ -18245,6 +20210,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o ***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. @@ -18268,7 +20234,9 @@ At will: *dancing lights* *Medium fey, neutral* **Armor Class** 11 (16 with *barkskin*) + **Hit Points** 22 (5d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -18276,14 +20244,19 @@ At will: *dancing lights* | 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) ***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. @@ -18307,7 +20280,9 @@ The dryad can have no more than one humanoid and up to three beasts charmed at a *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 | @@ -18315,8 +20290,11 @@ The dryad can have no more than one humanoid and up to three beasts charmed at a | 14 (+2) | 11 (+0) | 14 (+2) | 11 (+0) | 10 (+0) | 9 (-1) | **Damage Resistances** poison + **Senses** darkvision 120 ft., passive Perception 10 + **Languages** Dwarvish, Undercommon + **Challenge** 1 (200 XP) ***Duergar Resilience***. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. @@ -18342,7 +20320,9 @@ The dryad can have no more than one humanoid and up to three beasts charmed at a *Large elemental, neutral* **Armor Class** 15 + **Hit Points** 90 (12d10+24) + **Speed** 0 ft., fly 90 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | @@ -18350,10 +20330,15 @@ The dryad can have no more than one humanoid and up to three beasts charmed at a | 14 (+2) | 20 (+5) | 14 (+2) | 6 (-2) | 10 (+0) | 6 (-2) | **Damage Resistances** lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Auran + **Challenge** 5 (1,800 XP) ***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. @@ -18373,7 +20358,9 @@ If the saving throw is successful, the target takes half the bludgeoning damage *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 | @@ -18381,11 +20368,17 @@ If the saving throw is successful, the target takes half the bludgeoning damage | 20 (+5) | 8 (-1) | 20 (+5) | 5 (-3) | 10 (+0) | 5 (-3) | **Damage Vulnerabilities** thunder + **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious + **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10 + **Languages** Terran + **Challenge** 5 (1,800 XP) ***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. @@ -18403,7 +20396,9 @@ If the saving throw is successful, the target takes half the bludgeoning damage *Large elemental, neutral* **Armor Class** 13 + **Hit Points** 102 (12d10+36) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -18411,10 +20406,15 @@ If the saving throw is successful, the target takes half the bludgeoning damage | 10 (+0) | 17 (+3) | 16 (+3) | 6 (-2) | 10 (+0) | 7 (-2) | **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** fire, poison + **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Ignan + **Challenge** 5 (1,800 XP) ***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. @@ -18434,7 +20434,9 @@ If the saving throw is successful, the target takes half the bludgeoning damage *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 | @@ -18442,10 +20444,15 @@ If the saving throw is successful, the target takes half the bludgeoning damage | 18 (+4) | 14 (+2) | 18 (+4) | 5 (-3) | 10 (+0) | 8 (-1) | **Damage Resistances** acid; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Aquan + **Challenge** 5 (1,800 XP) ***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. @@ -18467,7 +20474,9 @@ The elemental can grapple one Large creature or up to two Medium or smaller crea *Medium humanoid (elf), neutral evil* **Armor Class** 15 (chain shirt) + **Hit Points** 13 (3d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -18475,8 +20484,11 @@ The elemental can grapple one Large creature or up to two Medium or smaller crea | 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) ***Fey Ancestry***. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. @@ -18484,6 +20496,7 @@ The elemental can grapple one Large creature or up to two Medium or smaller crea ***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. @@ -18499,7 +20512,9 @@ At will: *dancing lights* *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 | @@ -18507,8 +20522,11 @@ At will: *dancing lights* | 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) ***Spider Climb***. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. @@ -18532,7 +20550,9 @@ At will: *dancing lights* *Large giant, chaotic evil* **Armor Class** 12 (natural armor) + **Hit Points** 85 (10d10+30) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -18540,8 +20560,11 @@ At will: *dancing lights* | 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 (1,100 XP) ***Two Heads***. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. @@ -18565,7 +20588,9 @@ At will: *dancing lights* *Medium plant, unaligned* **Armor Class** 5 + **Hit Points** 13 (3d8) + **Speed** 0 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -18573,8 +20598,11 @@ At will: *dancing lights* | 1 (-5) | 1 (-5) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | **Condition Immunities** blinded, deafened, frightened + **Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6 + **Languages** - + **Challenge** 0 (10 XP) ***False Appearance***. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. @@ -18588,7 +20616,9 @@ At will: *dancing lights* *Medium plant, unaligned* **Armor Class** 5 + **Hit Points** 18 (4d8) + **Speed** 5 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -18596,8 +20626,11 @@ At will: *dancing lights* | 3 (-4) | 1 (-5) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | **Condition Immunities** blinded, deafened, frightened + **Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6 + **Languages** - + **Challenge** 1/4 (50 XP) ***False Appearance***. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. @@ -18615,7 +20648,9 @@ At will: *dancing lights* *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 | @@ -18623,10 +20658,15 @@ At will: *dancing lights* | 15 (+2) | 11 (+0) | 16 (+3) | 6 (-2) | 11 (+0) | 7 (-2) | **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + **Damage Immunities** poison + **Condition Immunities** exhaustion, petrified, poisoned + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Terran + **Challenge** 2 (450 XP) ***False Appearance***. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. @@ -18646,7 +20686,9 @@ At will: *dancing lights* *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 | @@ -18654,9 +20696,13 @@ At will: *dancing lights* | 21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) | **Saving Throws** Dex +6, Wis +7, Cha +9 + **Damage Immunities** lightning, thunder + **Senses** darkvision 120 ft., passive Perception 13 + **Languages** Auran + **Challenge** 11 (7,200 XP) ***Elemental Demise***. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. @@ -18664,7 +20710,9 @@ At will: *dancing lights* ***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 @@ -18682,7 +20730,9 @@ A creature can use its action to free a creature restrained by the whirlwind, in *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 | @@ -18690,9 +20740,13 @@ A creature can use its action to free a creature restrained by the whirlwind, in | 22 (+6) | 12 (+1) | 24 (+7) | 16 (+3) | 15 (+2) | 16 (+3) | **Saving Throws** Int +7, Wis +6, Cha +7 + **Damage Immunities** fire + **Senses** darkvision 120 ft., passive Perception 12 + **Languages** Ignan + **Challenge** 11 (7,200 XP) ***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. @@ -18700,7 +20754,9 @@ A creature can use its action to free a creature restrained by the whirlwind, in ***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 each: *enlarge/reduce*, *tongues* + 1/day each: *conjure elemental* (fire elemental only), *gaseous form*, *invisibility*, *major image*, *plane shift*, *wall of fire* ###### Actions @@ -18716,7 +20772,9 @@ At will: *detect magic* *Medium undead, any alignment* **Armor Class** 11 + **Hit Points** 45 (10d8) + **Speed** 0 ft., fly 40 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | @@ -18724,10 +20782,15 @@ At will: *detect magic* | 7 (-2) | 13 (+1) | 10 (+0) | 10 (+0) | 12 (+1) | 17 (+3) | **Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** cold, necrotic, poison + **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + **Senses** darkvision 60 ft., passive Perception 11 + **Languages** any languages it knew in life + **Challenge** 4 (1,100 XP) ***Ethereal Sight***. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. @@ -18753,7 +20816,9 @@ The possession lasts until the body drops to 0 hit points, the ghost ends it as *Medium undead, chaotic evil* **Armor Class** 13 + **Hit Points** 36 (8d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -18761,10 +20826,15 @@ The possession lasts until the body drops to 0 hit points, the ghost ends it as | 16 (+3) | 17 (+3) | 10 (+0) | 11 (+0) | 10 (+0) | 8 (-1) | **Damage Resistances** necrotic + **Damage Immunities** poison + **Condition Immunities** charmed, exhaustion, poisoned + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Common + **Challenge** 2 (450 XP) ***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. @@ -18782,7 +20852,9 @@ The possession lasts until the body drops to 0 hit points, the ghost ends it as *Medium undead, chaotic evil* **Armor Class** 12 + **Hit Points** 22 (5d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -18790,9 +20862,13 @@ The possession lasts until the body drops to 0 hit points, the ghost ends it as | 13 (+1) | 15 (+2) | 10 (+0) | 7 (-2) | 10 (+0) | 6 (-2) | **Damage Immunities** poison + **Condition Immunities** charmed, exhaustion, poisoned + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Common + **Challenge** 1 (200 XP) ###### Actions @@ -18808,7 +20884,9 @@ The possession lasts until the body drops to 0 hit points, the ghost ends it as *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 | @@ -18816,9 +20894,13 @@ The possession lasts until the body drops to 0 hit points, the ghost ends it as | 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 (5,000 XP) ***Keen Smell***. The giant has advantage on Wisdom (Perception) checks that rely on smell. @@ -18826,7 +20908,9 @@ The possession lasts until the body drops to 0 hit points, the ghost ends it as ***Innate Spellcasting***. 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 @@ -18842,7 +20926,9 @@ At will: *detect magic*, *fog cloud*, *light* *Huge giant, lawful evil* **Armor Class** 18 (plate) + **Hit Points** 162 (13d12+78) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -18850,10 +20936,15 @@ At will: *detect magic*, *fog cloud*, *light* | 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 + **Damage Immunities** fire + **Senses** passive Perception 16 + **Languages** Giant + **Challenge** 9 (5,000 XP) ###### Actions @@ -18869,7 +20960,9 @@ At will: *detect magic*, *fog cloud*, *light* *Huge giant, neutral evil* **Armor Class** 15 (patchwork armor) + **Hit Points** 138 (12d12+60) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -18877,10 +20970,15 @@ At will: *detect magic*, *fog cloud*, *light* | 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 + **Damage Immunities** cold + **Senses** passive Perception 13 + **Languages** Giant + **Challenge** 8 (3,900 XP) ###### Actions @@ -18896,7 +20994,9 @@ At will: *detect magic*, *fog cloud*, *light* *Huge giant, chaotic evil* **Armor Class** 13 (natural armor) + **Hit Points** 105 (10d12+40) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -18904,8 +21004,11 @@ At will: *detect magic*, *fog cloud*, *light* | 21 (+5) | 8 (-1) | 19 (+4) | 5 (-3) | 9 (-1) | 6 (-2) | **Skills** Perception +2 + **Senses** passive Perception 12 + **Languages** Giant + **Challenge** 5 (1,800 XP) ###### Actions @@ -18921,7 +21024,9 @@ At will: *detect magic*, *fog cloud*, *light* *Huge giant, neutral* **Armor Class** 17 (natural armor) + **Hit Points** 126 (11d12+55) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -18929,9 +21034,13 @@ At will: *detect magic*, *fog cloud*, *light* | 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 (2,900 XP) ***Stone Camouflage.*** The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. @@ -18953,7 +21062,9 @@ At will: *detect magic*, *fog cloud*, *light* *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 | @@ -18961,11 +21072,17 @@ At will: *detect magic*, *fog cloud*, *light* | 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 + **Damage Resistances** cold + **Damage Immunities** lightning, thunder + **Senses** passive Perception 19 + **Languages** Common, Giant + **Challenge** 13 (10,000 XP) ***Amphibious***. The giant can breathe air and water. @@ -18973,6 +21090,7 @@ At will: *detect magic*, *fog cloud*, *light* ***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 @@ -18990,7 +21108,9 @@ At will: *detect magic*, *feather fall*, *levitate*, *light* *Medium aberration, neutral* **Armor Class** 9 + **Hit Points** 67 (9d8+27) + **Speed** 10 ft., swim 10 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -18998,8 +21118,11 @@ At will: *detect magic*, *feather fall*, *levitate*, *light* | 10 (+0) | 8 (-1) | 16 (+3) | 3 (-4) | 10 (+0) | 6 (-2) | **Condition Immunities** prone + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** - + **Challenge** 2 (450 XP) ***Aberrant Ground***. The ground in a 10-foot radius around the mouther is dough-like 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. @@ -19019,7 +21142,9 @@ At will: *detect magic*, *feather fall*, *levitate*, *light* *Medium humanoid (gnoll), chaotic evil* **Armor Class** 15 (hide armor, shield) + **Hit Points** 22 (5d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19027,7 +21152,9 @@ At will: *detect magic*, *feather fall*, *levitate*, *light* | 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) ***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. @@ -19045,7 +21172,9 @@ At will: *detect magic*, *feather fall*, *levitate*, *light* *Small humanoid (gnome), neutral good* **Armor Class** 15 (chain shirt) + **Hit Points** 16 (3d6+6) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19053,8 +21182,11 @@ At will: *detect magic*, *feather fall*, *levitate*, *light* | 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) ***Stone Camouflage***. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. @@ -19064,6 +21196,7 @@ At will: *detect magic*, *feather fall*, *levitate*, *light* ***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 @@ -19077,7 +21210,9 @@ At will: *nondetection* (self only) *Small humanoid (goblinoid), neutral evil* **Armor Class** 15 (leather armor, shield) + **Hit Points** 7 (2d6) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19085,8 +21220,11 @@ At will: *nondetection* (self only) | 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) ***Nimble Escape***. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. @@ -19104,7 +21242,9 @@ At will: *nondetection* (self only) *Large construct, unaligned* **Armor Class** 14 (natural armor) + **Hit Points** 133 (14d10+56) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19112,9 +21252,13 @@ At will: *nondetection* (self only) | 20 (+5) | 9 (-1) | 18 (+4) | 3 (-4) | 8 (-1) | 1 (-5) | **Damage Immunities** acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned + **Senses** darkvision 60 ft., passive Perception 9 + **Languages** understands the languages of its creator but can't speak + **Challenge** 9 (5,000 XP) ***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. @@ -19140,7 +21284,9 @@ At will: *nondetection* (self only) *Medium construct, neutral* **Armor Class** 9 + **Hit Points** 93 (11d8+44) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19148,9 +21294,13 @@ At will: *nondetection* (self only) | 19 (+4) | 9 (-1) | 18 (+4) | 6 (-2) | 10 (+0) | 5 (-3) | **Damage Immunities** lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** understands the languages of its creator but can't speak + **Challenge** 5 (1,800 XP) ***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. @@ -19178,7 +21328,9 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it *Large construct, unaligned* **Armor Class** 20 (natural armor) + **Hit Points** 210 (20d10+100) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19186,9 +21338,13 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it | 24 (+7) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) | **Damage Immunities** fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned + **Senses** darkvision 120 ft., passive Perception 10 + **Languages** understands the languages of its creator but can't speak + **Challenge** 16 (15,000 XP) ***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. @@ -19214,7 +21370,9 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it *Large construct, unaligned* **Armor Class** 17 (natural armor) + **Hit Points** 178 (17d10+85) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19222,9 +21380,13 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it | 22 (+6) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) | **Damage Immunities** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned + **Senses** darkvision 120 ft., passive Perception 10 + **Languages** understands the languages of its creator but can't speak + **Challenge** 10 (5,900 XP) ***Immutable Form***. The golem is immune to any spell or effect that would alter its form. @@ -19246,7 +21408,9 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it *Large monstrosity, unaligned* **Armor Class** 19 (natural armor) + **Hit Points** 114 (12d10+48) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19254,9 +21418,13 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it | 20 (+5) | 11 (+0) | 18 (+4) | 2 (-4) | 12 (+1) | 7 (-2) | **Skills** Perception +4 + **Condition Immunities** petrified + **Senses** darkvision 60 ft., passive Perception 14 + **Languages** - + **Challenge** 5 (1,800 XP) ***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. @@ -19274,7 +21442,9 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it *Medium monstrosity, neutral* **Armor Class** 14 (natural armor) + **Hit Points** 27 (6d8) + **Speed** 30 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19282,8 +21452,11 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it | 14 (+2) | 14 (+2) | 11 (+0) | 3 (-4) | 14 (+2) | 5 (-3) | **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + **Senses** darkvision 60 ft., passive Perception 12 + **Languages** - + **Challenge** 2 (450 XP) ***Stone Camouflage***. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. @@ -19301,7 +21474,9 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it *Large monstrosity, unaligned* **Armor Class** 12 + **Hit Points** 59 (7d10+21) + **Speed** 30 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19309,8 +21484,11 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it | 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) ***Keen Sight***. The griffon has advantage on Wisdom (Perception) checks that rely on sight. @@ -19328,7 +21506,9 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it *Medium humanoid (grimlock), neutral evil* **Armor Class** 11 + **Hit Points** 11 (2d8+2) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19336,9 +21516,13 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it | 16 (+3) | 12 (+1) | 12 (+1) | 9 (-1) | 8 (-1) | 6 (-2) | **Skills** Athletics +5, Perception +3, Stealth +3 + **Condition Immunities** blinded + **Senses** blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13 + **Languages** Undercommon + **Challenge** 1/4 (50 XP) ***Blind Senses***. The grimlock can't use its blindsight while deafened and unable to smell. @@ -19360,7 +21544,9 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it *Medium fey, neutral evil* **Armor Class** 17 (natural armor) + **Hit Points** 82 (11d8+33) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19368,8 +21554,11 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it | 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) ***Amphibious***. The hag can breathe air and water. @@ -19395,7 +21584,9 @@ The changes wrought by this effect fail to hold up to physical inspection. For e *Medium fiend, neutral evil* **Armor Class** 17 (natural armor) + **Hit Points** 112 (15d8+45) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19403,15 +21594,21 @@ The changes wrought by this effect fail to hold up to physical inspection. For e | 18 (+4) | 15 (+2) | 16 (+3) | 16 (+3) | 14 (+2) | 16 (+3) | **Skills** Deception +7, Insight +6, Perception +6, Stealth +6 + **Damage Resistances** cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + **Condition Immunities** charmed + **Senses** darkvision 120 ft., passive Perception 16 + **Languages** Abyssal, Common, Infernal, Primordial + **Challenge** 5 (1,800 XP) ***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. @@ -19431,7 +21628,9 @@ At will: *detect magic*, *magic missile* *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 | @@ -19439,7 +21638,9 @@ At will: *detect magic*, *magic missile* | 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) ***Amphibious***. The hag can breathe air and water. @@ -19463,6 +21664,7 @@ The changes wrought by this effect fail to hold up to physical inspection. For e A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its statistics, except as follows. ***Challenge***. To avoid recalculating the creature's challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, recalculate the rating after you apply the template. + **Senses**. The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet. ***Resistances***. The half-dragon gains resistance to a type of damage based on its color. @@ -19496,7 +21698,9 @@ A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its *Medium humanoid (human), any alignment* **Armor Class** 18 (plate) + **Hit Points** 65 (10d8+20) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19504,9 +21708,13 @@ A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its | 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | **Skills** Athletics +5, Perception +2 + **Damage Resistances** fire + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 12 + **Languages** Common, Draconic + **Challenge** 5 (1,800 XP) ###### Actions @@ -19526,7 +21734,9 @@ A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its *Medium monstrosity, chaotic evil* **Armor Class** 11 + **Hit Points** 38 (7d8+7) + **Speed** 20 ft., fly 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19534,7 +21744,9 @@ A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its | 12 (+1) | 13 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 13 (+1) | **Senses** passive Perception 10 + **Languages** Common + **Challenge** 1 (200 XP) ###### Actions @@ -19556,7 +21768,9 @@ A target that successfully saves is immune to this harpy's song for the next 24 *Medium fiend, lawful evil* **Armor Class** 15 (natural armor) + **Hit Points** 45 (7d8+14) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19564,9 +21778,13 @@ A target that successfully saves is immune to this harpy's song for the next 24 | 17 (+3) | 12 (+1) | 14 (+2) | 6 (-2) | 13 (+1) | 6 (-2) | **Skills** Perception +5 + **Damage Immunities** fire + **Senses** darkvision 60 ft., passive Perception 15 + **Languages** understands Infernal but can't speak it + **Challenge** 3 (700 XP) ***Keen Hearing and Smell***. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -19584,7 +21802,9 @@ A target that successfully saves is immune to this harpy's song for the next 24 *Large monstrosity, unaligned* **Armor Class** 11 + **Hit Points** 19 (3d10+3) + **Speed** 40 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19592,8 +21812,11 @@ A target that successfully saves is immune to this harpy's song for the next 24 | 17 (+3) | 13 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 8 (-1) | **Skills** Perception +5 + **Senses** passive Perception 15 + **Languages** - + **Challenge** 1 (200 XP) ***Keen Sight***. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. @@ -19611,7 +21834,9 @@ A target that successfully saves is immune to this harpy's song for the next 24 *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 | @@ -19619,7 +21844,9 @@ A target that successfully saves is immune to this harpy's song for the next 24 | 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) ***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. @@ -19635,7 +21862,9 @@ A target that successfully saves is immune to this harpy's song for the next 24 *Tiny construct, neutral* **Armor Class** 13 (natural armor) + **Hit Points** 5 (2d4) + **Speed** 20 ft., fly 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19643,9 +21872,13 @@ A target that successfully saves is immune to this harpy's song for the next 24 | 4 (-3) | 15 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 7 (-2) | **Damage Immunities** poison + **Condition Immunities** charmed, poisoned + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** understands the languages of its creator but can't speak + **Challenge** 0 (10 XP) ***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. @@ -19659,7 +21892,9 @@ A target that successfully saves is immune to this harpy's song for the next 24 *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 | @@ -19667,8 +21902,11 @@ A target that successfully saves is immune to this harpy's song for the next 24 | 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 (3,900 XP) ***Hold Breath***. The hydra can hold its breath for 1 hour. @@ -19696,7 +21934,9 @@ At the end of its turn, it grows two heads for each of its heads that died since *Medium elemental, neutral* **Armor Class** 14 + **Hit Points** 104 (16d8+32) + **Speed** 50 ft., fly 50 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | @@ -19704,11 +21944,17 @@ At the end of its turn, it grows two heads for each of its heads that died since | 16 (+3) | 19 (+4) | 14 (+2) | 10 (+0) | 15 (+2) | 11 (+0) | **Skills** Perception +8, Stealth +10 + **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + **Senses** darkvision 60 ft., passive Perception 18 + **Languages** Auran, understands Common but doesn't speak it + **Challenge** 6 (2,300 XP) ***Invisibility***. The stalker is invisible. @@ -19728,7 +21974,9 @@ At the end of its turn, it grows two heads for each of its heads that died since *Small humanoid (kobold), lawful evil* **Armor Class** 12 + **Hit Points** 5 (2d6-2) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19736,7 +21984,9 @@ At the end of its turn, it grows two heads for each of its heads that died since | 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) ***Sunlight Sensitivity***. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. @@ -19754,7 +22004,9 @@ At the end of its turn, it grows two heads for each of its heads that died since *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 | @@ -19762,10 +22014,15 @@ At the end of its turn, it grows two heads for each of its heads that died since | 30 (+10) | 11 (+0) | 25 (+7) | 22 (+6) | 18 (+4) | 20 (+5) | **Saving Throws** Str +17, Dex +7, Con +14, Int +13, Wis +11 + **Damage Immunities** lightning; bludgeoning, piercing, and slashing from nonmagical attacks + **Condition Immunities** frightened, paralyzed + **Senses** truesight 120 ft., passive Perception 14 + **Languages** understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft. + **Challenge** 23 (50,000 XP) ***Amphibious***. The kraken can breathe air and water. @@ -19805,7 +22062,9 @@ The kraken can take 3 legendary actions, choosing from the options below. Only o *Large monstrosity, chaotic evil* **Armor Class** 13 (natural armor) + **Hit Points** 97 (13d10+26) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19813,14 +22072,19 @@ The kraken can take 3 legendary actions, choosing from the options below. Only o | 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 (1,100 XP) ***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 @@ -19838,7 +22102,9 @@ At will: *disguise self* (any humanoid form), *major image* *Medium undead, any evil alignment* **Armor Class** 17 (natural armor) + **Hit Points** 135 (18d8+54) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19846,12 +22112,19 @@ At will: *disguise self* (any humanoid form), *major image* | 11 (+0) | 16 (+3) | 16 (+3) | 20 (+5) | 14 (+2) | 16 (+3) | **Saving Throws** Con +10, Int +12, Wis +9 + **Skills** Arcana +19, History +12, Insight +9, Perception +9 + **Damage Resistances** cold, lightning, necrotic + **Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks + **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned + **Senses** truesight 120 ft., passive Perception 19 + **Languages** Common plus up to five other languages + **Challenge** 21 (33,000 XP) ***Legendary Resistance (3/Day)***. If the lich fails a saving throw, it can choose to succeed instead. @@ -19894,7 +22167,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *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 | @@ -19902,8 +22177,11 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 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) ***Hold Breath***. The lizardfolk can hold its breath for 15 minutes. @@ -19927,7 +22205,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *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 | @@ -19935,9 +22215,13 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 19 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 12 (+1) | 12 (+1) | **Skills** Perception +7 + **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + **Senses** passive Perception 17 + **Languages** Common (can't speak in bear form) + **Challenge** 5 (1,800 XP) ***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. @@ -19959,7 +22243,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *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 | @@ -19967,9 +22253,13 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 17 (+3) | 10 (+0) | 15 (+2) | 10 (+0) | 11 (+0) | 8 (-1) | **Skills** Perception +2 + **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + **Senses** passive Perception 12 + **Languages** Common (can't speak in boar form) + **Challenge** 4 (1,100 XP) ***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. @@ -19991,7 +22281,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *Medium humanoid (human, shapechanger), lawful evil* **Armor Class** 12 + **Hit Points** 33 (6d8+6) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -19999,9 +22291,13 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 10 (+0) | 8 (-1) | **Skills** Perception +2, Stealth +4 + **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + **Senses** darkvision 60 ft. (rat form only), passive Perception 12 + **Languages** Common (can't speak in rat form) + **Challenge** 2 (450 XP) ***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. @@ -20023,7 +22319,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *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 | @@ -20031,9 +22329,13 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 17 (+3) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 11 (+0) | **Skills** Perception +5, Stealth +4 + **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + **Senses** darkvision 60 ft., passive Perception 15 + **Languages** Common (can't speak in tiger form) + **Challenge** 4 (1,100 XP) ***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. @@ -20059,7 +22361,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *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 | @@ -20067,9 +22371,13 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 15 (+2) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | **Skills** Perception +4, Stealth +3 + **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + **Senses** passive Perception 14 + **Languages** Common (can't speak in wolf form) + **Challenge** 3 (700 XP) ***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. @@ -20093,7 +22401,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *Small elemental, chaotic neutral* **Armor Class** 14 (natural armor) + **Hit Points** 9 (2d6+2) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20101,9 +22411,13 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 7 (-2) | 15 (+2) | 12 (+1) | 8 (-1) | 11 (+0) | 10 (+0) | **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** fire + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Ignan + **Challenge** 1/2 (100 XP) ***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. @@ -20119,7 +22433,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *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 | @@ -20127,7 +22443,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 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) ***Tail Spike Regrowth***. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. @@ -20147,7 +22465,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *Medium monstrosity, lawful evil* **Armor Class** 15 (natural armor) + **Hit Points** 127 (17d8+51) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20155,8 +22475,11 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 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 (2,300 XP) ***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. @@ -20182,7 +22505,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *Small elemental, neutral evil* **Armor Class** 12 + **Hit Points** 17 (5d6) + **Speed** 30 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20192,10 +22517,15 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a **Skills** Perception +2, Stealth +4 **Damage Vulnerabilities** Fire + **Damage Immunities** Poison + **Condition Immunities** Poisoned + **Senses** Darkvision 60 ft., passive Perception 12 + **Languages** Auran, Terran + **Challenge** 1/2 (100 XP) ***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. @@ -20213,7 +22543,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *Small elemental, neutral evil* **Armor Class** 11 + **Hit Points** 21 (6d6) + **Speed** 30 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20223,10 +22555,15 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a **Skills** Perception +2, Stealth +3 **Damage Vulnerabilities** bludgeoning, fire + **Damage Immunities** cold, poison + **Condition Immunities** poisoned + **Senses** darkvision 60 ft., passive Perception 12 + **Languages** Aquan, Auran + **Challenge** 1/2 (100 XP) ***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. @@ -20246,7 +22583,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *Small elemental, neutral evil* **Armor Class** 11 + **Hit Points** 22 (5d6+5) + **Speed** 30 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20256,10 +22595,15 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a **Skills** Stealth +3 **Damage Vulnerabilities** cold + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Ignan, Terran + **Challenge** 1/2 (100 XP) ***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. @@ -20279,7 +22623,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *Small elemental, neutral evil* **Armor Class** 10 + **Hit Points** 21 (6d6) + **Speed** 30 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20287,9 +22633,13 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a | 5 (-3) | 11 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | 12 (+1) | **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Aquan, Ignan + **Challenge** 1/4 (50 XP) ***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. @@ -20307,7 +22657,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *Medium humanoid (merfolk), neutral* **Armor Class** 11 + **Hit Points** 11 (2d8+2) + **Speed** 10 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20315,8 +22667,11 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a | 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) ***Amphibious***. The merfolk can breathe air and water. @@ -20330,7 +22685,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *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 | @@ -20338,7 +22695,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a | 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) ***Amphibious***. The merrow can breathe air and water. @@ -20358,7 +22717,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *Medium monstrosity (shapechanger), neutral* **Armor Class** 12 (natural armor) + **Hit Points** 58 (9d8+18) + **Speed** 15 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20366,10 +22727,15 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a | 17 (+3) | 12 (+1) | 15 (+2) | 5 (-3) | 13 (+1) | 8 (-1) | **Skills** Stealth +5 + **Damage Immunities** acid + **Condition Immunities** prone + **Senses** darkvision 60 ft., passive Perception 11 + **Languages** - + **Challenge** 2 (450 XP) ***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. @@ -20391,7 +22757,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *Large monstrosity, chaotic evil* **Armor Class** 14 (natural armor) + **Hit Points** 76 (9d10+27) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20399,8 +22767,11 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a | 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) ***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. @@ -20422,7 +22793,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *Medium undead, lawful evil* **Armor Class** 11 (natural armor) + **Hit Points** 58 (9d8+18) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20432,11 +22805,17 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a Saving Throws Wis +2 **Damage Vulnerabilities** fire + **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** necrotic, poison + **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** the languages it knew in life + **Challenge** 3 (700 XP) ###### Actions @@ -20452,7 +22831,9 @@ Saving Throws Wis +2 *Medium undead, lawful evil* **Armor Class** 17 (natural armor) + **Hit Points** 97 (13d8+39) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20460,13 +22841,19 @@ Saving Throws Wis +2 | 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 **Damage Vulnerabilities** fire + **Damage Immunities** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks + **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned + **Senses** darkvision 60 ft., passive Perception 14 + **Languages** the languages it knew in life + **Challenge** 15 (13,000 XP) ***Magic Resistance***. The mummy lord has advantage on saving throws against spells and other magical effects. @@ -20514,7 +22901,9 @@ The mummy lord can take 3 legendary actions, choosing from the options below. On *Large monstrosity, lawful good* **Armor Class** 18 (natural armor) + **Hit Points** 127 (15d10+45) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20524,10 +22913,15 @@ The mummy lord can take 3 legendary actions, choosing from the options below. On **Saving Throws** Dex +6, Con +5, Wis +5, Cha +6 **Saving Throws** Dex +8, Con +7, Int +7, Wis +8, Cha +8 + **Damage Immunities** poison + **Condition Immunities** charmed, poisoned + **Senses** darkvision 60 ft., passive Perception 14 + **Languages** Celestial, Common + **Challenge** 10 (5,900 XP) ***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. @@ -20553,7 +22947,9 @@ Cantrips (at will): *mending*, *sacred flame*, *thaumaturgy* *Large monstrosity, chaotic evil* **Armor Class** 15 (natural armor) + **Hit Points** 75 (10d10+20) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20561,9 +22957,13 @@ Cantrips (at will): *mending*, *sacred flame*, *thaumaturgy* | 18 (+4) | 17 (+3) | 14 (+2) | 16 (+3) | 15 (+2) | 16 (+3) | **Damage Immunities** poison + **Condition Immunities** charmed, poisoned + **Senses** darkvision 60 ft., passive Perception 12 + **Languages** Abyssal, Common + **Challenge** 8 (3,900 XP) ***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. @@ -20586,7 +22986,9 @@ Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* *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 | @@ -20594,8 +22996,11 @@ Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* | 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) | **Damage Immunities** fire + **Senses** passive Perception 11 + **Languages** understands Abyssal, Common, and Infernal but can't speak + **Challenge** 3 (700 XP) ***Confer Fire Resistance***. The nightmare can grant resistance to fire damage to anyone riding it. @@ -20615,7 +23020,9 @@ Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* *Large giant, chaotic evil* **Armor Class** 11 (hide armor) + **Hit Points** 59 (7d10+21) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20623,7 +23030,9 @@ Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* | 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) ###### Actions @@ -20637,7 +23046,9 @@ Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* *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 | @@ -20645,14 +23056,19 @@ Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* | 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 (2,900 XP) ***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. @@ -20676,7 +23092,9 @@ At will: *darkness*, *invisibility* *Large ooze, unaligned* **Armor Class** 7 + **Hit Points** 85 (10d10+30) + **Speed** 20 ft., climb 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20684,9 +23102,13 @@ At will: *darkness*, *invisibility* | 16 (+3) | 5 (-3) | 16 (+3) | 1 (-5) | 6 (-2) | 1 (-5) | **Damage Immunities** acid, cold, lightning, slashing + **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone + **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 + **Languages** - + **Challenge** 4 (1,100 XP) ***Amorphous***. The pudding can move through a space as narrow as 1 inch wide without squeezing. @@ -20710,7 +23132,9 @@ The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. *Large ooze, unaligned* **Armor Class** 6 + **Hit Points** 84 (8d10+40) + **Speed** 15 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20718,8 +23142,11 @@ The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. | 14 (+2) | 3 (-4) | 20 (+5) | 1 (-5) | 6 (-2) | 1 (-5) | **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone + **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 + **Languages** - + **Challenge** 2 (450 XP) ***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. @@ -20749,7 +23176,9 @@ An engulfed creature can try to escape by taking an action to make a DC 12 Stren *Medium ooze, unaligned* **Armor Class** 8 + **Hit Points** 22 (3d8+9) + **Speed** 10 ft., climb 10 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20757,10 +23186,15 @@ An engulfed creature can try to escape by taking an action to make a DC 12 Stren | 12 (+1) | 6 (-2) | 16 (+3) | 1 (-5) | 6 (-2) | 2 (-4) | **Skills** Stealth +2 + **Damage Resistances** acid, cold, fire + **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone + **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 + **Languages** - + **Challenge** 1/2 (100 XP) ***Amorphous***. The ooze can move through a space as narrow as 1 inch wide without squeezing. @@ -20780,7 +23214,9 @@ The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. *Large ooze, unaligned* **Armor Class** 8 + **Hit Points** 45 (6d10+12) + **Speed** 10 ft., climb 10 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20788,10 +23224,15 @@ The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. | 15 (+2) | 6 (-2) | 14 (+2) | 2 (-4) | 6 (-2) | 1 (-5) | **Damage Resistances** acid + **Damage Immunities** lightning, slashing + **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone + **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 + **Languages** - + **Challenge** 2 (450 XP) ***Amorphous***. The jelly can move through a space as narrow as 1 inch wide without squeezing. @@ -20811,7 +23252,9 @@ The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. *Medium humanoid (orc), chaotic evil* **Armor Class** 13 (hide armor) + **Hit Points** 15 (2d8+6) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20819,8 +23262,11 @@ The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. | 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) ***Aggressive***. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. @@ -20836,7 +23282,9 @@ The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. *Large aberration, neutral* **Armor Class** 14 (natural armor) + **Hit Points** 114 (12d10+48) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20844,8 +23292,11 @@ The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. | 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 (1,800 XP) ***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. @@ -20865,7 +23316,9 @@ Saving Throws Con +7 *Large monstrosity, unaligned* **Armor Class** 13 (natural armor) + **Hit Points** 59 (7d10+21) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20873,8 +23326,11 @@ Saving Throws Con +7 | 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) ***Keen Sight and Smell***. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. @@ -20894,7 +23350,9 @@ Saving Throws Con +7 *Large celestial, chaotic good* **Armor Class** 12 + **Hit Points** 59 (7d10+21) + **Speed** 60 ft., fly 90 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20902,9 +23360,13 @@ Saving Throws Con +7 | 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) ###### Actions @@ -20916,7 +23378,9 @@ Saving Throws Con +7 *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 | @@ -20924,8 +23388,11 @@ Saving Throws Con +7 | 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) ***Keen Senses***. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. @@ -20945,7 +23412,9 @@ Saving Throws Con +7 *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 | @@ -20953,8 +23422,11 @@ Saving Throws Con +7 | 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 (13,000 XP) ***Tunneler***. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake. @@ -20976,7 +23448,9 @@ If the worm takes 30 damage or more on a single turn from a creature inside it, *Medium fiend, lawful evil* **Armor Class** 16 (natural armor) + **Hit Points** 110 (13d8+52) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -20986,9 +23460,13 @@ If the worm takes 30 damage or more on a single turn from a creature inside it, **Skills** Deception +10, Insight +8 **Damage Vulnerabilities** piercing from magic weapons wielded by good creatures + **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks + **Senses** darkvision 60 ft., passive Perception 13 + **Languages** Common, Infernal + **Challenge** 13 (10,000 XP) ***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. @@ -20996,7 +23474,9 @@ If the worm takes 30 damage or more on a single turn from a creature inside it, ***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 @@ -21010,7 +23490,9 @@ At will: *detect thoughts*, *disguise self*, *mage hand*, *minor illusion* *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 | @@ -21018,8 +23500,11 @@ At will: *detect thoughts*, *disguise self*, *mage hand*, *minor illusion* | 24 (+7) | 13 (+1) | 21 (+5) | 4 (-3) | 10 (+0) | 5 (-3) | **Damage Immunities** cold, fire + **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10 + **Languages** - + **Challenge** 11 (7,200 XP) ***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. @@ -21037,7 +23522,9 @@ If the remorhaz takes 30 damage or more on a single turn from a creature inside *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 | @@ -21045,9 +23532,13 @@ If the remorhaz takes 30 damage or more on a single turn from a creature inside | 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 (7,200 XP) ***Keen Sight***. The roc has advantage on Wisdom (Perception) checks that rely on sight. @@ -21065,7 +23556,9 @@ If the remorhaz takes 30 damage or more on a single turn from a creature inside *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 | @@ -21073,8 +23566,11 @@ If the remorhaz takes 30 damage or more on a single turn from a creature inside | 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 (1,800 XP) ***False Appearance***. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. @@ -21098,7 +23594,9 @@ If the remorhaz takes 30 damage or more on a single turn from a creature inside *Medium monstrosity, unaligned* **Armor Class** 14 (natural armor) + **Hit Points** 27 (5d8+5) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21106,7 +23604,9 @@ If the remorhaz takes 30 damage or more on a single turn from a creature inside | 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) ***Iron Scent***. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. @@ -21128,7 +23628,9 @@ If the object touched is either metal armor or a metal shield being worn or carr *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 | @@ -21136,8 +23638,11 @@ If the object touched is either metal armor or a metal shield being worn or carr | 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) ***Blood Frenzy***. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -21161,7 +23666,9 @@ If the object touched is either metal armor or a metal shield being worn or carr *Large elemental, neutral evil* **Armor Class** 15 (natural armor) + **Hit Points** 90 (12d10+24) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21169,11 +23676,15 @@ If the object touched is either metal armor or a metal shield being worn or carr | 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 10 (+0) | 12 (+1) | **Damage Vulnerabilities** cold + **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** fire **Sense**s darkvision 60 ft., passive Perception 10 + **Languages** Ignan + **Challenge** 5 (1,800 XP) ***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. @@ -21193,7 +23704,9 @@ If the object touched is either metal armor or a metal shield being worn or carr *Medium fey, chaotic neutral* **Armor Class** 14 (leather armor) + **Hit Points** 31 (7d8) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21203,7 +23716,9 @@ If the object touched is either metal armor or a metal shield being worn or carr **Skills** Perception +2, Performance +6, Stealth +5 **Sense**s passive Perception 12 + **Languages** Common, Elvish, Sylvan + **Challenge** 1/2 (100 XP) ***Magic Resistance***. The satyr has advantage on saving throws against spells and other magical effects. @@ -21221,7 +23736,9 @@ If the object touched is either metal armor or a metal shield being worn or carr *Medium undead, chaotic evil* **Armor Class** 12 + **Hit Points** 16 (3d8+3) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21231,11 +23748,17 @@ If the object touched is either metal armor or a metal shield being worn or carr **Skills** Stealth +4 (+6 in dim light or darkness) **Damage Vulnerabilities** radiant + **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** necrotic, poison + **Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** - + **Challenge** 1/2 (100 XP) ***Amorphous***. The shadow can move through a space as narrow as 1 inch wide without squeezing. @@ -21255,7 +23778,9 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse *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 | @@ -21263,11 +23788,17 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse | 18 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 10 (+0) | 5 (-3) | **Skills** Stealth +2 + **Damage Resistances** cold, fire + **Damage Immunities** lightning + **Condition Immunities** blinded, deafened, exhaustion + **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10 + **Languages** - + **Challenge** 5 (1,800 XP) ***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. @@ -21285,7 +23816,9 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse *Large construct, unaligned* **Armor Class** 17 (natural armor) + **Hit Points** 142 (15d10+60) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21293,9 +23826,13 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse | 18 (+4) | 8 (-1) | 18 (+4) | 7 (-2) | 10 (+0) | 3 (-4) | **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10 + **Damage Immunities** poison + **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned + **Languages** understands commands given in any language but can't speak + **Challenge** 7 (2,900 XP) ***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. @@ -21321,7 +23858,9 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse *Medium undead, lawful evil* **Armor Class** 13 (armor scraps) + **Hit Points** 13 (2d8+4) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21329,10 +23868,15 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse | 10 (+0) | 14 (+2) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) | **Damage Vulnerabilities** bludgeoning + **Damage Immunities** poison + **Condition Immunities** exhaustion, poisoned + **Senses** darkvision 60 ft., passive Perception 9 + **Languages** understands all languages it knew in life but can't speak + **Challenge** 1/4 (50 XP) ###### Actions @@ -21346,7 +23890,9 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse *Large undead, lawful evil* **Armor Class** 12 (natural armor) + **Hit Points** 67 (9d10+18) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21354,10 +23900,15 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse | 18 (+4) | 11 (+0) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) | **Damage Vulnerabilities** bludgeoning + **Damage Immunities** poison + **Condition Immunities** exhaustion, poisoned + **Senses** darkvision 60 ft., passive Perception 9 + **Languages** understands Abyssal but can't speak + **Challenge** 2 (450 XP) ***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. @@ -21373,7 +23924,9 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse *Large undead, lawful evil* **Armor Class** 13 (barding scraps) + **Hit Points** 22 (3d10+6) + **Speed** 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21381,10 +23934,15 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse | 18 (+4) | 12 (+1) | 15 (+2) | 2 (-4) | 8 (-1) | 5 (-3) | **Damage Vulnerabilities** bludgeoning + **Damage Immunities** poison + **Condition Immunities** exhaustion, poisoned + **Senses** darkvision 60 ft., passive Perception 9 + **Languages** - + **Challenge** 1/2 (100 XP) ###### Actions @@ -21396,7 +23954,9 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse *Medium undead, chaotic evil* **Armor Class** 12 + **Hit Points** 22 (5d8) + **Speed** 0 ft., fly 50 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | @@ -21404,10 +23964,15 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse | 1 (-5) | 14 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 11 (+0) | **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** necrotic, poison + **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** understands all languages it knew in life but can't speak + **Challenge** 1 (200 XP) ***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. @@ -21425,7 +23990,9 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse *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 | @@ -21433,11 +24000,17 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse | 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 + **Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks + **Condition Immunities** charmed, frightened + **Senses** truesight 120 ft., passive Perception 20 + **Languages** Common, Sphinx + **Challenge** 17 (18,000 XP) ***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. @@ -21483,7 +24056,9 @@ The sphinx can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -21491,11 +24066,17 @@ The sphinx can take 3 legendary actions, choosing from the options below. Only o | 18 (+4) | 15 (+2) | 16 (+3) | 18 (+4) | 18 (+4) | 18 (+4) | **Skills** Arcana +12, History +12, Perception +8, Religion +8 + **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** psychic + **Condition Immunities** charmed, frightened + **Senses** truesight 120 ft., passive Perception 18 + **Languages** Common, Sphinx + **Challenge** 11 (7,200 XP) ***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. @@ -21532,7 +24113,9 @@ The sphinx can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -21540,8 +24123,11 @@ The sphinx can take 3 legendary actions, choosing from the options below. Only o | 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) ###### Actions @@ -21559,7 +24145,9 @@ The sphinx can take 3 legendary actions, choosing from the options below. Only o *Tiny beast, unaligned* **Armor Class** 14 (natural armor) + **Hit Points** 2 (1d4) + **Speed** 10 ft., fly 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21567,7 +24155,9 @@ The sphinx can take 3 legendary actions, choosing from the options below. Only o | 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) ###### Actions @@ -21581,7 +24171,9 @@ The stirge can detach itself by spending 5 feet of its movement. It does so afte *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 | @@ -21589,9 +24181,13 @@ The stirge can detach itself by spending 5 feet of its movement. It does so afte | 8 (-1) | 17 (+3) | 13 (+1) | 15 (+2) | 12 (+1) | 20 (+5) | **Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 + **Damage Resistances** cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks + **Senses** darkvision 60 ft., passive Perception 15 + **Languages** Abyssal, Common, Infernal, telepathy 60 ft. + **Challenge** 4 (1,100 XP) ***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. @@ -21619,7 +24215,9 @@ Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage *Gargantuan monstrosity (titan), unaligned* **Armor Class** 25 (natural armor) + **Hit Points** 676 (33d20+330) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21627,10 +24225,15 @@ Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage | 30 (+10) | 11 (+0) | 30 (+10) | 3 (-4) | 11 (+0) | 11 (+0) | **Saving Throws** Int +5, Wis +9, Cha +9 + **Damage Immunities** fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks + **Condition Immunities** charmed, frightened, paralyzed, poisoned + **Senses** blindsight 120 ft., passive Perception 10 + **Languages** - + **Challenge** 30 (155,000 XP) ***Legendary Resistance (3/Day)***. If the tarrasque fails a saving throw, it can choose to succeed instead. @@ -21674,7 +24277,9 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl *Huge plant, chaotic good* **Armor Class** 16 (natural armor) + **Hit Points** 138 (12d12+60) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21684,8 +24289,11 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl **Damage Resistances** bludgeoning, piercing **Damage Vulnerabilities** fire + **Senses** passive Perception 13 + **Languages** Common, Druidic, Elvish, Sylvan + **Challenge** 9 (5,000 XP) ***False Appearance***. While the treant remains motionless, it is indistinguishable from a normal tree. @@ -21707,7 +24315,9 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl *Large giant, chaotic evil* **Armor Class** 15 (natural armor) + **Hit Points** 84 (8d10+40) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21715,8 +24325,11 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl | 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 (1,800 XP) ***Keen Smell***. The troll has advantage on Wisdom (Perception) checks that rely on smell. @@ -21738,7 +24351,9 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl *Large celestial, lawful good* **Armor Class** 12 + **Hit Points** 67 (9d10+18) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21746,9 +24361,13 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl | 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) | **Damage Immunities** poison + **Condition Immunities** charmed, paralyzed, poisoned + **Senses** darkvision 60 ft., passive Perception 13 + **Languages** Celestial, Elvish, Sylvan, telepathy 60 ft. + **Challenge** 5 (1,800 XP) ***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. @@ -21756,6 +24375,7 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl ***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. @@ -21793,7 +24413,9 @@ The unicorn can take 3 legendary actions, choosing from the options below. Only *Medium undead (shapechanger), lawful evil* **Armor Class** 16 (natural armor) + **Hit Points** 144 (17d8+68) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21801,10 +24423,15 @@ The unicorn can take 3 legendary actions, choosing from the options below. Only | 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 + **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + **Senses** darkvision 120 ft., passive Perception 17 + **Languages** the languages it knew in life + **Challenge** 13 (10,000 XP) ***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. @@ -21862,7 +24489,9 @@ The vampire can take 3 legendary actions, choosing from the options below. Only *Medium undead, neutral evil* **Armor Class** 15 (natural armor) + **Hit Points** 82 (11d8+33) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21870,10 +24499,15 @@ The vampire can take 3 legendary actions, choosing from the options below. Only | 16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10 (+0) | 12 (+1) | **Saving Throws** Dex +6, Wis +3 + **Skills** Perception +3, Stealth +6 + **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + **Senses** darkvision 60 ft., passive Perception 13 + **Languages** the languages it knew in life + **Challenge** 5 (1,800 XP) ***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. @@ -21905,7 +24539,9 @@ The vampire can take 3 legendary actions, choosing from the options below. Only *Medium undead, neutral evil* **Armor Class** 14 (studded leather) + **Hit Points** 45 (6d8+18) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21913,11 +24549,17 @@ The vampire can take 3 legendary actions, choosing from the options below. Only | 15 (+2) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) | **Skills** Perception +3, Stealth +4 + **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** poison + **Condition Immunities** exhaustion, poisoned + **Senses** darkvision 60 ft., passive Perception 13 + **Languages** the languages it knew in life + **Challenge** 3 (700 XP) ***Sunlight Sensitivity***. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. @@ -21939,7 +24581,9 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight *Tiny undead, chaotic evil* **Armor Class** 19 + **Hit Points** 22 (9d4) + **Speed** 0 ft., fly 50 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | @@ -21947,10 +24591,15 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight | 1 (-5) | 28 (+9) | 10 (+0) | 13 (+1) | 14 (+2) | 11 (+0) | **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 + **Senses** darkvision 120 ft., passive Perception 12 + **Languages** the languages it knew in life + **Challenge** 2 (450 XP) ***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. @@ -21972,7 +24621,9 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight *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 | @@ -21980,10 +24631,15 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight | 6 (-2) | 16 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 15 (+2) | **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** necrotic, poison + **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + **Senses** darkvision 60 ft., passive Perception 12 + **Languages** the languages it knew in life + **Challenge** 5 (1,800 XP) ***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. @@ -22001,7 +24657,9 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight *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 | @@ -22009,8 +24667,11 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight | 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 (2,300 XP) ###### Actions @@ -22030,7 +24691,9 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight *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 | @@ -22038,9 +24701,13 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight | 17 (+3) | 10 (+0) | 22 (+6) | 11 (+0) | 10 (+0) | 11 (+0) | **Skills** Perception +6, Stealth +3 + **Damage Resistances** piercing and slashing from nonmagical attacks that aren't adamantine + **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 16 + **Languages** Terran + **Challenge** 5 (1,800 XP) ***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. @@ -22066,7 +24733,9 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight *Medium undead, neutral evil* **Armor Class** 8 + **Hit Points** 22 (3d8+9) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22074,10 +24743,15 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight | 13 (+1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 5 (-3) | Saving Throws Wis +0 + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** darkvision 60 ft., passive Perception 8 + **Languages** understands the languages it knew in life but can't speak + **Challenge** 1/4 (50 XP) ***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. @@ -22091,7 +24765,9 @@ Saving Throws Wis +0 *Large undead, neutral evil* **Armor Class** 8 + **Hit Points** 85 (9d10+36) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22099,10 +24775,15 @@ Saving Throws Wis +0 | 19 (+4) | 6 (-2) | 18 (+4) | 3 (-4) | 6 (-2) | 5 (-3) | Saving Throws Wis +0 + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** darkvision 60 ft., passive Perception 8 + **Languages** understands Common and Giant but can't speak + **Challenge** 2 (450 XP) ***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. @@ -22122,7 +24803,9 @@ This section contains statistics for various animals, vermin, and other critters *Medium beast, unaligned* **Armor Class** 12 + **Hit Points** 19 (3d8+6) + **Speed** 30 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22130,8 +24813,11 @@ This section contains statistics for various animals, vermin, and other critters | 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) ###### Actions @@ -22147,7 +24833,9 @@ This section contains statistics for various animals, vermin, and other critters *Small plant, unaligned* **Armor Class** 9 + **Hit Points** 10 (3d6) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22155,9 +24843,13 @@ This section contains statistics for various animals, vermin, and other critters | 3 (-4) | 8 (-1) | 11 (+0) | 10 (+0) | 10 (+0) | 6 (-2) | **Damage Vulnerabilities** fire + **Damage Resistances** piercing + **Senses** passive Perception 10 + **Languages** one language known by its creator + **Challenge** 0 (10 XP) ***False Appearance***. While the shrub remains motionless, it is indistinguishable from a normal shrub. @@ -22173,7 +24865,9 @@ An **awakened shrub** is an ordinary shrub given sentience and mobility by the * *Huge plant, unaligned* **Armor Class** 13 (natural armor) + **Hit Points** 59 (7d12+14) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22181,9 +24875,13 @@ An **awakened shrub** is an ordinary shrub given sentience and mobility by the * | 19 (+4) | 6 (-2) | 15 (+2) | 10 (+0) | 10 (+0) | 7 (-2) | **Damage Vulnerabilities** fire + **Damage Resistances** bludgeoning, piercing + **Senses** passive Perception 10 + **Languages** one language known by its creator + **Challenge** 2 (450 XP) ***False Appearance***. While the tree remains motionless, it is indistinguishable from a normal tree. @@ -22199,7 +24897,9 @@ An **awakened tree** is an ordinary tree given sentience and mobility by the *aw *Large beast, unaligned* **Armor Class** 11 + **Hit Points** 19 (3d10+3) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22207,7 +24907,9 @@ An **awakened tree** is an ordinary tree given sentience and mobility by the *aw | 14 (+2) | 12 (+1) | 12 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 1/4 (50 XP) ###### Actions @@ -22221,7 +24923,9 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh *Small beast, unaligned* **Armor Class** 12 + **Hit Points** 3 (1d6) + **Speed** 30 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22229,7 +24933,9 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh | 8 (-1) | 14 (+2) | 11 (+0) | 4 (-3) | 12 (+1) | 6 (-2) | **Senses** passive Perception 11 + **Languages** - + **Challenge** 0 (10 XP) ***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. @@ -22243,7 +24949,9 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh *Tiny beast, unaligned* **Armor Class** 10 + **Hit Points** 3 (1d4+1) + **Speed** 20 ft., burrow 5 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22251,7 +24959,9 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh | 4 (-3) | 11 (+0) | 12 (+1) | 2 (-4) | 12 (+1) | 5 (-3) | **Senses** darkvision 30 ft., passive Perception 11 + **Languages** - + **Challenge** 0 (10 XP) ***Keen Smell***. The badger has advantage on Wisdom (Perception) checks that rely on smell. @@ -22265,7 +24975,9 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh *Tiny beast, unaligned* **Armor Class** 12 + **Hit Points** 1 (1d4-1) + **Speed** 5 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22273,7 +24985,9 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh | 2 (-4) | 15 (+2) | 8 (-1) | 2 (-4) | 12 (+1) | 4 (-3) | **Senses** blindsight 60 ft., passive Perception 11 + **Languages** - + **Challenge** 0 (10 XP) ***Echolocation***. The bat can't use its blindsight while deafened. @@ -22289,7 +25003,9 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh *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 | @@ -22297,8 +25013,11 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh | 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) ***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. @@ -22316,7 +25035,9 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh *Medium fey, lawful good* **Armor Class** 13 + **Hit Points** 22 (4d8+4) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22324,8 +25045,11 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh | 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) ***Keen Hearing and Smell***. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -22343,7 +25067,9 @@ A **blink dog** takes its name from its ability to blink in and out of existence *Small beast, unaligned* **Armor Class** 12 + **Hit Points** 7 (2d6) + **Speed** 10 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22351,8 +25077,11 @@ A **blink dog** takes its name from its ability to blink in and out of existence | 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) ***Keen Sight***. The hawk has advantage on Wisdom (Perception) checks that rely on sight. @@ -22370,7 +25099,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw *Medium beast, unaligned* **Armor Class** 11 (natural armor) + **Hit Points** 11 (2d8+2) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22378,7 +25109,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw | 13 (+1) | 11 (+0) | 12 (+1) | 2 (-4) | 9 (-1) | 5 (-3) | **Senses** passive Perception 9 + **Languages** - + **Challenge** 1/4 (50 XP) ***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. @@ -22394,7 +25127,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw *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 | @@ -22402,8 +25137,11 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw | 19 (+4) | 10 (+0) | 16 (+3) | 2 (-4) | 13 (+1) | 7 (-2) | **Skills** Perception +3 + **Senses** passive Perception 13 + **Languages** - + **Challenge** 1 (200 XP) ***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. @@ -22421,7 +25159,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw *Large beast, unaligned* **Armor Class** 9 + **Hit Points** 15 (2d10+4) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22429,7 +25169,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw | 16 (+3) | 8 (-1) | 14 (+2) | 2 (-4) | 8 (-1) | 5 (-3) | **Senses** passive Perception 9 + **Languages** - + **Challenge** 1/8 (25 XP) ###### Actions @@ -22441,7 +25183,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw *Tiny beast, unaligned* **Armor Class** 12 + **Hit Points** 2 (1d4) + **Speed** 40 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22449,8 +25193,11 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw | 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) ***Keen Smell***. The cat has advantage on Wisdom (Perception) checks that rely on smell. @@ -22464,7 +25211,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw *Large beast, unaligned* **Armor Class** 12 + **Hit Points** 13 (2d10+2) + **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22472,7 +25221,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw | 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) ###### Actions @@ -22486,7 +25237,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw *Tiny beast, unaligned* **Armor Class** 11 (natural armor) + **Hit Points** 2 (1d4) + **Speed** 20 ft., swim 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22494,8 +25247,11 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw | 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) ***Amphibious***. The crab can breathe air and water. @@ -22509,7 +25265,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw *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 | @@ -22517,8 +25275,11 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw | 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) ***Hold Breath***. The crocodile can hold its breath for 15 minutes. @@ -22534,7 +25295,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw *Medium monstrosity, neutral evil* **Armor Class** 12 + **Hit Points** 39 (6d8+12) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22542,8 +25305,11 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw | 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) ***Two-Headed***. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. @@ -22561,7 +25327,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate *Medium beast, unaligned* **Armor Class** 13 + **Hit Points** 4 (1d8) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22569,7 +25337,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate | 11 (+0) | 16 (+3) | 11 (+0) | 2 (-4) | 14 (+2) | 5 (-3) | **Senses** passive Perception 12 + **Languages** - + **Challenge** 0 (10 XP) ###### Actions @@ -22581,7 +25351,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate *Large beast, unaligned* **Armor Class** 14 (natural armor) + **Hit Points** 37 (5d10+10) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22589,8 +25361,11 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate | 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) ***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -22606,7 +25381,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate *Large beast, unaligned* **Armor Class** 10 + **Hit Points** 19 (3d10+3) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22614,7 +25391,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate | 18 (+4) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 1/4 (50 XP) ###### Actions @@ -22626,7 +25405,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate *Small beast, unaligned* **Armor Class** 12 + **Hit Points** 3 (1d6) + **Speed** 10 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22634,8 +25415,11 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate | 6 (-2) | 15 (+2) | 10 (+0) | 2 (-4) | 14 (+2) | 7 (-2) | **Skills** Perception +4 + **Senses** passive Perception 14 + **Languages** - + **Challenge** 0 (10 XP) ***Keen Sight***. The eagle has advantage on Wisdom (Perception) checks that rely on sight. @@ -22649,7 +25433,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate *Huge beast, unaligned* **Armor Class** 12 (natural armor) + **Hit Points** 76 (8d12+24) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22657,7 +25443,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate | 22 (+6) | 9 (-1) | 17 (+3) | 3 (-4) | 11 (+0) | 6 (-2) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 4 (1,100 XP) ***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. @@ -22673,7 +25461,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate *Large beast, unaligned* **Armor Class** 10 + **Hit Points** 13 (2d10+2) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22681,7 +25471,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate | 16 (+3) | 10 (+0) | 12 (+1) | 2 (-4) | 10 (+0) | 6 (-2) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 1/4 (50 XP) ***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. @@ -22697,7 +25489,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate *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 | @@ -22705,7 +25499,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate | 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) ***Flyby***. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach. @@ -22721,7 +25517,9 @@ A **flying snake** is a brightly colored, winged serpent found in remote jungles *Tiny beast, unaligned* **Armor Class** 11 + **Hit Points** 1 (1d4-1) + **Speed** 20 ft., swim 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22729,8 +25527,11 @@ A **flying snake** is a brightly colored, winged serpent found in remote jungles | 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) ***Amphibious***. The frog can breathe air and water. @@ -22746,7 +25547,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *Huge beast, unaligned* **Armor Class** 12 + **Hit Points** 157 (15d12+60) + **Speed** 40 ft., climb 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22754,8 +25557,11 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 23 (+6) | 14 (+2) | 18 (+4) | 7 (-2) | 12 (+1) | 7 (-2) | **Skills** Athletics +9, Perception +4 + **Senses** passive Perception 14 + **Languages** - + **Challenge** 7 (2,900 XP) ###### Actions @@ -22771,7 +25577,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *Medium beast, unaligned* **Armor Class** 10 + **Hit Points** 13 (2d8+4) + **Speed** 30 ft., burrow 10 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22779,7 +25587,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 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) ***Keen Smell***. The badger has advantage on Wisdom (Perception) checks that rely on smell. @@ -22797,7 +25607,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *Large beast, unaligned* **Armor Class** 13 + **Hit Points** 22 (4d10) + **Speed** 10 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22805,7 +25617,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 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) ***Echolocation***. The bat can't use its blindsight while deafened. @@ -22821,7 +25635,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *Large beast, unaligned* **Armor Class** 12 (natural armor) + **Hit Points** 42 (5d10+15) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22829,7 +25645,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 17 (+3) | 10 (+0) | 16 (+3) | 2 (-4) | 7 (-2) | 5 (-3) | **Senses** passive Perception 8 + **Languages** - + **Challenge** 2 (450 XP) ***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. @@ -22845,7 +25663,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *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 | @@ -22853,7 +25673,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 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) ###### Actions @@ -22865,7 +25687,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *Huge beast, unaligned* **Armor Class** 12 + **Hit Points** 60 (8d12+8) + **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22873,8 +25697,11 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 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) ###### Actions @@ -22888,7 +25715,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *Medium beast, unaligned* **Armor Class** 15 (natural armor) + **Hit Points** 13 (3d8) + **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22896,8 +25725,11 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 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) ***Amphibious***. The crab can breathe air and water. @@ -22911,7 +25743,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *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 | @@ -22919,7 +25753,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 21 (+5) | 9 (-1) | 17 (+3) | 2 (-4) | 10 (+0) | 7 (-2) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 5 (1,800 XP) ***Hold Breath***. The crocodile can hold its breath for 30 minutes. @@ -22937,7 +25773,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *Large beast, neutral good* **Armor Class** 13 + **Hit Points** 26 (4d10+4) + **Speed** 10 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22945,8 +25783,11 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 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) ***Keen Sight***. The eagle has advantage on Wisdom (Perception) checks that rely on sight. @@ -22966,7 +25807,9 @@ A **giant eagle** is a noble creature that speaks its own language and understan *Huge beast, unaligned* **Armor Class** 14 (natural armor) + **Hit Points** 42 (5d12+10) + **Speed** 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -22974,8 +25817,11 @@ A **giant eagle** is a noble creature that speaks its own language and understan | 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) ***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. @@ -22993,7 +25839,9 @@ The majestic **giant elk** is rare to the point that its appearance is often tak *Small beast, unaligned* **Armor Class** 13 (natural armor) + **Hit Points** 4 (1d6+1) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23001,7 +25849,9 @@ The majestic **giant elk** is rare to the point that its appearance is often tak | 8 (-1) | 10 (+0) | 12 (+1) | 1 (-5) | 7 (-2) | 3 (-4) | **Senses** blindsight 30 ft., passive Perception 8 + **Languages** - + **Challenge** 0 (10 XP) ***Illumination***. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. @@ -23017,7 +25867,9 @@ A **giant fire beetle** is a nocturnal creature that takes its name from a pair *Medium beast, unaligned* **Armor Class** 11 + **Hit Points** 18 (4d8) + **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23025,8 +25877,11 @@ A **giant fire beetle** is a nocturnal creature that takes its name from a pair | 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) ***Amphibious***. The frog can breathe air and water. @@ -23046,7 +25901,9 @@ If the frog dies, a swallowed creature is no longer restrained by it and can esc *Large beast, unaligned* **Armor Class** 11 (natural armor) + **Hit Points** 19 (3d10+3) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23054,7 +25911,9 @@ If the frog dies, a swallowed creature is no longer restrained by it and can esc | 17 (+3) | 11 (+0) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) | **Senses** passive Perception 11 + **Languages** - + **Challenge** 1/2 (100 XP) ***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. @@ -23070,7 +25929,9 @@ If the frog dies, a swallowed creature is no longer restrained by it and can esc *Large beast, unaligned* **Armor Class** 12 + **Hit Points** 45 (6d10+12) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23078,8 +25939,11 @@ If the frog dies, a swallowed creature is no longer restrained by it and can esc | 16 (+3) | 14 (+2) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) | **Skills** Perception +3 + **Senses** passive Perception 13 + **Languages** - + **Challenge** 1 (200 XP) ***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. @@ -23093,7 +25957,9 @@ If the frog dies, a swallowed creature is no longer restrained by it and can esc *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 | @@ -23101,7 +25967,9 @@ If the frog dies, a swallowed creature is no longer restrained by it and can esc | 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) ###### Actions @@ -23115,7 +25983,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep *Large beast, unaligned* **Armor Class** 11 + **Hit Points** 52 (8d10+8) + **Speed** 10 ft., swim 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23123,8 +25993,11 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep | 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) ***Hold Breath***. While out of water, the octopus can hold its breath for 1 hour. @@ -23144,7 +26017,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep *Large beast, neutral* **Armor Class** 12 + **Hit Points** 19 (3d10+3) + **Speed** 5 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23152,8 +26027,11 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep | 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 Sylvan but can't speak them + **Challenge** 1/4 (50 XP) ***Flyby***. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. @@ -23171,7 +26049,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep *Medium beast, unaligned* **Armor Class** 14 + **Hit Points** 11 (2d8+2) + **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23179,8 +26059,11 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep | 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) ###### Actions @@ -23192,7 +26075,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep *Small beast, unaligned* **Armor Class** 12 + **Hit Points** 7 (2d6) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23200,7 +26085,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep | 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) ***Keen Smell***. The rat has advantage on Wisdom (Perception) checks that rely on smell. @@ -23222,7 +26109,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep *Large beast, unaligned* **Armor Class** 15 (natural armor) + **Hit Points** 52 (7d10+14) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23230,7 +26119,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep | 15 (+2) | 13 (+1) | 15 (+2) | 1 (-5) | 9 (-1) | 3 (-4) | **Senses** blindsight 60 ft., passive Perception 9 + **Languages** - + **Challenge** 3 (700 XP) ###### Actions @@ -23246,7 +26137,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep *Large beast, unaligned* **Armor Class** 13 (natural armor) + **Hit Points** 16 (3d10) + **Speed** 0 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23254,7 +26147,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep | 12 (+1) | 15 (+2) | 11 (+0) | 2 (-4) | 12 (+1) | 5 (-3) | **Senses** passive Perception 11 + **Languages** - + **Challenge** 1/2 (100 XP) ***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. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. @@ -23272,7 +26167,9 @@ Like their smaller kin, **giant sea horses** are shy, colorful fish with elongat *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 | @@ -23280,8 +26177,11 @@ Like their smaller kin, **giant sea horses** are shy, colorful fish with elongat | 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 (1,800 XP) ***Blood Frenzy***. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -23299,7 +26199,9 @@ A **giant shark** is 30 feet long and normally found in deep oceans. Utterly fea *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 | @@ -23307,8 +26209,11 @@ A **giant shark** is 30 feet long and normally found in deep oceans. Utterly fea | 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) ***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. @@ -23330,7 +26235,9 @@ To snare its prey, a **giant spider** spins elaborate webs or shoots sticky stra *Large beast, unaligned* **Armor Class** 11 + **Hit Points** 39 (6d10+6) + **Speed** 20 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23338,7 +26245,9 @@ To snare its prey, a **giant spider** spins elaborate webs or shoots sticky stra | 15 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | **Senses** darkvision 30 ft., passive Perception 10 + **Languages** - + **Challenge** 1 (200 XP) ***Amphibious***. The toad can breathe air and water. @@ -23358,7 +26267,9 @@ If the toad dies, a swallowed creature is no longer restrained by it and can esc *Large beast, neutral evil* **Armor Class** 10 + **Hit Points** 22 (3d10+6) + **Speed** 10 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23366,8 +26277,11 @@ If the toad dies, a swallowed creature is no longer restrained by it and can esc | 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) ***Keen Sight and Smell***. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. @@ -23389,7 +26303,9 @@ A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its *Medium beast, unaligned* **Armor Class** 12 + **Hit Points** 13 (3d8) + **Speed** 10 ft., fly 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23397,7 +26313,9 @@ A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its | 10 (+0) | 14 (+2) | 10 (+0) | 1 (-5) | 10 (+0) | 3 (-4) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 1/2 (100 XP) ###### Actions @@ -23409,7 +26327,9 @@ A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its *Medium beast, unaligned* **Armor Class** 13 + **Hit Points** 9 (2d8) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23417,8 +26337,11 @@ A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its | 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) ***Keen Hearing and Smell***. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -23432,7 +26355,9 @@ A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its *Medium beast, unaligned* **Armor Class** 13 + **Hit Points** 11 (2d8+2) + **Speed** 40 ft., climb 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23440,8 +26365,11 @@ A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its | 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) ***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. @@ -23461,7 +26389,9 @@ Smaller than a giant spider, a **giant wolf spider** hunts prey across open grou *Medium beast, unaligned* **Armor Class** 10 + **Hit Points** 4 (1d8) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23469,7 +26399,9 @@ Smaller than a giant spider, a **giant wolf spider** hunts prey across open grou | 12 (+1) | 10 (+0) | 11 (+0) | 2 (-4) | 10 (+0) | 5 (-3) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 0 (10 XP) ***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. @@ -23485,7 +26417,9 @@ Smaller than a giant spider, a **giant wolf spider** hunts prey across open grou *Tiny beast, unaligned* **Armor Class** 13 + **Hit Points** 1 (1d4-1) + **Speed** 10 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23493,8 +26427,11 @@ Smaller than a giant spider, a **giant wolf spider** hunts prey across open grou | 5 (-3) | 16 (+3) | 8 (-1) | 2 (-4) | 14 (+2) | 6 (-2) | **Skills** Perception +4 + **Senses** passive Perception 14 + **Languages** - + **Challenge** 0 (10 XP) ***Keen Sight***. The hawk has advantage on Wisdom (Perception) checks that rely on sight. @@ -23508,7 +26445,9 @@ Smaller than a giant spider, a **giant wolf spider** hunts prey across open grou *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 | @@ -23516,8 +26455,11 @@ Smaller than a giant spider, a **giant wolf spider** hunts prey across open grou | 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) ***Blood Frenzy***. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -23535,7 +26477,9 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter *Medium beast, unaligned* **Armor Class** 11 + **Hit Points** 5 (1d8+1) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23543,8 +26487,11 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter | 11 (+0) | 13 (+1) | 12 (+1) | 2 (-4) | 12 (+1) | 5 (-3) | **Skills** Perception +3 + **Senses** passive Perception 13 + **Languages** - + **Challenge** 0 (10 XP) ***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. @@ -23560,7 +26507,9 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter *Small beast, unaligned* **Armor Class** 12 + **Hit Points** 3 (1d6) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23568,8 +26517,11 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter | 8 (-1) | 15 (+2) | 11 (+0) | 3 (-4) | 12 (+1) | 6 (-2) | **Skills** Perception +3 + **Senses** passive Perception 13 + **Languages** - + **Challenge** 0 (10 XP) ***Keen Hearing and Smell***. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -23585,7 +26537,9 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter *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 | @@ -23593,8 +26547,11 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter | 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) ***Echolocation***. The whale can't use its blindsight while deafened. @@ -23612,7 +26569,9 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter *Large beast, unaligned* **Armor Class** 12 + **Hit Points** 26 (4d10+4) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23620,8 +26579,11 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter | 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) ***Keen Smell***. The lion has advantage on Wisdom (Perception) checks that rely on smell. @@ -23643,7 +26605,9 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter *Tiny beast, unaligned* **Armor Class** 10 + **Hit Points** 2 (1d4) + **Speed** 20 ft., climb 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23651,7 +26615,9 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter | 2 (-4) | 11 (+0) | 10 (+0) | 1 (-5) | 8 (-1) | 3 (-4) | **Senses** darkvision 30 ft., passive Perception 9 + **Languages** - + **Challenge** 0 (10 XP) ###### Actions @@ -23665,7 +26631,9 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter *Huge beast, unaligned* **Armor Class** 13 (natural armor) + **Hit Points** 126 (11d12+55) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23673,7 +26641,9 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter | 24 (+7) | 9 (-1) | 21 (+5) | 3 (-4) | 11 (+0) | 6 (-2) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 6 (2,300 XP) ***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. @@ -23691,7 +26661,9 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier *Medium beast, unaligned* **Armor Class** 12 + **Hit Points** 5 (1d8+1) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23699,8 +26671,11 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier | 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) ***Keen Hearing and Smell***. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -23716,7 +26691,9 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier *Medium beast, unaligned* **Armor Class** 10 + **Hit Points** 11 (2d8+2) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23724,7 +26701,9 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier | 14 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 1/8 (25 XP) ***Beast of Burden***. The mule is considered to be a Large animal for the purpose of determining its carrying capacity. @@ -23740,7 +26719,9 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier *Small beast, unaligned* **Armor Class** 12 + **Hit Points** 3 (1d6) + **Speed** 5 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23748,8 +26729,11 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier | 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) ***Hold Breath***. While out of water, the octopus can hold its breath for 30 minutes. @@ -23769,7 +26753,9 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier *Tiny beast, unaligned* **Armor Class** 11 + **Hit Points** 1 (1d4-1) + **Speed** 5 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23777,8 +26763,11 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier | 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) ***Flyby***. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. @@ -23796,7 +26785,9 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier *Medium beast, unaligned* **Armor Class** 12 + **Hit Points** 13 (3d8) + **Speed** 50 ft., climb 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23804,8 +26795,11 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier | 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) ***Keen Smell***. The panther has advantage on Wisdom (Perception) checks that rely on smell. @@ -23823,7 +26817,9 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier *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 | @@ -23831,8 +26827,11 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier | 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) ***Ethereal Jaunt***. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. @@ -23852,7 +26851,9 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe *Tiny beast, unaligned* **Armor Class** 13 + **Hit Points** 2 (1d4) + **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23860,7 +26861,9 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe | 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) ###### Actions @@ -23872,7 +26875,9 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe *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 | @@ -23880,8 +26885,11 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe | 20 (+5) | 10 (+0) | 16 (+3) | 2 (-4) | 13 (+1) | 7 (-2) | **Skills** Perception +3 + **Senses** passive Perception 13 + **Languages** - + **Challenge** 2 (450 XP) ***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. @@ -23899,7 +26907,9 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe *Medium beast, unaligned* **Armor Class** 10 + **Hit Points** 11 (2d8+2) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23907,7 +26917,9 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe | 15 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 1/8 (25 XP) ###### Actions @@ -23919,7 +26931,9 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe *Tiny beast, unaligned* **Armor Class** 13 + **Hit Points** 1 (1d4-1) + **Speed** 0 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23927,7 +26941,9 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe | 2 (-4) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) | **Senses** darkvision 60 ft., passive Perception 8 + **Languages** - + **Challenge** 0 (10 XP) ***Blood Frenzy***. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -23945,7 +26961,9 @@ A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any *Tiny beast, unaligned* **Armor Class** 10 + **Hit Points** 1 (1d4-1) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23953,7 +26971,9 @@ A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any | 2 (-4) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 4 (-3) | **Senses** darkvision 30 ft., passive Perception 10 + **Languages** - + **Challenge** 0 (10 XP) ***Keen Smell***. The rat has advantage on Wisdom (Perception) checks that rely on smell. @@ -23967,7 +26987,9 @@ A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any *Tiny beast, unaligned* **Armor Class** 12 + **Hit Points** 1 (1d4-1) + **Speed** 10 ft., fly 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -23975,8 +26997,11 @@ A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any | 2 (-4) | 14 (+2) | 8 (-1) | 2 (-4) | 12 (+1) | 6 (-2) | **Skills** Perception +3 + **Senses** passive Perception 13 + **Languages** - + **Challenge** 0 (10 XP) ***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. @@ -23990,7 +27015,9 @@ A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any *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 | @@ -23998,8 +27025,11 @@ A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any | 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) ***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. @@ -24017,7 +27047,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Large beast, unaligned* **Armor Class** 11 (natural armor) + **Hit Points** 45 (6d10+12) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24025,7 +27057,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 21 (+5) | 8 (-1) | 15 (+2) | 2 (-4) | 12 (+1) | 6 (-2) | **Senses** passive Perception 11 + **Languages** - + **Challenge** 2 (450 XP) ***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. @@ -24039,7 +27073,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Large beast, unaligned* **Armor Class** 10 + **Hit Points** 13 (2d10+2) + **Speed** 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24047,7 +27083,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 16 (+3) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 1/4 (50 XP) ###### Actions @@ -24061,7 +27099,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Large beast, unaligned* **Armor Class** 12 + **Hit Points** 52 (7d10+14) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24069,8 +27109,11 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 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) ***Keen Smell***. The tiger has advantage on Wisdom (Perception) checks that rely on smell. @@ -24088,7 +27131,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Tiny beast, unaligned* **Armor Class** 11 (natural armor) + **Hit Points** 1 (1d4-1) + **Speed** 10 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24096,7 +27141,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 2 (-4) | 11 (+0) | 8 (-1) | 1 (-5) | 8 (-1) | 2 (-4) | **Senses** blindsight 10 ft., passive Perception 9 + **Languages** - + **Challenge** 0 (10 XP) ###### Actions @@ -24108,7 +27155,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Tiny beast, unaligned* **Armor Class** 11 + **Hit Points** 1 (1d4-1) + **Speed** 0 ft., swim 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24116,7 +27165,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 1 (-5) | 12 (+1) | 8 (-1) | 1 (-5) | 10 (+0) | 2 (-4) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 0 (0 XP) ***Water Breathing***. The sea horse can breathe only underwater. @@ -24126,7 +27177,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Tiny beast, unaligned* **Armor Class** 12 + **Hit Points** 1 (1d4-1) + **Speed** 20 ft., climb 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24134,8 +27187,11 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 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) ***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. @@ -24153,7 +27209,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *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 | @@ -24161,9 +27219,13 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 5 (-3) | 15 (+2) | 10 (+0) | 2 (-4) | 12 (+1) | 4 (-3) | **Damage Resistances** bludgeoning, piercing, slashing + **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + **Senses** blindsight 60 ft., passive Perception 11 + **Languages** - + **Challenge** 1/4 (50 XP) ***Echolocation***. The swarm can't use its blindsight while deafened. @@ -24181,7 +27243,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *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 | @@ -24189,9 +27253,13 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 3 (-4) | 13 (+1) | 10 (+0) | 1 (-5) | 7 (-2) | 1 (-5) | **Damage Resistances** bludgeoning, piercing, slashing + **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + **Senses** blindsight 10 ft., passive Perception 8 + **Languages** - + **Challenge** 1/2 (100 XP) ***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. @@ -24223,7 +27291,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *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 | @@ -24231,9 +27301,13 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 8 (-1) | 18 (+4) | 11 (+0) | 1 (-5) | 10 (+0) | 3 (-4) | **Damage Resistances** bludgeoning, piercing, slashing + **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + **Senses** blindsight 10 ft., passive Perception 10 + **Languages** - + **Challenge** 2 (450 XP) ***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. @@ -24247,7 +27321,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *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 | @@ -24255,9 +27331,13 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 13 (+1) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) | **Damage Resistances** bludgeoning, piercing, slashing + **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + **Senses** darkvision 60 ft., passive Perception 8 + **Languages** - + **Challenge** 1 (200 XP) ***Blood Frenzy***. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -24275,7 +27355,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Medium swarm of Tiny beasts, unaligned* **Armor Class** 10 + **Hit Points** 24 (7d8-7) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24283,9 +27365,13 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 9 (-1) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 3 (-4) | **Damage Resistances** bludgeoning, piercing, slashing + **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + **Senses** darkvision 30 ft., passive Perception 10 + **Languages** - + **Challenge** 1/4 (50 XP) ***Keen Smell***. The swarm has advantage on Wisdom (Perception) checks that rely on smell. @@ -24301,7 +27387,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *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 | @@ -24309,10 +27397,15 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 6 (-2) | 14 (+2) | 8 (-1) | 3 (-4) | 12 (+1) | 6 (-2) | **Skills** Perception +5 + **Damage Resistances** bludgeoning, piercing, slashing + **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + **Senses** passive Perception 15 + **Languages** - + **Challenge** 1/4 (50 XP) ***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. @@ -24326,7 +27419,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Large beast, unaligned* **Armor Class** 12 + **Hit Points** 37 (5d10+10) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24334,8 +27429,11 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 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) ***Keen Smell***. The tiger has advantage on Wisdom (Perception) checks that rely on smell. @@ -24355,7 +27453,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Medium beast, unaligned* **Armor Class** 10 + **Hit Points** 5 (1d8+1) + **Speed** 10 ft., fly 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24363,8 +27463,11 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 7 (-2) | 10 (+0) | 13 (+1) | 2 (-4) | 12 (+1) | 4 (-3) | **Skills** Perception +3 + **Senses** passive Perception 13 + **Languages** - + **Challenge** 0 (10 XP) ***Keen Sight and Smell***. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. @@ -24380,7 +27483,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Large beast, unaligned* **Armor Class** 11 + **Hit Points** 19 (3d10+3) + **Speed** 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24388,7 +27493,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 18 (+4) | 12 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 7 (-2) | **Senses** passive Perception 11 + **Languages** - + **Challenge** 1/2 (100 XP) ***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. @@ -24402,7 +27509,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Tiny beast, unaligned* **Armor Class** 13 + **Hit Points** 1 (1d4-1) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24410,8 +27519,11 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 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) ***Keen Hearing and Smell***. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -24425,7 +27537,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Large monstrosity, neutral evil* **Armor Class** 13 (natural armor) + **Hit Points** 75 (10d10+20) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24435,8 +27549,11 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat **Skills** Perception +5, Stealth +3 **Damage Immunities** cold + **Senses** passive Perception 15 + **Languages** Common, Giant, Winter Wolf + **Challenge** 3 (700 XP) ***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -24458,7 +27575,9 @@ The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-whit *Medium beast, unaligned* **Armor Class** 13 (natural armor) + **Hit Points** 11 (2d8+2) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24466,8 +27585,11 @@ The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-whit | 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) ***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -24483,7 +27605,9 @@ The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-whit *Large monstrosity, neutral evil* **Armor Class** 13 (natural armor) + **Hit Points** 26 (4d10+4) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24491,8 +27615,11 @@ The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-whit | 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) ***Keen Hearing and Smell***. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -24524,7 +27651,9 @@ There are many easy ways to customize the NPCs in this appendix for your home ca *Medium humanoid (any race), any alignment* **Armor Class** 10 + **Hit Points** 9 (2d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24532,8 +27661,11 @@ There are many easy ways to customize the NPCs in this appendix for your home ca | 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) ***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: @@ -24552,7 +27684,9 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* *Medium humanoid (any race), any alignment* **Armor Class** 12 (15 with *mage armor*) + **Hit Points** 99 (18d8 + 18) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24560,10 +27694,15 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* | 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) | **Saving Throws** Int +9, Wis +6 + **Skills** Arcana +13, History +13 + **Damage Resistance** damage from spells; nonmagical bludgeoning, piercing, and slashing (from *stoneskin*) + **Senses** passive Perception 12 + **Languages** any six languages + **Challenge** 12 (8,400 XP) ***Magic Resistance***. The archmage has advantage on saving throws against spells and other magical effects. @@ -24595,7 +27734,9 @@ An archmage typically has one or more apprentice mages, and an archmage's abode *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 | @@ -24603,10 +27744,15 @@ An archmage typically has one or more apprentice mages, and an archmage's abode | 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 + **Damage Resistances** poison + **Senses** passive Perception 13 + **Languages** Thieves' cant plus any two languages + **Challenge** 8 (3,900 XP) ***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. @@ -24630,7 +27776,9 @@ Trained in the use of poison, **assassins** are remorseless killers who work for *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 | @@ -24638,7 +27786,9 @@ Trained in the use of poison, **assassins** are remorseless killers who work for | 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) ###### Actions @@ -24656,7 +27806,9 @@ Trained in the use of poison, **assassins** are remorseless killers who work for *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 | @@ -24664,9 +27816,13 @@ Trained in the use of poison, **assassins** are remorseless killers who work for | 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) ###### Actions @@ -24692,7 +27848,9 @@ More than treasure, a bandit captain or pirate captain craves infamy. A prisoner *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 | @@ -24700,7 +27858,9 @@ More than treasure, a bandit captain or pirate captain craves infamy. A prisoner | 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) ***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. @@ -24716,7 +27876,9 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa *Medium humanoid (any race), any alignment* **Armor Class** 10 + **Hit Points** 4 (1d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24724,7 +27886,9 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa | 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) ###### Actions @@ -24738,7 +27902,9 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa *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 | @@ -24746,8 +27912,11 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa | 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) ***Dark Devotion***. The cultist has advantage on saving throws against being charmed or frightened. @@ -24763,7 +27932,9 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa *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 | @@ -24771,8 +27942,11 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa | 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) ***Dark Devotion***. The fanatic has advantage on saving throws against being charmed or frightened. @@ -24796,7 +27970,9 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* *Medium humanoid (any race), any alignment* **Armor Class** 11 (16 with *barkskin*) + **Hit Points** 27 (5d8 + 5) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24804,8 +27980,11 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* | 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) ***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: @@ -24825,7 +28004,9 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* *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 | @@ -24833,9 +28014,13 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* | 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 (1,800 XP) ***Brave***. The gladiator has advantage on saving throws against being frightened. @@ -24861,7 +28046,9 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* *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 | @@ -24869,8 +28056,11 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* | 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) ###### Actions @@ -24884,7 +28074,9 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* *Medium humanoid (any race), any alignment* **Armor Class** 18 (plate) + **Hit Points** 52 (8d8 + 16) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24892,8 +28084,11 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* | 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) ***Brave***. The knight has advantage on saving throws against being frightened. @@ -24919,7 +28114,9 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* *Medium humanoid (any race), any alignment* **Armor Class** 12 (15 with *mage armor*) + **Hit Points** 40 (9d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24927,9 +28124,13 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* | 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 (2,300 XP) ***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: @@ -24952,7 +28153,9 @@ Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation* *Medium humanoid (any race), any alignment* **Armor Class** 15 (breastplate) + **Hit Points** 9 (2d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24960,8 +28163,11 @@ Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation* | 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) ###### Actions @@ -24981,7 +28187,9 @@ The noble's statistics can also be used to represent **courtiers** who aren't of *Medium humanoid (any race), any alignment* **Armor Class** 13 (chain shirt) + **Hit Points** 27 (5d8 + 5) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -24989,8 +28197,11 @@ The noble's statistics can also be used to represent **courtiers** who aren't of | 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) | **Skills** Medicine +7, Persuasion +3, Religion +5 + **Senses** passive Perception 13 + **Languages** any two languages + **Challenge** 2 (450 XP) ***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. @@ -25015,7 +28226,9 @@ A priest typically has one or more acolytes to help with religious ceremonies an *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 | @@ -25023,8 +28236,11 @@ A priest typically has one or more acolytes to help with religious ceremonies an | 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) ***Keen Hearing and Sight***. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. @@ -25044,7 +28260,9 @@ A priest typically has one or more acolytes to help with religious ceremonies an *Medium humanoid (any race), any alignment* **Armor Class** 12 + **Hit Points** 27 (6d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -25052,8 +28270,11 @@ A priest typically has one or more acolytes to help with religious ceremonies an | 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) ***Cunning Action***. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. @@ -25075,7 +28296,9 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi *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 | @@ -25083,8 +28306,11 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi | 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) ***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. @@ -25104,7 +28330,9 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi *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 | @@ -25112,7 +28340,9 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi | 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) ***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. @@ -25128,7 +28358,9 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi *Medium humanoid (any race), any alignment* **Armor Class** 17 (splint) + **Hit Points** 58 (9d8 + 18) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -25136,8 +28368,11 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi | 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) ###### Actions diff --git a/pages/05.classes/default.md b/pages/05.classes/default.md index ec39bdb..62a3e0a 100644 --- a/pages/05.classes/default.md +++ b/pages/05.classes/default.md @@ -13,15 +13,21 @@ As a barbarian, you gain the following class features. #### Hit Points **Hit Dice:** 1d12 per barbarian level + **Hit Points at 1st Level:** 12 + your Constitution modifier + **Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per barbarian level after 1st #### Proficiencies **Armor:** Light armor, medium armor, shields + **Weapons:** Simple weapons, martial weapons + **Tools:** None + **Saving Throws:** Strength, Constitution + **Skills:** Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival #### Equipment @@ -167,15 +173,21 @@ As a bard, you gain the following class features. #### Hit Points **Hit Dice:** 1d8 per bard level + **Hit Points at 1st Level:** 8 + your Constitution modifier + **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bard level after 1st #### Proficiencies **Armor:** Light armor + **Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords + **Tools:** Three musical instruments of your choice + **Saving Throws:** Dexterity, Charisma + **Skills:** Choose any three #### Equipment @@ -342,15 +354,21 @@ As a cleric, you gain the following class features. #### Hit Points **Hit Dice:** 1d8 per cleric level + **Hit Points at 1st Level:** 8 + your Constitution modifier + **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per cleric level after 1st #### Proficiencies **Armor:** Light armor, medium armor, shields + **Weapons:** Simple weapons + **Tools:** None + **Saving Throws:** Wisdom, Charisma + **Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion #### Equipment @@ -530,15 +548,21 @@ As a druid, you gain the following class features. #### Hit Points **Hit Dice:** 1d8 per druid level + **Hit Points at 1st Level:** 8 + your Constitution modifier + **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st #### Proficiencies **Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) + **Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears + **Tools:** Herbalism kit + **Saving Throws:** Intelligence, Wisdom + **Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival #### Equipment @@ -789,15 +813,21 @@ As a fighter, you gain the following class features. #### Hit Points **Hit Dice:** 1d10 per fighter level + **Hit Points at 1st Level:** 10 + your Constitution modifier + **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per fighter level after 1st #### Proficiencies **Armor:** All armor, shields + **Weapons:** Simple weapons, martial weapons + **Tools:** None + **Saving Throws:** Strength, Constitution + **Skills:** Choose two skills from Acrobatics, Animal, Handling, Athletics, History, Insight, Intimidation, Perception, and Survival #### Equipment @@ -932,15 +962,21 @@ As a monk, you gain the following class features. #### Hit Points **Hit Dice:** 1d8 per monk level + **Hit Points at 1st Level:** 8 + your Constitution modifier + **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per monk level after 1st #### Proficiencies **Armor:** None + **Weapons:** Simple weapons, shortswords + **Tools:** Choose one type of artisan's tools or one musical instrument + **Saving Throws:** Strength, Dexterity + **Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth #### Equipment @@ -1128,15 +1164,21 @@ As a paladin, you gain the following class features. #### Hit Points **Hit Dice:** 1d10 per paladin level + **Hit Points at 1st Level:** 10 + your Constitution modifier + **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per paladin level after 1st #### Proficiencies **Armor:** All armor, shields + **Weapons:** Simple weapons, martial weapons + **Tools:** None + **Saving Throws:** Wisdom, Charisma + **Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion #### Equipment @@ -1380,15 +1422,21 @@ As a ranger, you gain the following class features. #### Hit Points **Hit Dice:** 1d10 per ranger level + **Hit Points at 1st Level:** 10 + your Constitution modifier + **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st #### Proficiencies **Armor:** Light armor, medium armor, shields + **Weapons:** Simple weapons, martial weapons + **Tools:** None + **Saving Throws:** Strength, Dexterity + **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival #### Equipment @@ -1596,15 +1644,21 @@ As a rogue, you have the following class features. #### Hit Points **Hit Dice:** 1d8 per rogue level + **Hit Points at 1st Level:** 8 + your Constitution modifier + **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st #### Proficiencies **Armor:** Light armor + **Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords + **Tools:** Thieves' tools + **Saving Throws:** Dexterity, Intelligence + **Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth #### Equipment @@ -1743,15 +1797,21 @@ As a sorcerer, you gain the following class features. #### Hit Points **Hit Dice:** 1d6 per sorcerer level + **Hit Points at 1st Level:** 6 + your Constitution modifier + **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st #### Proficiencies **Armor:** None + **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows + **Tools:** None + **Saving Throws:** Constitution, Charisma + **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion #### Equipment @@ -1969,15 +2029,21 @@ As a warlock, you gain the following class features. #### Hit Points **Hit Dice:** 1d8 per warlock level + **Hit Points at 1st Level:** 8 + your Constitution modifier + **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warlock level after 1st #### Proficiencies **Armor:** Light armor + **Weapons:** Simple weapons + **Tools:** None + **Saving Throws:** Wisdom, Charisma + **Skills:** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion #### Equipment @@ -2345,15 +2411,21 @@ As a wizard, you gain the following class features. #### Hit Points **Hit Dice:** 1d6 per wizard level + **Hit Points at 1st Level:** 6 + your Constitution modifier + **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per wizard level after 1st #### Proficiencies **Armor:** None + **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows + **Tools:** None + **Saving Throws:** Intelligence, Wisdom + **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion #### Equipment diff --git a/pages/13.spells/default.md b/pages/13.spells/default.md index 85cc343..271abc4 100644 --- a/pages/13.spells/default.md +++ b/pages/13.spells/default.md @@ -1014,8 +1014,11 @@ title: Spells *2nd-level evocation* **Casting Time:** 1 action + **Range:** 90 feet + **Components:** V, S, M (powdered rhubarb leaf and an adder's stomach) + **Duration:** Instantaneous A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. @@ -1027,8 +1030,11 @@ A shimmering green arrow streaks toward a target within range and bursts in a sp *Conjuration cantrip* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. @@ -1040,8 +1046,11 @@ This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level *2nd-level abjuration* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a tiny strip of white cloth) + **Duration:** 8 hours Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. @@ -1053,8 +1062,11 @@ Your spell bolsters your allies with toughness and resolve. Choose up to three c *1st-level abjuration (ritual)* **Casting Time:** 1 minute + **Range:** 30 feet + **Components:** V, S, M (a tiny bell and a piece of fine silver wire) + **Duration:** 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. @@ -1068,8 +1080,11 @@ An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet *2nd-level transmutation* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** Concentration, up to 1 hour You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. @@ -1085,8 +1100,11 @@ You assume a different form. When you cast the spell, choose one of the followin *1st-­level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a morsel of food) + **Duration:** 24 hours This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends. @@ -1098,8 +1116,11 @@ This spell lets you convince a beast that you mean it no harm. Choose a beast th *2nd-level enchantment (ritual)* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a morsel of food) + **Duration:** 24 hours By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. @@ -1113,8 +1134,11 @@ When the messenger arrives, it delivers your message to the creature that you de *8th-level transmutation* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. @@ -1128,8 +1152,11 @@ The target's gear melds into the new form. The target can't activate, wield, or *3rd-level necromancy* **Casting Time:** 1 minute + **Range:** 10 feet + **Components:** V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) + **Duration:** Instantaneous This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics). @@ -1145,8 +1172,11 @@ The creature is under your control for 24 hours, after which it stops obeying an *5th-level transmutation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. @@ -1177,8 +1207,11 @@ If you command an object to attack, it can make a single melee attack against a *5th-level abjuration* **Casting Time:** 1 action + **Range:** Self (10-foot radius) + **Components:** V, S + **Duration:** Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. @@ -1192,8 +1225,11 @@ If you move so that an affected creature is forced to pass through the barrier, *8th-level abjuration* **Casting Time:** 1 action + **Range:** Self (10-foot radius sphere) + **Components:** V, S, M (a pinch of powdered iron or iron filings) + **Duration:** Concentration, up to 1 hour A 10-foot radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. @@ -1221,8 +1257,11 @@ A magic weapon's properties and powers are suppressed if it is used against a ta *8th-level enchantment* **Casting Time:** 1 hour + **Range:** 60 feet + **Components:** V, S, M (either a lump of alum soaked in vinegar for the *antipathy* effect or a drop of honey for the *sympathy* effect) + **Duration:** 10 days This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. @@ -1242,8 +1281,11 @@ A creature that successfully saves against this effect is immune to it for 1 min *4th-level divination* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a bit of bat fur) + **Duration:** Concentration, up to 1 hour You create an invisible, magical eye within range that hovers in the air for the duration. @@ -1257,8 +1299,11 @@ As an action, you can move the eye up to 30 feet in any direction. There is no l *5th-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (an eggshell and a snakeskin glove) + **Duration:** Concentration, up to 1 minute You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. @@ -1284,8 +1329,11 @@ Make a check with the hand's Strength contested by the Strength (Athletics) chec *2nd-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (gold dust worth at least 25 gp, which the spell consumes) + **Duration:** Until dispelled You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting *knock* on the object suppresses *arcane lock* for 10 minutes. @@ -1297,8 +1345,11 @@ While affected by this spell, the object is more difficult to break or force ope *7th-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) + **Duration:** Concentration, up to 1 minute You create a sword-shaped plane of force that hovers within range. It lasts for the duration. @@ -1310,8 +1361,11 @@ When the sword appears, you make a melee spell attack against a target of your c *2nd-level illusion* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a small square of silk) + **Duration:** 24 hours You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. @@ -1327,8 +1381,11 @@ When you cast the spell, choose one or both of the following effects. The effect *9th-level necromancy* **Casting Time:** 1 hour + **Range:** 10 feet + **Components:** V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) + **Duration:** Special You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. @@ -1348,8 +1405,11 @@ If you are returned to your body prematurely, your companions remain in their as *2nd-level divination (ritual)* **Casting Time:** 1 minute + **Range:** Self + **Components:** V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) + **Duration:** Instantaneous By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens: @@ -1368,8 +1428,11 @@ If you cast the spell two or more times before completing your next long rest, t *5th-level transmutation* **Casting Time:** 8 hours + **Range:** Touch + **Components:** V, S, M (an agate worth at least 1,000 gp, which the spell consumes) + **Duration:** Instantaneous After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. @@ -1383,8 +1446,11 @@ The awakened beast or plant is charmed by you for 30 days or until you or your c *1st-level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a drop of blood) + **Duration:** Concentration, up to 1 minute Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. @@ -1396,8 +1462,11 @@ Up to three creatures of your choice that you can see within range must make Cha *4th-level abjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (an item distasteful to the target) + **Duration:** Concentration, up to 1 minute You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. @@ -1413,8 +1482,11 @@ If the target is native to a different plane of existence than the one you're on *2nd-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a handful of oak bark) + **Duration:** Concentration, up to 1 hour You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing. @@ -1424,8 +1496,11 @@ You touch a willing creature. Until the spell ends, the target's skin has a roug *3rd-level abjuration* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. @@ -1435,8 +1510,11 @@ This spell bestows hope and vitality. Choose any number of creatures within rang *3rd-level necromancy* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Concentration, up to 1 minute You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: @@ -1455,8 +1533,11 @@ A *remove curse* spell ends this effect. At the GM's option, you may choose an a *4th-level conjuration* **Casting Time:** 1 action + **Range:** 90 feet + **Components:** V, S, M (a piece of tentacle from a giant octopus or a giant squid) + **Duration:** Concentration, up to 1 minute Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. @@ -1470,8 +1551,11 @@ A creature restrained by the tentacles can use its action to make a Strength or *6th-level evocation* **Casting Time:** 1 action + **Range:** 90 feet + **Components:** V, S + **Duration:** Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. @@ -1483,8 +1567,11 @@ When a creature enters the wall's area for the first time on a turn or starts it *1st-level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a sprinkling of holy water) + **Duration:** Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. @@ -1496,8 +1583,11 @@ You bless up to three creatures of your choice within range. Whenever a target m *4th-level necromancy* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** Instantaneous Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. @@ -1513,8 +1603,11 @@ If you target a nonmagical plant that isn't a creature, such as a tree or shrub, *2nd-level necromancy* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V + **Duration:** 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. @@ -1526,8 +1619,11 @@ You can blind or deafen a foe. Choose one creature that you can see within range *3rd-level transmutation* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** 1 minute Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. @@ -1539,8 +1635,11 @@ While on the Ethereal Plane, you can see and hear the plane you originated from, *2nd-level illusion* **Casting Time:** 1 action + **Range:** Self + **Components:** V + **Duration:** Concentration, up to 1 minute Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. @@ -1550,8 +1649,11 @@ Your body becomes blurred, shifting and wavering to all who can see you. For the *2nd-­level evocation* **Casting Time:** 1 bonus action + **Range:** Self + **Components:** V + **Duration:** Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-­foot radius and can't become invisible until the spell ends. @@ -1563,8 +1665,11 @@ The next time you hit a creature with a weapon attack before this spell ends, th *1st-level evocation* **Casting Time:** 1 action + **Range:** Self (15-foot cone) + **Components:** V, S + **Duration:** Instantaneous As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. @@ -1580,8 +1685,11 @@ The fire ignites any flammable objects in the area that aren't being worn or car *3rd-level conjuration* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Concentration, up to 10 minutes A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). @@ -1597,8 +1705,11 @@ If you are outdoors in stormy conditions when you cast this spell, the spell giv *2nd-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. @@ -1612,8 +1723,11 @@ Alternatively, you can make a target indifferent about creatures of your choice *6th-level evocation* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) + **Duration:** Instantaneous You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. @@ -1627,8 +1741,11 @@ A target must make a Dexterity saving throw. The target takes 10d8 lightning dam *1st-level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. @@ -1640,8 +1757,11 @@ You attempt to charm a humanoid you can see within range. It must make a Wisdom *Necromancy cantrip* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. @@ -1655,8 +1775,11 @@ This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level *6th-level necromancy* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S, M (the powder of a crushed black pearl worth at least 500 gp) + **Duration:** Instantaneous A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. @@ -1668,8 +1791,11 @@ A sphere of negative energy ripples out in a 60-foot radius sphere from a point *3rd-level divination* **Casting Time:** 10 minutes + **Range:** 1 mile + **Components:** V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) + **Duration:** Concentration, up to 10 minutes You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. @@ -1683,8 +1809,11 @@ A creature that can see the sensor (such as a creature benefiting from *see invi *8th-level necromancy* **Casting Time:** 1 hour + **Range:** Touch + **Components:** V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water) + **Duration:** Instantaneous This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. @@ -1698,8 +1827,11 @@ The clone is physically identical to the original and has the same personality, *5th-level conjuration* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Concentration, up to 10 minutes You create a 20-foot radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. @@ -1715,8 +1847,11 @@ The fog moves 10 feet away from you at the start of each of your turns, rolling *1st-level illusion* **Casting Time:** 1 action + **Range:** Self (15-foot cone) + **Components:** V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) + **Duration:** 1 round A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). @@ -1730,8 +1865,11 @@ Starting with the creature that has the lowest current hit points, each creature *1st-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V + **Duration:** 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. @@ -1757,8 +1895,11 @@ A flying creature stays aloft, provided that it is able to do so. If it must mov *5th-level divination (ritual)* **Casting Time:** 1 minute + **Range:** Self + **Components:** V, S, M (incense and a vial of holy or unholy water) + **Duration:** 1 minute You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. @@ -1772,8 +1913,11 @@ If you cast the spell two or more times before finishing your next long rest, th *5th-level divination (ritual)* **Casting Time:** 1 minute + **Range:** Self + **Components:** V, S + **Duration:** Instantaneous You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. @@ -1793,8 +1937,11 @@ For example, you could determine the location of powerful undead in the area, th *1st-level divination (ritual)* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a pinch of soot and salt) + **Duration:** 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. @@ -1806,8 +1953,11 @@ This spell doesn't decode secret messages in a text or a glyph, such as an arcan *4th-­level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. @@ -1819,8 +1969,11 @@ A target isn't compelled to move into an obviously  deadly hazard, such *5th-level evocation* **Casting Time:** 1 action + **Range:** Self (60-foot cone) + **Components:** V, S, M (a small crystal or glass cone) + **Duration:** Instantaneous A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. @@ -1834,8 +1987,11 @@ A creature killed by this spell becomes a frozen statue until it thaws. *4th-level enchantment* **Casting Time:** 1 action + **Range:** 90 feet + **Components:** V, S, M (three nut shells) + **Duration:** Concentration, up to 1 minute This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. @@ -1861,8 +2017,11 @@ At the end of each of its turns, an affected target can make a Wisdom saving thr *3rd-level conjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Concentration, up to 1 hour You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: @@ -1885,8 +2044,11 @@ The GM has the creatures' statistics. *7th-level conjuration* **Casting Time:** 1 minute + **Range:** 90 feet + **Components:** V, S + **Duration:** Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. @@ -1902,8 +2064,11 @@ The GM has the celestial's statistics. *5th-level conjuration* **Casting Time:** 1 minute + **Range:** 90 feet + **Components:** V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) + **Duration:** Concentration, up to 1 hour You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. @@ -1921,8 +2086,11 @@ The GM has the elemental's statistics. *6th-level conjuration* **Casting Time:** 1 minute + **Range:** 90 feet + **Components:** V, S + **Duration:** Concentration, up to 1 hour You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. @@ -1940,8 +2108,11 @@ The GM has the fey creature's statistics. *4th-level conjuration* **Casting Time:** 1 minute + **Range:** 90 feet + **Components:** V, S + **Duration:** Concentration, up to 1 hour You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: @@ -1964,8 +2135,11 @@ The GM has the creatures' statistics. *4th-level conjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (one holly berry per creature summoned) + **Duration:** Concentration, up to 1 hour You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: @@ -1988,8 +2162,11 @@ The GM has the creatures' statistics. *5th-level divination (ritual)* **Casting Time:** 1 minute + **Range:** Self + **Components:** V + **Duration:** 1 minute You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A *greater restoration* spell cast on you ends this effect. @@ -2001,8 +2178,10 @@ On a successful save, you can ask the entity up to five questions. You must ask *5th-level necromancy* **Casting Time:** 1 action + **Range:** Touch **Component:** V, S + **Duration:** 7 days Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. @@ -2028,8 +2207,11 @@ Since this spell induces a natural disease in its target, any effect that remove *6th-level evocation* **Casting Time:** 10 minutes + **Range:** Self + **Components:** V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) + **Duration:** 10 days Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the contingent spell-as part of casting *contingency*, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a *contingency* cast with *water breathing* might stipulate that *water breathing* comes into effect when you are engulfed in water or a similar liquid. @@ -2043,8 +2225,11 @@ The contingent spell takes effect only on you, even if it can normally target ot *2nd-level evocation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (ruby dust worth 50 gp, which the spell consumes) + **Duration:** Until dispelled A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A *continual flame* can be covered or hidden but not smothered or quenched. @@ -2054,8 +2239,11 @@ A flame, equivalent in brightness to a torch, springs forth from an object that *4th-level transmutation* **Casting Time:** 1 action + **Range:** 300 feet + **Components:** V, S, M (a drop of water and a pinch of dust) + **Duration:** Concentration, up to 10 minutes Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. @@ -2081,8 +2269,11 @@ The first time each turn that an object enters the vortex, the object takes 2d8 *8th-level transmutation* **Casting Time:** 10 minutes + **Range:** Self (5-mile radius) + **Components:** V, S, M (burning incense and bits of earth and wood mixed in water) + **Duration:** Concentration, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. @@ -2130,8 +2321,11 @@ When you change the weather conditions, find a current condition on the followin *3rd-­level abjuration* **Casting Time:** 1 reaction, which you take when you see a creature within 60 feet of you casting a spell + **Range:** 60 feet + **Components:** S + **Duration:** Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. @@ -2143,8 +2337,11 @@ You attempt to interrupt a creature in the process of casting a spell. If the cr *3rd-level conjuration* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** Instantaneous You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. @@ -2154,8 +2351,11 @@ You create 45 pounds of food and 30 gallons of water on the ground or in contain *1st-level transmutation* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a drop of water if creating water or a few grains of sand if destroying it) + **Duration:** Instantaneous You either create or destroy water. @@ -2171,8 +2371,11 @@ You either create or destroy water. *6th-level necromancy* **Casting Time:** 1 minute + **Range:** 10 feet + **Components:** V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) + **Duration:** Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) @@ -2188,11 +2391,15 @@ The creature is under your control for 24 hours, after which it stops obeying an *5th-level illusion* **Casting Time:** 1 minute + **Range:** 30 feet + **Components:** V, S, M (a tiny piece of matter of the same type of the item you plan to create) + **Duration:** Special -You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within **Range:** soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. +You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within +**Range:** soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. @@ -2216,8 +2423,11 @@ Using any material created by this spell as another spell's material component c *1st-level evocation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. @@ -2231,8 +2441,11 @@ A creature you touch regains a number of hit points equal to 1d8 + your spellcas *Evocation cantrip* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a bit of phosphorus or wychwood, or a glowworm) + **Duration:** Concentration, up to 1 minute You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. @@ -2244,8 +2457,11 @@ As a bonus action on your turn, you can move the lights up to 60 feet to a new s *2nd-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, M (bat fur and a drop of pitch or piece of coal) + **Duration:** Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. @@ -2259,8 +2475,11 @@ If any of this spell's area overlaps with an area of light created by a spell of *2nd-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (either a pinch of dried carrot or an agate) + **Duration:** 8 hours You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. @@ -2270,8 +2489,11 @@ You touch a willing creature to grant it the ability to see in the dark. For the *3rd-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** 1 hour A 60-foot radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. @@ -2285,8 +2507,11 @@ If any of this spell's area overlaps with an area of darkness created by a spell *4th-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** 8 hours You touch a creature and grant it a measure of protection from death. @@ -2300,8 +2525,11 @@ If the spell is still in effect when the target is subjected to an effect that w *7th-level evocation* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S, M (a tiny ball of bat guano and sulfur) + **Duration:** Concentration, up to 1 minute A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. @@ -2319,8 +2547,11 @@ The fire damages objects in the area and ignites flammable objects that aren't b *8th-level conjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** S + **Duration:** 1 hour You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. @@ -2332,8 +2563,11 @@ Each time you cast this spell, you can create a new demiplane, or have the shado *1st-level divination* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** Concentration, up to 10 minutes For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. @@ -2345,8 +2579,11 @@ The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 i *1st-level divination (ritual)* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. @@ -2358,8 +2595,11 @@ The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 i *1st-level divination (ritual)* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a yew leaf) + **Duration:** Concentration, up to 10 minutes For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. @@ -2371,8 +2611,11 @@ The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 i *2nd-level divination* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a copper piece) + **Duration:** Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. @@ -2390,8 +2633,11 @@ Once you detect the presence of a creature in this way, you can read its thought *4th-level conjuration* **Casting Time:** 1 action + **Range:** 500 feet + **Components:** V + **Duration:** Instantaneous You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet." @@ -2405,8 +2651,11 @@ If you would arrive in a place already occupied by an object or a creature, you *1st-level illusion* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** 1 hour You make yourself-including your clothing, armor, weapons, and other belongings on your person- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. @@ -2420,8 +2669,11 @@ To discern that you are disguised, a creature can use its action to inspect your *6th-level transmutation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a lodestone and a pinch of dust) + **Duration:** Instantaneous A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by *wall of force*. @@ -2439,8 +2691,11 @@ This spell automatically disintegrates a Large or smaller nonmagical object or a *5th-level abjuration* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (holy water or powdered silver and iron) + **Duration:** Concentration, up to 1 minute Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. @@ -2456,8 +2711,11 @@ You can end the spell early by using either of the following special functions. *3rd-level abjuration* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. @@ -2469,8 +2727,11 @@ Choose one creature, object, or magical effect within range. Any spell of 3rd le *4th-level divination (ritual)* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) + **Duration:** Instantaneous Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. @@ -2484,8 +2745,11 @@ If you cast the spell two or more times before finishing your next long rest, th *1st-level evocation* **Casting Time:** 1 bonus action + **Range:** Self + **Components:** V, S + **Duration:** Concentration, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. @@ -2495,8 +2759,11 @@ Your prayer empowers you with divine radiance. Until the spell ends, your weapon *7th-level evocation* **Casting Time:** 1 bonus action + **Range:** 30 feet + **Components:** V + **Duration:** Instantaneous You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: @@ -2511,8 +2778,11 @@ You utter a divine word, imbued with the power that shaped the world at the dawn *4th-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. @@ -2530,8 +2800,11 @@ Each time the target takes damage, it makes a new Wisdom saving throw against th *8th-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Concentration, up to 1 hour You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. @@ -2549,8 +2822,11 @@ Each time the target takes damage, it makes a new Wisdom saving throw against th *5th-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. @@ -2568,8 +2844,11 @@ Each time the target takes damage, it makes a new Wisdom saving throw against th *5th-level illusion* **Casting Time:** 1 minute + **Range:** Special + **Components:** V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) + **Duration:** 8 hours This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. @@ -2585,8 +2864,11 @@ If you have a body part, lock of hair, clipping from a nail, or similar portion *Transmutation cantrip* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** Instantaneous Whispering to the spirits of nature, you create one of the following effects within range: @@ -2603,8 +2885,11 @@ Whispering to the spirits of nature, you create one of the following effects wit *8th-level evocation* **Casting Time:** 1 action + **Range:** 500 feet + **Components:** V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) + **Duration:** Concentration, up to 1 minute You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. @@ -2628,8 +2913,11 @@ A fissure that opens beneath a structure causes it to automatically collapse (se *Evocation cantrip* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Instantaneous A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. @@ -2641,8 +2929,11 @@ The spell creates more than one beam when you reach higher levels: two *2nd-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (fur or a feather from a beast) + **Duration:** Concentration, up to 1 hour. You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. @@ -2666,8 +2957,11 @@ You touch a creature and bestow upon it a magical enhancement. Choose one of the *2nd-level transmutation* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a pinch of powdered iron) + **Duration:** Concentration, up to 1 minute You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. @@ -2683,8 +2977,11 @@ If the target is a creature, everything it is wearing and carrying changes size *1st-level conjuration* **Casting Time:** 1 action + **Range:** 90 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. @@ -2698,8 +2995,11 @@ When the spell ends, the conjured plants wilt away. *2nd-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** 1 minute You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. @@ -2709,8 +3009,11 @@ You weave a distracting string of words, causing creatures of your choice that y *7th-level transmutation* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. @@ -2730,8 +3033,11 @@ This spell has no effect if you cast it while you are on the Ethereal Plane or a *1st-level transmutation* **Casting Time:** 1 bonus action + **Range:** Self + **Components:** V, S + **Duration:** Concentration, up to 10 minutes This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. @@ -2741,8 +3047,11 @@ This spell allows you to move at an incredible pace. When you cast this spell, a *6th-level necromancy* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** Concentration, up to 1 minute For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of *eyebite*. @@ -2760,8 +3069,11 @@ For the spell's duration, your eyes become an inky void imbued with dread power. *4th-level transmutation* **Casting Time:** 10 minutes + **Range:** 120 feet + **Components:** V, S + **Duration:** Instantaneous You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. @@ -2775,8 +3087,11 @@ Creatures or magic items can't be created or transmuted by this spell. You also *1st-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V + **Duration:** Concentration, up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. @@ -2788,8 +3103,11 @@ Any attack roll against an affected creature or object has advantage if the atta *4th-level conjuration* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a tiny silver whistle, a piece of bone, and a thread) + **Duration:** 8 hours You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. @@ -2803,8 +3121,11 @@ At the start of each of your turns, the hound attempts to bite one creature with *1st-level necromancy* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a small amount of alcohol or distilled spirits) + **Duration:** 1 hour Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. @@ -2816,8 +3137,11 @@ Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 tempo *3rd-level illusion* **Casting Time:** 1 action + **Range:** Self (30-foot cone) + **Components:** V, S, M (a white feather or the heart of a hen) + **Duration:** Concentration, up to 1 minute You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. @@ -2829,8 +3153,11 @@ While frightened by this spell, a creature must take the Dash action and move aw *1st-level transmutation* **Casting Time:** 1 reaction, which you take when you or a creature within 60 feet of you falls + **Range:** 60 feet + **Components:** V, M (a small feather or piece of down) + **Duration:** 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. @@ -2840,8 +3167,11 @@ Choose up to five falling creatures within range. A falling creature's rate of d *8th-level enchantment* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S, M (a handful of clay, crystal, glass, or mineral spheres) + **Duration:** Instantaneous You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. @@ -2857,8 +3187,11 @@ The spell can also be ended by *greater restoration*, *heal*, or *wish*. *1st-­level conjuration (ritual)* **Casting Time:** 1 hour + **Range:** 10 feet + **Components:** V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) + **Duration:** Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. @@ -2880,8 +3213,11 @@ Finally, when you cast a spell with a range of touch, your familiar c *2nd-level conjuration* **Casting Time:** 10 minutes + **Range:** 30 feet + **Components:** V, S + **Duration:** Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. @@ -2899,8 +3235,11 @@ You can't have more than one steed bonded by this spell at a time. As an action, *6th-level divination* **Casting Time:** 1 minute + **Range:** Self + **Components:** V, S, M (a set of divinatory tools- such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find) + **Duration:** Concentration, up to 1 day This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. @@ -2912,8 +3251,11 @@ For the duration, as long as you are on the same plane of existence as the desti *2nd-level divination* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Instantaneous You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the *alarm* spell, a *glyph of warding*, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. @@ -2927,8 +3269,11 @@ You don't learn the location of each trap, but you do learn the general nature o *7th-level necromancy* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. @@ -2940,8 +3285,11 @@ A humanoid killed by this spell rises at the start of your next turn as a zombie *3rd-level evocation* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S, M (a tiny ball of bat guano and sulfur) + **Duration:** Instantaneous A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. @@ -2955,8 +3303,11 @@ The fire spreads around corners. It ignites flammable objects in the area that a *Evocation cantrip* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. @@ -2968,8 +3319,11 @@ This spell's damage increases by 1d10 when you  reach 5th level (2d10), *4th-level evocation* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a bit of phosphorus or a firefly) + **Duration:** 10 minutes Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. @@ -2983,8 +3337,11 @@ In addition, whenever a creature within 5 feet of you hits you with a melee atta *7th-level evocation* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S + **Duration:** Instantaneous A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. @@ -2996,8 +3353,11 @@ The fire damages objects in the area and ignites flammable objects that aren't b *2nd-level evocation* **Casting Time:** 1 bonus action + **Range:** Self + **Components:** V, S, M (leaf of sumac) + **Duration:** Concentration, up to 10 minutes You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. @@ -3013,8 +3373,11 @@ The flaming blade sheds bright light in a 10-foot radius and dim light for an ad *5th-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (pinch of sulfur) + **Duration:** Instantaneous A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. @@ -3026,8 +3389,11 @@ A vertical column of divine fire roars down from the heavens in a location you s *2nd-level conjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) + **Duration:** Concentration, up to 1 minute A 5-foot diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. @@ -3043,8 +3409,11 @@ When you move the sphere, you can direct it over barriers up to 5 feet tall and *6th-level transmutation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a pinch of lime, water, and earth) + **Duration:** Concentration, up to 1 minute You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. @@ -3060,8 +3429,11 @@ If you maintain your concentration on this spell for the entire possible duratio *1st-level conjuration (ritual)* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a drop of mercury) + **Duration:** 1 hour This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. @@ -3075,8 +3447,11 @@ If you move more than 100 feet from the disk (typically because it can't move ar *3rd-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a wing feather from any bird) + **Duration:** Concentration, up to 10 minutes You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. @@ -3088,8 +3463,11 @@ You touch a willing creature. The target gains a flying speed of 60 feet for the *1st-level conjuration* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Concentration, up to 1 hour You create a 20-foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. @@ -3101,8 +3479,11 @@ You create a 20-foot radius sphere of fog centered on a point within range. The *6th-level abjuration (ritual)* **Casting Time:** 10 minutes + **Range:** Touch + **Components:** V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) + **Duration:** 1 day You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the *gate* spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the *plane shift* spell. @@ -3118,8 +3499,11 @@ The spell's area can't overlap with the area of another *forbiddance* spell. If *7th-level evocation* **Casting Time:** 1 action + **Range:** 100 feet + **Components:** V, S, M (ruby dust worth 1,500 gp) + **Duration:** 1 hour An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. @@ -3139,8 +3523,11 @@ This spell can't be dispelled by *dispel magic*. *9th-level divination* **Casting Time:** 1 minute + **Range:** Touch + **Components:** V, S, M (a hummingbird feather) + **Duration:** 8 hours You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. @@ -3152,8 +3539,11 @@ This spell immediately ends if you cast it again before its duration ends. *4th-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a leather strap, bound around the arm or a similar appendage) + **Duration:** 1 hour You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. @@ -3165,8 +3555,11 @@ The target can also spend 5 feet of movement to automatically escape from nonmag *6th-level evocation* **Casting Time:** 1 action + **Range:** 300 feet + **Components:** V, S, M (a small crystal sphere) + **Duration:** Instantaneous A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. @@ -3184,8 +3577,11 @@ You can refrain from firing the globe after completing the spell, if you wish. A *3rd-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a bit of gauze and a wisp of smoke) + **Duration:** Concentration, up to 1 hour You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. @@ -3199,8 +3595,11 @@ While in the form of a misty cloud, the target can't talk or manipulate objects, *9th-level conjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a diamond worth at least 5,000 gp) + **Duration:** Concentration, up to 1 minute You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. @@ -3216,8 +3615,11 @@ When you cast this spell, you can speak the name of a specific creature (a pseud *5th-level enchantment* **Casting Time:** 1 minute + **Range:** 60 feet + **Components:** V + **Duration:** 30 days You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. @@ -3233,8 +3635,11 @@ You can end the spell early by using an action to dismiss it. A *remove curse*, *2nd-level necromancy (ritual)* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) + **Duration:** 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. @@ -3246,8 +3651,11 @@ The spell also effectively extends the time limit on raising the target from the *4th-level transmutation* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** Concentration, up to 10 minutes You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. @@ -3263,8 +3671,11 @@ The GM might allow you to choose different targets. For example, if you transfor *8th-level transmutation* **Casting Time:** 1 action + **Range:** Self + **Components:** V + **Duration:** 1 hour Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. @@ -3274,8 +3685,11 @@ Until the spell ends, when you make a Charisma check, you can replace the number *6th-level abjuration* **Casting Time:** 1 action + **Range:** Self (10-foot radius) + **Components:** V, S, M (a glass or crystal bead that shatters when the spell ends) + **Duration:** Concentration, up to 1 minute An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. @@ -3289,8 +3703,11 @@ Any spell of 5th level or lower cast from outside the barrier can't affect creat *3rd-level abjuration* **Casting Time:** 1 hour + **Range:** Touch + **Components:** V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) + **Duration:** Until dispelled or triggered When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. @@ -3315,8 +3732,11 @@ When you inscribe the glyph, choose *explosive runes* or a *spell glyph*. **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a sprig of mistletoe) + **Duration:** Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. @@ -3328,8 +3748,11 @@ The berries lose their potency if they have not  been consumed within 2 *1st-level conjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a bit of pork rind or butter) + **Duration:** 1 minute Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. @@ -3341,8 +3764,11 @@ When the grease appears, each creature standing in its area must succeed on a De *4th-level illusion* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Concentration, up to 1 minute You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. @@ -3352,8 +3778,11 @@ You or a creature you touch becomes invisible until the spell ends. Anything the *5th-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (diamond dust worth at least 100 gp, which the spell consumes) + **Duration:** Instantaneous You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: @@ -3368,8 +3797,11 @@ You imbue a creature you touch with positive energy to undo a debilitating effec *6th-level abjuration* **Casting Time:** 10 minutes + **Range:** Touch + **Components:** V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp) + **Duration:** 24 hours You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. @@ -3401,8 +3833,11 @@ You can create a permanently guarded and warded structure by casting this spell *Divination cantrip* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. @@ -3412,8 +3847,11 @@ You touch one willing creature. Once before the spell ends, the target can roll *1st-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** 1 round A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. @@ -3425,8 +3863,11 @@ A flash of light streaks toward a creature of your choice within range. Make a r *2nd-level evocation* **Casting Time:** 1 action + **Range:** Self (60-foot line) + **Components:** V, S, M (a legume seed) + **Duration:** Concentration, up to 1 minute A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. @@ -3444,8 +3885,11 @@ As a bonus action on each of your turns before the spell ends, you can change th *5th-level evocation* **Casting Time:** 24 hours + **Range:** Touch + **Components:** V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) + **Duration:** Until dispelled You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a *hallow* spell. The affected area is subject to the following effects. @@ -3479,8 +3923,11 @@ Second, you can bind an extra effect to the area. Choose the effect from the fol *4th-level illusion* **Casting Time:** 10 minutes + **Range:** 300 feet + **Components:** V, S, M (a stone, a twig, and a bit of green plant) + **Duration:** 24 hours You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. @@ -3492,8 +3939,11 @@ The tactile characteristics of the terrain are unchanged, so creatures entering *6th-level necromancy* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. @@ -3503,8 +3953,11 @@ You unleash a virulent disease on a creature that you can see within range. The *3rd-level transmutation* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a shaving of licorice root) + **Duration:** Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. @@ -3516,8 +3969,11 @@ When the spell ends, the target can't move or take actions until after its next *6th-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. @@ -3529,8 +3985,11 @@ Choose a creature that you can see within range. A surge of positive energy wash *1st-level evocation* **Casting Time:** 1 bonus action + **Range:** 60 feet + **Components:** V + **Duration:** Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. @@ -3542,8 +4001,11 @@ A creature of your choice that you can see within range regains hit points equal *2nd-level transmutation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a piece of iron and a flame) + **Duration:** Concentration, up to 1 minute Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. @@ -3557,8 +4019,11 @@ If a creature is holding or wearing the object and takes the damage from it, the *1st-­level evocation* **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. @@ -3570,8 +4035,11 @@ You point your finger, and the creature that damaged you is momentarily surround *6th-level conjuration* **Casting Time:** 10 minutes + **Range:** 30 feet + **Components:** V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes) + **Duration:** Instantaneous You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. @@ -3583,8 +4051,11 @@ A creature that partakes of the feast gains several benefits. The creature is cu *1st-level enchantment* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Concentration, up to 1 minute A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. @@ -3596,8 +4067,11 @@ A willing creature you touch is imbued with bravery. Until the spell ends, the c *1st-level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (tiny tarts and a feather that is waved in the air) + **Duration:** Concentration, up to 1 minute A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. @@ -3609,8 +4083,11 @@ At the end of each of its turns, and each time it takes damage, the target can m *5th-level enchantment* **Casting Time:** 1 action + **Range:** 90 feet + **Components:** V, S, M (a small, straight piece of iron) + **Duration:** Concentration, up to 1 minute Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. @@ -3622,8 +4099,11 @@ Choose a creature that you can see within range. The target must succeed on a Wi *2nd-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a small, straight piece of iron) + **Duration:** Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. @@ -3635,8 +4115,11 @@ Choose a humanoid that you can see within range. The target must succeed on a Wi *8th-level abjuration* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text) + **Duration:** Concentration, up to 1 minute Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. @@ -3646,8 +4129,11 @@ Divine light washes out from you and coalesces in a soft radiance in a 30-foot r *1st-­level divination* **Casting Time:** 1 bonus action + **Range:** 90 feet + **Components:** V + **Duration:** Concentration, up to 1 hour You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. @@ -3659,8 +4145,11 @@ You choose a creature you can see within range and mystically mark it as your qu *3rd-level illusion* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) + **Duration:** Concentration, up to 1 minute You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. @@ -3674,8 +4163,11 @@ The spell ends for an affected creature if it takes any damage or if someone els *4th-level evocation* **Casting Time:** 1 action + **Range:** 300 feet + **Components:** V, S, M (a pinch of dust and a few drops of water) + **Duration:** Instantaneous A hail of rock-hard ice pounds to the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. @@ -3689,8 +4181,11 @@ Hailstones turn the storm's area of effect into difficult terrain until the end *1st-level divination (ritual)* **Casting Time:** 1 minute + **Range:** Touch + **Components:** V, S, M (a pearl worth at least 100 gp and an owl feather) + **Duration:** Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. @@ -3702,8 +4197,11 @@ If you instead touch a creature throughout the casting, you learn what spells, i *1st-level illusion (ritual)* **Casting Time:** 1 minute + **Range:** Touch + **Components:** S, M (a lead-based ink worth at least 10 gp, which the spell consumes) + **Duration:** 10 days You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. @@ -3719,8 +4217,11 @@ A creature with truesight can read the hidden message. *9th-level abjuration* **Casting Time:** 1 minute + **Range:** 30 feet + **Components:** V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) + **Duration:** Until dispelled You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. @@ -3756,8 +4257,11 @@ You can use a particular special component to create only one prison at a time. *8th-level conjuration* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. @@ -3771,8 +4275,11 @@ The cloud moves 10 feet directly away from you in a direction that you choose at *1st-level necromancy* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Instantaneous Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. @@ -3784,8 +4291,11 @@ Make a melee spell attack against a creature you can reach. On a hit, the target *5th-level conjuration* **Casting Time:** 1 action + **Range:** 300 feet + **Components:** V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) + **Duration:** Concentration, up to 10 minutes Swarming, biting locusts fill a 20-foot radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. @@ -3799,8 +4309,11 @@ When the area appears, each creature in it must make a Constitution saving throw *6th-level conjuration (ritual)* **Casting Time:** 1 minute + **Range:** Touch + **Components:** V, S, M (a sapphire worth 1,000 gp) + **Duration:** Until dispelled You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. @@ -3816,8 +4329,11 @@ If another creature is holding or carrying the item, crushing the sapphire doesn *2nd-level illusion* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (an eyelash encased in gum arabic) + **Duration:** Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. @@ -3829,8 +4345,11 @@ A creature you touch becomes invisible until the spell ends. Anything the target *6th-level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V + **Duration:** Concentration, up to 1 minute Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. @@ -3844,8 +4363,11 @@ A dancing creature must use all its movement to dance without leaving its space *1st-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a grasshopper's hind leg) + **Duration:** 1 minute You touch a creature. The creature's jump distance is tripled until the spell ends. @@ -3857,8 +4379,11 @@ You touch a creature. The creature's jump distance is tripled until the spell en *2nd-level transmutation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V + **Duration:** Instantaneous Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. @@ -3876,8 +4401,11 @@ When you cast the spell, a loud knock, audible from as far away as 300 feet, ema *5th-level divination* **Casting Time:** 10 minutes + **Range:** Self + **Components:** V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) + **Duration:** Instantaneous Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. @@ -3889,8 +4417,11 @@ The information you learn is accurate but might be couched in figurative languag *2nd-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. @@ -3900,8 +4431,11 @@ You touch a creature and can end either one disease or one condition afflicting *2nd-level transmutation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) + **Duration:** Concentration, up to 10 minutes One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. @@ -3915,8 +4449,11 @@ When the spell ends, the target floats gently to the ground if it is still aloft *Evocation cantrip* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, M (a firefly or phosphorescent moss) + **Duration:** 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. @@ -3928,8 +4465,11 @@ If you target an object held or worn by a hostile creature, that creature must s *3rd-level evocation* **Casting Time:** 1 action + **Range:** Self (100-foot line) + **Components:** V, S, M (a bit of fur and a rod of amber, crystal, or glass) + **Duration:** Instantaneous A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. @@ -3943,8 +4483,11 @@ The lightning ignites flammable objects in the area that aren't being worn or ca *2nd-level divination (ritual)* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a bit of fur from a bloodhound) + **Duration:** Instantaneous Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. @@ -3954,8 +4497,11 @@ Describe or name a specific kind of beast or plant. Concentrating on the voice o *4th-level divination* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a bit of fur from a bloodhound) + **Duration:** Concentration, up to 1 hour Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. @@ -3969,8 +4515,11 @@ This spell can't locate a creature if running water at least 10 feet wide blocks *2nd-level divination* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a forked twig) + **Duration:** Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. @@ -3984,8 +4533,11 @@ This spell can't locate an object if any thickness of lead, even a thin sheet, b *1st-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a pinch of dirt) + **Duration:** 1 hour You touch a creature. The target's speed increases by 10 feet until the spell ends. @@ -3999,8 +4551,11 @@ You touch a creature. The target's speed increases by 10 feet until the spell en *1st-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a piece of cured leather) + **Duration:** 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. @@ -4010,8 +4565,11 @@ You touch a willing creature who isn't wearing armor, and a protective magical f *Conjuration cantrip* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. @@ -4025,8 +4583,11 @@ The hand can't attack, activate magic items, or carry more than 10 pounds. *3rd-level abjuration* **Casting Time:** 1 minute + **Range:** 10 feet + **Components:** V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) + **Duration:** 1 hour You create a 10-foot radius, 20-foot tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. @@ -4046,8 +4607,11 @@ When you cast this spell, you can elect to cause its magic to operate in the rev *6th-level necromancy* **Casting Time:** 1 minute + **Range:** Self + **Components:** V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) + **Duration:** Until dispelled Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. @@ -4069,8 +4633,11 @@ When the spell ends, the container is destroyed. *1st-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. @@ -4082,8 +4649,11 @@ You create three glowing darts of magical force. Each dart hits a creature of yo *2nd-level illusion (ritual)* **Casting Time:** 1 minute + **Range:** 30 feet + **Components:** V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) + **Duration:** Until dispelled You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. @@ -4097,8 +4667,11 @@ The triggering circumstance can be as general or as detailed as you like, though *2nd-level transmutation* **Casting Time:** 1 bonus action + **Range:** Touch + **Components:** V, S + **Duration:** Concentration, up to 1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. @@ -4110,8 +4683,11 @@ You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic *7th-level conjuration* **Casting Time:** 1 minute + **Range:** 300 feet + **Components:** V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp) + **Duration:** 24 hours You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. @@ -4125,8 +4701,11 @@ You can create any floor plan you like, but the space can't exceed 50 cubes, eac *3rd-level illusion* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a bit of fleece) + **Duration:** Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). @@ -4142,8 +4721,11 @@ Physical interaction with the image reveals it to be an illusion, because things *5th-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. @@ -4155,8 +4737,11 @@ A wave of healing energy washes out from a point of your choice within range. Ch *9th-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. @@ -4166,8 +4751,11 @@ A flood of healing energy flows from you into injured creatures around you. You *3rd-level evocation* **Casting Time:** 1 bonus action + **Range:** 60 feet + **Components:** V + **Duration:** Instantaneous As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. @@ -4179,8 +4767,11 @@ As you call out words of restoration, up to six creatures of your choice that yo *6th-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) + **Duration:** 24 hours You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. @@ -4198,8 +4789,11 @@ If you or any of your companions damage a creature affected by this spell, the s *8th-level conjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. @@ -4213,8 +4807,11 @@ When the spell ends, the target reappears in the space it left or, if that space *3rd-level transmutation (ritual)* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** 8 hours You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. @@ -4228,8 +4825,11 @@ Minor physical damage to the stone doesn't harm you, but its partial destruction *Transmutation cantrip* **Casting Time:** 1 minute + **Range:** Touch + **Components:** V, S, M (two lodestones) + **Duration:** Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. @@ -4241,8 +4841,11 @@ This spell can physically repair a magic item or construct, but the spell can't *Transmutation cantrip* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a short piece of copper wire) + **Duration:** 1 round You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. @@ -4254,8 +4857,11 @@ You can cast this spell through solid objects if you are familiar with the targe *9th-level evocation* **Casting Time:** 1 action + **Range:** 1 mile + **Components:** V, S + **Duration:** Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. @@ -4267,8 +4873,11 @@ The spell damages objects in the area and ignites flammable objects that aren't *8th-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** 24 hours Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils *wish* spells and spells or effects of similar power used to affect the target's mind or to gain information about the target. @@ -4278,8 +4887,11 @@ Until the spell ends, one willing creature you touch is immune to psychic damage *Illusion cantrip* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** S, M (a bit of fleece) + **Duration:** 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. @@ -4295,8 +4907,11 @@ If a creature uses its action to examine the sound or image, the creature can de *7th-level illusion* **Casting Time:** 10 minutes + **Range:** Sight + **Components:** V, S + **Duration:** 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. @@ -4312,8 +4927,11 @@ Creatures with truesight can see through the illusion to the terrain's true form *2nd-level illusion* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. @@ -4331,8 +4949,11 @@ A creature is unaffected by this spell if it can't see, if it relies on senses o *5th-level illusion* **Casting Time:** 1 action + **Range:** Self + **Components:** S + **Duration:** Concentration, up to 1 hour You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. @@ -4346,8 +4967,11 @@ You can see through its eyes and hear through its ears as if you were located wh *2nd-level conjuration* **Casting Time:** 1 bonus action + **Range:** Self + **Components:** V + **Duration:** Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. @@ -4357,8 +4981,11 @@ Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied *5th-level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. @@ -4378,8 +5005,11 @@ A *remove curse* or *greater restoration* spell cast on the target restores the *2nd-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) + **Duration:** Concentration, up to 1 minute A silvery beam of pale light shines down in a 5-foot radius, 40-foot high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. @@ -4397,8 +5027,11 @@ On each of your turns after you cast this spell, you can use an action to move t *6th-level transmutation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (an iron blade and a small bag containing a mixture of soils-clay, loam, and sand) + **Duration:** Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. @@ -4418,8 +5051,11 @@ Similarly, this spell doesn't directly affect plant growth. The moved earth carr *3rd-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes) + **Duration:** 8 hours For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors. @@ -4433,8 +5069,11 @@ For the duration, you hide a target that you touch from divination magic. The ta *2nd-level abjuration* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) + **Duration:** Concentration, up to 1 hour A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. @@ -4444,8 +5083,11 @@ A veil of shadows and silence radiates from you, masking you and your companions *5th-level transmutation* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a pinch of sesame seeds) + **Duration:** 1 hour A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. @@ -4457,8 +5099,11 @@ When the opening disappears, any creatures or objects still in the passage creat *4th-level illusion* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. @@ -4470,8 +5115,11 @@ You tap into the nightmares of a creature you can see within range and create an *3rd-level illusion (ritual)* **Casting Time:** 1 minute + **Range:** 30 feet + **Components:** V, S + **Duration:** 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. @@ -4483,8 +5131,11 @@ For the duration, you or a creature you choose can ride the steed. The creature *6th-level conjuration* **Casting Time:** 10 minutes + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice). @@ -4504,8 +5155,11 @@ A creature enlisted to join your group counts as a member of it, receiving a ful *5th-level abjuration* **Casting Time:** 1 hour + **Range:** 60 feet + **Components:** V, S, M (a jewel worth at least 1,000 gp, which the spell consumes) + **Duration:** 24 hours With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted *magic circle* in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. @@ -4519,8 +5173,11 @@ A bound creature must follow your instructions to the best of its ability. You m *7th-level conjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence) + **Duration:** Instantaneous You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion. @@ -4534,8 +5191,11 @@ You can use this spell to banish an unwilling creature to another plane. Choose *3rd-level transmutation* **Casting Time:** 1 action or 8 hours + **Range:** 150 feet + **Components:** V, S + **Duration:** Instantaneous This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. @@ -4551,8 +5211,11 @@ If you cast this spell over 8 hours, you enrich the land. All plants in a half-m *Conjuration cantrip* **Casting Time:** 1 action + **Range:** 10 feet + **Components:** V, S + **Duration:** Instantaneous You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. @@ -4564,8 +5227,11 @@ This spell's damage increases by 1d12 when you  reach 5th level (2d12), *4th-level transmutation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a caterpillar cocoon) + **Duration:** Concentration, up to 1 hour This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. @@ -4583,8 +5249,11 @@ The target's gear melds into the new form. The creature can't activate, use, wie *9th-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V + **Duration:** Instantaneous You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. @@ -4594,8 +5263,11 @@ You utter a word of power that can compel one creature you can see within range *8th-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V + **Duration:** Instantaneous You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. @@ -4607,8 +5279,11 @@ The stunned target must make a Constitution saving throw at the end of each of i *2nd-level evocation* **Casting Time:** 10 minutes + **Range:** 30 feet + **Components:** V + **Duration:** Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. @@ -4620,8 +5295,11 @@ Up to six creatures of your choice that you can see within range each regain hit *Transmutation cantrip* **Casting Time:** 1 action + **Range:** 10 feet + **Components:** V, S + **Duration:** Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within Range: @@ -4640,8 +5318,11 @@ If you cast this spell multiple times, you can have up to three of its non-insta *7th-level evocation* **Casting Time:** 1 action + **Range:** Self (60-foot cone) + **Components:** V, S + **Duration:** Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. @@ -4660,8 +5341,11 @@ Eight multicolored rays of light flash from your hand. Each ray is a different c *9th-level abjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** 10 minutes The spell no longer refers to a rod of cancellation, and the text clarifies that dispel magic works only against the violet layer. @@ -4687,8 +5371,11 @@ The wall can be destroyed, also one layer at a time, in order from red to violet *4th-level abjuration* **Casting Time:** 10 minutes + **Range:** 120 feet + **Components:** V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite) + **Duration:** 24 hours You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. @@ -4709,8 +5396,11 @@ When you cast the spell, you decide what sort of security the spell provides, ch *Conjuration cantrip* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. @@ -4724,8 +5414,11 @@ This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level *6th-level illusion* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a bit of fleece and jade dust worth at least 25 gp) + **Duration:** Until dispelled You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. @@ -4741,8 +5434,11 @@ Physical interaction with the image reveals it to be an illusion, because things *7th-level illusion* **Casting Time:** 1 action + **Range:** 500 miles + **Components:** V, S, M (a small replica of you made from materials worth at least 5 gp) + **Duration:** Concentration, up to 1 day You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. @@ -4760,8 +5456,11 @@ creature that uses its action to examine the image can determine that it is an i *3rd-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Concentration, up to 1 hour For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. @@ -4771,8 +5470,11 @@ For the duration, the willing creature you touch has resistance to one damage ty *1st-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (holy water or powdered silver and iron, which the spell consumes) + **Duration:** Concentration up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. @@ -4784,8 +5486,11 @@ The protection grants several benefits. Creatures of those types have disadvanta *2nd-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** 1 hour You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. @@ -4797,8 +5502,11 @@ For the duration, the target has advantage on saving throws against being poison *1st-level transmutation (ritual)* **Casting Time:** 1 action + **Range:** 10 feet + **Components:** V, S + **Duration:** Instantaneous All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. @@ -4812,8 +5520,11 @@ All nonmagical food and drink within a 5-foot radius sphere centered on a point *5th-level necromancy* **Casting Time:** 1 hour + **Range:** Touch + **Components:** V, S, M (a diamond worth at least 500 gp, which the spell consumes) + **Duration:** Instantaneous You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. @@ -4829,8 +5540,11 @@ Coming back from the dead is an ordeal. The target takes a -4 penalty to all att *2nd-level necromancy* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Concentration, up to 1 minute A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. @@ -4842,8 +5556,11 @@ At the end of each of the target's turns, it can make a Constitution saving thro *Evocation cantrip* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. @@ -4855,8 +5572,11 @@ The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level ( *7th-level transmutation* **Casting Time:** 1 minute + **Range:** Touch + **Components:** V, S, M (a prayer wheel and holy water) + **Duration:** 1 hour You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). @@ -4868,8 +5588,11 @@ The target's severed body members (fingers, legs, tails, and so on), if any, are *5th-level transmutation* **Casting Time:** 1 hour + **Range:** Touch + **Components:** V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes) + **Duration:** Instantaneous You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. @@ -4905,8 +5628,11 @@ The reincarnated creature recalls its former life and experiences. It retains th *3rd-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded. @@ -4916,8 +5642,11 @@ At your touch, all curses affecting one creature or object end. If the object is *4th-level evocation* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) + **Duration:** Concentration, up to 1 minute A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. @@ -4933,8 +5662,11 @@ A *disintegrate* spell targeting the globe destroys it without harming anything *Abjuration cantrip* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a miniature cloak) + **Duration:** Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. @@ -4944,8 +5676,11 @@ You touch one willing creature. Once before the spell ends, the target can roll *7th-level necromancy* **Casting Time:** 1 hour + **Range:** Touch + **Components:** V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) + **Duration:** Instantaneous You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. @@ -4963,8 +5698,11 @@ Casting this spell to restore life to a creature that has been dead for one year *7th-level transmutation* **Casting Time:** 1 action + **Range:** 100 feet + **Components:** V, S, M (a lodestone and iron filings) + **Duration:** Concentration, up to 1 minute This spell reverses gravity in a 50-foot radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. @@ -4978,8 +5716,11 @@ At the end of the duration, affected objects and creatures fall back down. *3rd-level necromancy* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (diamonds worth 300 gp, which the spell consumes) + **Duration:** Instantaneous You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. @@ -4989,8 +5730,11 @@ You touch a creature that has died within the last minute. That creature returns *2nd-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (powdered corn extract and a twisted loop of parchment) + **Duration:** 1 hour You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. @@ -5008,8 +5752,11 @@ Anything inside the extradimensional space drops out when the spell ends. *Evocation cantrip* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. @@ -5021,8 +5768,11 @@ The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level ( *1st-level abjuration* **Casting Time:** 1 bonus action + **Range:** 30 feet + **Components:** V, S, M (a small silver mirror) + **Duration:** 1 minute You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. @@ -5034,8 +5784,11 @@ If the warded creature makes an attack, casts a spell that affects an enemy, or *2nd-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. @@ -5049,8 +5802,11 @@ Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire dam *5th-level divination* **Casting Time:** 10 minutes + **Range:** Self + **Components:** V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) + **Duration:** Concentration, up to 10 minutes You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. @@ -5079,8 +5835,11 @@ Instead of targeting a creature, you can choose a location you have seen before *4th-level conjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) + **Duration:** Instantaneous You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). @@ -5094,8 +5853,11 @@ After 60 days, there is a cumulative 5 percent chance per day that the spell's e *2nd-level divination* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a pinch of talc and a small sprinkling of powdered silver) + **Duration:** 1 hour For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. @@ -5105,8 +5867,11 @@ For the duration, you see invisible creatures and objects as if they were visibl *5th-level illusion* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S + **Duration:** 8 hours This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. @@ -5122,8 +5887,11 @@ A creature can use its action to inspect a target and make an Intelligence (Inve *3rd-level evocation* **Casting Time:** 1 action + **Range:** Unlimited + **Components:** V, S, M (a short piece of fine copper wire) + **Duration:** 1 round You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. @@ -5135,8 +5903,11 @@ You can send the message across any distance and even to other planes of existen *7th-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes) + **Duration:** Until dispelled By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. @@ -5150,8 +5921,11 @@ You can set a condition for the spell to end early. The condition can be anythin *9th-level transmutation* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell) + **Duration:** Concentration, up to 1 hour You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. @@ -5171,8 +5945,11 @@ During this spell's duration, you can use your action to assume a different form *2nd-level evocation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a chip of mica) + **Duration:** Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. @@ -5186,8 +5963,11 @@ A nonmagical object that isn't being worn or carried also takes the damage if it *1st-level abjuration* **Casting Time:** 1 reaction, which you take when you are hit by an attack or targeted by the *magic missile* spell + **Range:** Self + **Components:** V, S + **Duration:** 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from *magic missile*. @@ -5197,8 +5977,11 @@ An invisible barrier of magical force appears and protects you. Until the start *1st-level abjuration* **Casting Time:** 1 bonus action + **Range:** 60 feet + **Components:** V, S, M (a small parchment with a bit of holy text written on it) + **Duration:** Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. @@ -5208,8 +5991,11 @@ A shimmering field appears and surrounds a creature of your choice within range, *Transmutation cantrip* **Casting Time:** 1 bonus action + **Range:** Touch + **Components:** V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) + **Duration:** 1 minute The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. @@ -5219,8 +6005,11 @@ The wood of a club or quarterstaff you are holding is imbued with nature's power *Evocation cantrip* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. @@ -5232,8 +6021,11 @@ The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level ( *2nd-level illusion (ritual)* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. @@ -5243,8 +6035,11 @@ For the duration, no sound can be created within or pass through a 20-foot radiu *1st-level illusion* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a bit of fleece) + **Duration:** Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. @@ -5258,8 +6053,11 @@ Physical interaction with the image reveals it to be an illusion, because things *7th-level illusion* **Casting Time:** 12 hours + **Range:** Touch + **Components:** V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) + **Duration:** Until dispelled You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. @@ -5275,8 +6073,11 @@ If you cast this spell again, any currently active duplicates you created with t *1st-level enchantment* **Casting Time:** 1 action + **Range:** 90 feet + **Components:** V, S, M (a pinch of fine sand, rose petals, or a cricket) + **Duration:** 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). @@ -5292,8 +6093,11 @@ Undead and creatures immune to being charmed aren't affected by this spell. *3rd-level conjuration* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S, M (a pinch of dust and a few drops of water) + **Duration:** Concentration, up to 1 minute Until the spell ends, freezing rain and sleet fall in a 20-foot tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. @@ -5307,8 +6111,11 @@ If a creature starts its turn in the spell's area and is concentrating on a spel *3rd-level transmutation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a drop of molasses) + **Duration:** Concentration, up to 1 minute You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. @@ -5324,8 +6131,11 @@ A creature affected by this spell makes another Wisdom saving throw at the end o *Necromancy cantrip* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S + **Duration:** Instantaneous You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. @@ -5335,8 +6145,11 @@ You touch a living creature that has 0 hit points. The creature becomes stable. *1st-level divination (ritual)* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion. @@ -5346,8 +6159,11 @@ You gain the ability to comprehend and verbally communicate with beasts for the *3rd-level necromancy* **Casting Time:** 1 action + **Range:** 10 feet + **Components:** V, S, M (burning incense) + **Duration:** 10 minutes You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. @@ -5359,8 +6175,11 @@ Until the spell ends, you can ask the corpse up to five questions. The corpse kn *3rd-level transmutation* **Casting Time:** 1 action + **Range:** Self (30-foot radius) + **Components:** V, S + **Duration:** 10 minutes You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. @@ -5378,8 +6197,11 @@ This spell can cause the plants created by the *entangle* spell to release a res *2nd-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a drop of bitumen and a spider) + **Duration:** Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. @@ -5389,8 +6211,11 @@ Until the spell ends, one willing creature you touch gains the ability to move u *2nd-level transmutation* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) + **Duration:** Concentration, up to 10 minutes The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. @@ -5402,8 +6227,11 @@ The transformation of the ground is camouflaged to look natural. Any creature th *3rd-level conjuration* **Casting Time:** 1 action + **Range:** Self (15-foot radius) + **Components:** V, S, M (a holy symbol) + **Duration:** Concentration, up to 10 minutes You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. @@ -5417,8 +6245,11 @@ When you cast this spell, you can designate any number of creatures you can see *2nd-level evocation* **Casting Time:** 1 bonus action + **Range:** 60 feet + **Components:** V, S + **Duration:** 1 minute You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. @@ -5434,8 +6265,11 @@ The weapon can take whatever form you choose. Clerics of deities who are associa *3rd-level conjuration* **Casting Time:** 1 action + **Range:** 90 feet + **Components:** V, S, M (a rotten egg or several skunk cabbage leaves) + **Duration:** Concentration, up to 1 minute You create a 20-foot radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. @@ -5449,8 +6283,11 @@ A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. *4th-level transmutation* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) + **Duration:** Instantaneous You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible. @@ -5460,8 +6297,11 @@ You touch a stone object of Medium size or smaller or a section of stone no more *4th-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (diamond dust worth 100 gp, which the spell consumes) + **Duration:** Concentration, up to 1 hour This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. @@ -5471,8 +6311,11 @@ This spell turns the flesh of a willing creature you touch as hard as stone. Unt *9th-level conjuration* **Casting Time:** 1 action + **Range:** Sight + **Components:** V, S + **Duration:** Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. @@ -5492,8 +6335,11 @@ Each round you maintain concentration on this spell, the storm produces differen *2nd-level enchantment* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) + **Duration:** Concentration, up to 8 hours You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. @@ -5509,8 +6355,11 @@ If you or any of your companions damage the target, the spell ends. *6th-level evocation* **Casting Time:** 1 action + **Range:** Self (60-foot line) + **Components:** V, S, M (a magnifying glass) + **Duration:** Concentration, up to 1 minute A beam of brilliant light flashes out from your hand in a 5-foot wide, 60-foot long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. @@ -5524,8 +6373,11 @@ For the duration, a mote of brilliant radiance shines in your hand. It sheds bri *8th-level evocation* **Casting Time:** 1 action + **Range:** 150 feet + **Components:** V, S, M (fire and a piece of sunstone) + **Duration:** Instantaneous Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. @@ -5539,8 +6391,11 @@ This spell dispels any darkness in its area that was created by a spell. *7th-level abjuration* **Casting Time:** 1 minute + **Range:** Touch + **Components:** V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes) + **Duration:** Until dispelled or triggered When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. @@ -5576,8 +6431,11 @@ When you inscribe the glyph, choose one of the options below for its effect. Onc *5th-level transmutation* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. @@ -5597,8 +6455,11 @@ You can exert fine control on objects with your telekinetic grip, such as manipu *5th-level divination (ritual)* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (pieces of eggshell from two different kinds of creatures) + **Duration:** 1 hour You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. @@ -5610,8 +6471,11 @@ Until the spell ends, the targets can communicate telepathically through the bon *7th-level conjuration* **Casting Time:** 1 action + **Range:** 10 feet + **Components:** V + **Duration:** Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. @@ -5650,8 +6514,11 @@ The destination you choose must be known to you, and it must be on the same plan *5th-level conjuration* **Casting Time:** 1 minute + **Range:** 10 feet + **Components:** V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) + **Duration:** 1 round As you cast the spell, you draw a 10-foot diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. @@ -5665,8 +6532,11 @@ You can create a permanent teleportation circle by casting this spell in the sam *Transmutation cantrip* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V + **Duration:** Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within Range: @@ -5683,8 +6553,11 @@ You manifest a minor wonder, a sign of supernatural power, within range. You cre *1st-level evocation* **Casting Time:** 1 action + **Range:** Self (15-foot cube) + **Components:** V, S + **Duration:** Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. @@ -5698,8 +6571,11 @@ In addition, unsecured objects that are completely within the area of effect are *9th-level transmutation* **Casting Time:** 1 action + **Range:** Self + **Components:** V + **Duration:** Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. @@ -5711,8 +6587,11 @@ This spell ends if one of the actions you use during this period, or any effects *3rd-level evocation (ritual)* **Casting Time:** 1 minute + **Range:** Self (10-foot radius hemisphere) + **Components:** V, S, M (a small crystal bead) + **Duration:** 8 hours A 10-foot radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. @@ -5726,8 +6605,11 @@ Until the spell ends, you can command the interior to become dimly lit or dark. *3rd-level divination* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, M (a small clay model of a ziggurat) + **Duration:** 1 hour This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says. @@ -5737,8 +6619,11 @@ This spell grants the creature you touch the ability to understand any spoken la *6th-level conjuration* **Casting Time:** 1 action + **Range:** 10 feet + **Components:** V, S + **Duration:** 1 round This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement. @@ -5748,8 +6633,11 @@ This spell creates a magical link between a Large or larger inanimate plant with *5th-level conjuration* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** Concentration, up to 1 minute You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. @@ -5761,8 +6649,11 @@ You can use this transportation ability once per round for the duration. You mus *9th-level transmutation* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) + **Duration:** Concentration, up to 1 hour Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. @@ -5788,8 +6679,11 @@ If the spell becomes permanent, you no longer control the creature. It might rem *9th-level necromancy* **Casting Time:** 1 hour + **Range:** Touch + **Components:** V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) + **Duration:** Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. @@ -5803,8 +6697,11 @@ The spell can even provide a new body if the original no longer exists, in which *6th-level divination* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) + **Duration:** 1 hour This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. @@ -5814,8 +6711,11 @@ This spell gives the willing creature you touch the ability to see things as the *Divination cantrip* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** S + **Duration:** Concentration, up to 1 round You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended. @@ -5827,8 +6727,11 @@ You extend your hand and point a finger at a target in range. Your magic grants *1st-level conjuration (ritual)* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a piece of string and a bit of wood) + **Duration:** 1 hour This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. @@ -5844,8 +6747,11 @@ If you command the servant to perform a task that would move it more than 60 fee *3rd-level necromancy* **Casting Time:** 1 action + **Range:** Self + **Components:** V, S + **Duration:** Concentration, up to 1 minute The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. @@ -5857,8 +6763,11 @@ The touch of your shadow-wreathed hand can siphon life force from others to heal *Enchantment cantrip* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V + **Duration:** Instantaneous You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. @@ -5872,8 +6781,11 @@ This spell's damage increases by 1d4 when you reach 5th level (2d4), 11t *4th-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a small piece of phosphorus) + **Duration:** Concentration, up to 1 minute You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. @@ -5889,8 +6801,11 @@ One side of the wall, selected by you when you cast this spell, deals 5d8 fire d *5th-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a pinch of powder made by crushing a clear gemstone) + **Duration:** Concentration, up to 10 minutes An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). @@ -5902,8 +6817,11 @@ Nothing can physically pass through the wall. It is immune to all damage and can *6th-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a small piece of quartz) + **Duration:** Concentration, up to 10 minutes You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. @@ -5919,8 +6837,11 @@ The wall is an object that can be damaged and thus breached. It has AC 12 and 30 *5th-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a small block of granite) + **Duration:** Concentration, up to 10 minutes A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. @@ -5940,8 +6861,11 @@ If you maintain your concentration on this spell for its whole duration, the wal *6th-level conjuration* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a handful of thorns) + **Duration:** Concentration, up to 10 minutes You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. @@ -5957,8 +6881,11 @@ A creature can move through the wall, albeit slowly and painfully. For every 1 f *2nd-level abjuration* **Casting Time:** 1 action + **Range:** Touch + **Components:** V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration) + **Duration:** 1 hour This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. @@ -5970,8 +6897,11 @@ The spell ends if you drop to 0 hit points or if you and the target become separ *3rd-level transmutation (ritual)* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a short reed or piece of straw) + **Duration:** 24 hours This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. @@ -5981,8 +6911,11 @@ This spell grants up to ten willing creatures you can see within range the abili *3rd-level transmutation (ritual)* **Casting Time:** 1 action + **Range:** 30 feet + **Components:** V, S, M (a piece of cork) + **Duration:** 1 hour This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. @@ -5994,8 +6927,11 @@ If you target a creature submerged in a liquid, the spell carries the target to *2nd-level conjuration* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S, M (a bit of spiderweb) + **Duration:** Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. @@ -6015,8 +6951,11 @@ The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 *9th-level illusion* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S + **Duration:** Concentration, up to one minute Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature. @@ -6026,8 +6965,11 @@ Drawing on the deepest fears of a group of creatures, you create illusory creatu *6th-level transmutation* **Casting Time:** 1 minute + **Range:** 30 feet + **Components:** V, S, M (fire and holy water) + **Duration:** 8 hours You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. @@ -6039,8 +6981,11 @@ If a creature is in cloud form and flying when the effect ends, the creature des *3rd-level evocation* **Casting Time:** 1 action + **Range:** 120 feet + **Components:** V, S, M (a tiny fan and a feather of exotic origin) + **Duration:** Concentration, up to 1 minute A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. @@ -6054,8 +6999,11 @@ The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flyin *9th-level conjuration* **Casting Time:** 1 action + **Range:** Self + **Components:** V + **Duration:** Instantaneous *Wish* is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. @@ -6079,8 +7027,11 @@ The stress of casting this spell to produce any effect other than duplicating an *6th-level conjuration* **Casting Time:** 1 action + **Range:** 5 feet + **Components:** V + **Duration:** Instantaneous You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. @@ -6098,8 +7049,11 @@ You must designate a sanctuary by casting this spell within a location, such as *2nd-level enchantment* **Casting Time:** 1 action + **Range:** 60 feet + **Components:** V, S + **Duration:** 10 minutes You create a magical zone that guards against deception in a 15-foot radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. diff --git a/pages/15.treasure/default.md b/pages/15.treasure/default.md index 09eaebc..6ec2e6b 100644 --- a/pages/15.treasure/default.md +++ b/pages/15.treasure/default.md @@ -55,8 +55,11 @@ This item first appears to be a Large sealed iron barrel weighing 500 pounds. Th The apparatus of the Crab is a Large object with the following statistics: **Armor Class** 20 + **Hit Points** 200 + **Speed** 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) + **Damage Immunities** poison, psychic To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. @@ -720,7 +723,9 @@ Once a card is drawn, it fades from existence. Unless the card is the Fool or th *Medium undead, neutral evil* **Armor Class** 20 + **Hit Points** half the hit point maximum of its summoner + **Speed** 60 ft., fly 60 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | @@ -728,9 +733,13 @@ Once a card is drawn, it fades from existence. Unless the card is the Fool or th | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | **Damage Immunities** necrotic, poison + **Condition Immunities** charmed, frightened, paralyzed, petrified, poisoned, unconscious + **Senses** darkvision 60 ft., truesight 60 ft., passive Perception 13 + **Languages** all languages known to its summoner + **Challenge** - (0 XP) ***Incorporeal Movement***. The avatar 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. @@ -975,7 +984,9 @@ The creature exists for a duration specific to each figurine. At the end of the *Large beast, unaligned* **Armor Class** 11 + **Hit Points** 19 (3d10+3) + **Speed** 30 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -983,6 +994,7 @@ The creature exists for a duration specific to each figurine. At the end of the | 14 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | **Senses** darkvision 60 ft., passive Perception 10 + **Languages** - ***Golden Lions (Rare)***. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. diff --git a/pages/16.monsters/default.md b/pages/16.monsters/default.md index df2311c..b27da48 100644 --- a/pages/16.monsters/default.md +++ b/pages/16.monsters/default.md @@ -357,7 +357,9 @@ The mere presence of a legendary creature can have strange and wondrous effects *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 | @@ -365,9 +367,13 @@ The mere presence of a legendary creature can have strange and wondrous effects | 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 (5,900 XP) ***Amphibious***. The aboleth can breathe air and water. @@ -405,7 +411,9 @@ The aboleth can take 3 legendary actions, choosing from the options below. Only *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 | @@ -413,11 +421,17 @@ The aboleth can take 3 legendary actions, choosing from the options below. Only | 18 (+4) | 18 (+4) | 18 (+4) | 17 (+3) | 20 (+5) | 20 (+5) | **Saving Throws** Wis +9, Cha +9 + **Skills** Insight +9, Perception +9 + **Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks + **Condition Immunities** charmed, exhaustion, frightened + **Senses** darkvision 120 ft., passive Perception 19 + **Languages** all, telepathy 120 ft. + **Challenge** 10 (5,900 XP) ***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). @@ -425,6 +439,7 @@ The aboleth can take 3 legendary actions, choosing from the options below. Only ***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. @@ -446,7 +461,9 @@ In a new form, the deva retains its game statistics and ability to speak, but it *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 | @@ -454,11 +471,17 @@ In a new form, the deva retains its game statistics and ability to speak, but it | 24 (+7) | 20 (+5) | 24 (+7) | 19 (+4) | 22 (+6) | 25 (+7) | **Saving Throws** Con +12, Wis +11, Cha +12 + **Skills** Perception +11 + **Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks + **Condition Immunities** charmed, exhaustion, frightened + **Senses** truesight 120 ft., passive Perception 21 + **Languages** all, telepathy 120 ft. + **Challenge** 16 (15,000 XP) ***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). @@ -468,7 +491,9 @@ In a new form, the deva retains its game statistics and ability to speak, but it ***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. @@ -486,7 +511,9 @@ At will: *detect evil and good*, *invisibility* (self only) *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 | @@ -494,12 +521,19 @@ At will: *detect evil and good*, *invisibility* (self only) | 26 (+8) | 22 (+6) | 26 (+8) | 25 (+7) | 25 (+7) | 30 (+10) | **Saving Throws** Int +14, Wis +14, Cha +17 + **Skills** Perception +14 + **Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** necrotic, poison + **Condition Immunities** charmed, exhaustion, frightened, poisoned + **Senses** truesight 120 ft., passive Perception 24 + **Languages** all, telepathy 120 ft. + **Challenge** 21 (33,000 XP) ***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). @@ -509,7 +543,9 @@ At will: *detect evil and good*, *invisibility* (self only) ***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. @@ -543,7 +579,9 @@ The solar can take 3 legendary actions, choosing from the options below. Only on *Medium construct, unaligned* **Armor Class** 18 (natural armor) + **Hit Points** 33 (6d8+6) + **Speed** 25 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -551,9 +589,13 @@ The solar can take 3 legendary actions, choosing from the options below. Only on | 14 (+2) | 11 (+0) | 13 (+1) | 1 (-5) | 3 (-4) | 1 (-5) | **Damage Immunities** poison, psychic + **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6 + **Languages** - + **Challenge** 1 (200 XP) ***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 @@ -573,7 +615,9 @@ Constitution saving throw against the caster's spell save DC or fall unconscious *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 | @@ -581,10 +625,15 @@ Constitution saving throw against the caster's spell save DC or fall unconscious | 12 (+1) | 15 (+2) | 11 (+0) | 1 (-5) | 5 (-3) | 1 (-5) | **Saving Throws** Dex +4 + **Damage Immunities** poison, psychic + **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 7 + **Languages** - + **Challenge** 1/4 (50 XP) ***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. @@ -600,7 +649,9 @@ Constitution saving throw against the caster's spell save DC or fall unconscious *Large construct, unaligned* **Armor Class** 12 + **Hit Points** 33 (6d10) + **Speed** 10 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -608,9 +659,13 @@ Constitution saving throw against the caster's spell save DC or fall unconscious | 17 (+3) | 14 (+2) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | **Damage Immunities** poison, psychic + **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6 + **Languages** - + **Challenge** 2 (450 XP) ***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. @@ -628,7 +683,9 @@ Constitution saving throw against the caster's spell save DC or fall unconscious *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 | @@ -636,7 +693,9 @@ Constitution saving throw against the caster's spell save DC or fall unconscious | 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) ###### Actions @@ -650,7 +709,9 @@ Constitution saving throw against the caster's spell save DC or fall unconscious *Medium elemental, lawful neutral* **Armor Class** 17 (natural armor, shield) + **Hit Points** 39 (6d8+12) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -658,10 +719,15 @@ Constitution saving throw against the caster's spell save DC or fall unconscious | 17 (+3) | 12 (+1) | 15 (+2) | 12 (+1) | 13 (+1) | 10 (+0) | **Saving Throws** Con +4 + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** passive Perception 11 + **Languages** Ignan + **Challenge** 2 (450 XP) ***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. @@ -681,7 +747,9 @@ Constitution saving throw against the caster's spell save DC or fall unconscious *Medium monstrosity, unaligned* **Armor Class** 15 (natural armor) + **Hit Points** 52 (8d8+16) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -689,7 +757,9 @@ Constitution saving throw against the caster's spell save DC or fall unconscious | 16 (+3) | 8 (-1) | 15 (+2) | 2 (-4) | 8 (-1) | 7 (-2) | **Senses** darkvision 60 ft., passive Perception 9 + **Languages** - + **Challenge** 3 (700 XP) **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. @@ -707,7 +777,9 @@ If the basilisk sees its reflection within 30 feet of it in bright light, it mis *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 | @@ -715,9 +787,13 @@ If the basilisk sees its reflection within 30 feet of it in bright light, it mis | 23 (+6) | 16 (+3) | 18 (+4) | 7 (-2) | 14 (+2) | 12 (+1) | **Skills** Perception +6, Stealth +7 + **Damage Immunities** lightning + **Senses** darkvision 90 ft., passive Perception 16 + **Languages** Draconic + **Challenge** 11 (7,200 XP) ###### Actions @@ -739,7 +815,9 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur *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 | @@ -747,8 +825,11 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur | 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) ***Brute***. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). @@ -766,7 +847,9 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur *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 | @@ -774,8 +857,11 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur | 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 (1,800 XP) ***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. @@ -793,7 +879,9 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur *Large monstrosity, neutral good* **Armor Class** 12 + **Hit Points** 45 (6d10+12) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -801,8 +889,11 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur | 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) ***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. @@ -822,7 +913,9 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur *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 | @@ -830,8 +923,11 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur | 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 (2,300 XP) ###### Actions @@ -851,7 +947,9 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur *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 | @@ -859,10 +957,15 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur | 19 (+4) | 10 (+0) | 16 (+3) | 5 (-3) | 11 (+0) | 5 (-3) | **Skills** Perception +4 + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** darkvision 60 ft., passive Perception 14 + **Languages** understands Deep Speech but can't speak + **Challenge** 4 (1,100 XP) ***Amphibious***. The chuul can breathe air and water. @@ -882,7 +985,9 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur *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 | @@ -890,8 +995,11 @@ If the behir takes 30 damage or more on a single turn from the swallowed creatur | 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 (3,900 XP) ***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. @@ -921,7 +1029,9 @@ A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a *Small monstrosity, unaligned* **Armor Class** 11 + **Hit Points** 27 (6d6+6) + **Speed** 20 ft., fly 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -929,7 +1039,9 @@ A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a | 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) ###### Actions @@ -941,7 +1053,9 @@ A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a *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 | @@ -949,16 +1063,23 @@ A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a | 16 (+3) | 20 (+5) | 17 (+3) | 18 (+4) | 20 (+5) | 18 (+4) | **Saving Throws** Con +5, Wis +7, Cha +6 + **Damage Resistances** radiant + **Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks + **Senses** truesight 120 ft., passive Perception 15 + **Languages** all, telepathy 120 ft. + **Challenge** 4 (1,100 XP) ***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. @@ -982,7 +1103,9 @@ In a new form, the couatl retains its game statistics and ability to speak, but *Small monstrosity, unaligned* **Armor Class** 11 + **Hit Points** 22 (5d6+5) + **Speed** 10 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -990,8 +1113,11 @@ In a new form, the couatl retains its game statistics and ability to speak, but | 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) ***Echolocation***. The darkmantle can't use its blindsight while deafened. @@ -1015,7 +1141,9 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check *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 | @@ -1023,11 +1151,17 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check | 26 (+8) | 15 (+2) | 22 (+6) | 20 (+5) | 16 (+3) | 22 (+6) | **Saving Throws** Str +14, Con +12, Wis +9, Cha +12 + **Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** truesight 120 ft., passive Perception 13 + **Languages** Abyssal, telepathy 120 ft. + **Challenge** 19 (22,000 XP) ***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. @@ -1053,7 +1187,9 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check *Small fiend (demon), chaotic evil* **Armor Class** 11 (natural armor) + **Hit Points** 18 (4d6+4) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1061,10 +1197,15 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check | 11 (+0) | 11 (+0) | 12 (+1) | 5 (-3) | 8 (-1) | 3 (-4) | **Damage Resistances** cold, fire, lightning + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** darkvision 60 ft., passive Perception 9 + **Languages** Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) + **Challenge** 1/4 (50 XP) ###### Actions @@ -1082,7 +1223,9 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check *Large fiend (demon), chaotic evil* **Armor Class** 17 (natural armor) + **Hit Points** 157 (15d10+75) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1090,16 +1233,23 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check | 20 (+5) | 15 (+2) | 21 (+5) | 19 (+4) | 17 (+3) | 16 (+3) | **Saving Throws** Str +9, Con +9, Wis +7, Cha +7 + **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** truesight 120 ft., passive Perception 13 + **Languages** Abyssal, telepathy 120 ft. + **Challenge** 9 (5,000 XP) ***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. @@ -1117,7 +1267,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *Large fiend (demon), chaotic evil* **Armor Class** 16 (natural armor) + **Hit Points** 136 (13d10+65) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1125,11 +1277,17 @@ At will: *darkness*, *detect magic*, *dispel magic* | 19 (+4) | 17 (+3) | 20 (+5) | 5 (-3) | 12 (+1) | 13 (+1) | **Saving Throws** Str +7, Con +8, Wis +4 + **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 11 + **Languages** Abyssal, telepathy 120 ft. + **Challenge** 8 (3,900 XP) ***Magic Resistance***. The hezrou has advantage on saving throws against spells and other magical effects. @@ -1149,7 +1307,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *Large fiend (demon), chaotic evil* **Armor Class** 18 (natural armor) + **Hit Points** 189 (18d10+90) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1157,11 +1317,17 @@ At will: *darkness*, *detect magic*, *dispel magic* | 18 (+4) | 20 (+5) | 20 (+5) | 18 (+4) | 16 (+3) | 20 (+5) | **Saving Throws** Str +9, Con +10, Wis +8, Cha +10 + **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** truesight 120 ft., passive Perception 13 + **Languages** Abyssal, telepathy 120 ft. + **Challenge** 16 (15,000 XP) ***Magic Resistance***. The marilith has advantage on saving throws against spells and other magical effects. @@ -1189,7 +1355,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *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 | @@ -1197,11 +1365,17 @@ At will: *darkness*, *detect magic*, *dispel magic* | 21 (+5) | 10 (+0) | 22 (+6) | 19 (+4) | 12 (+1) | 15 (+2) | **Saving Throws** Con +11, Int +9, Wis +6, Cha +7 + **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** truesight 120 ft., passive Perception 11 + **Languages** Abyssal, telepathy 120 ft. + **Challenge** 13 (10,000 XP) ***Magic Resistance***. The nalfeshnee has advantage on saving throws against spells and other magical effects. @@ -1223,7 +1397,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *Tiny fiend (demon, shapechanger), chaotic evil* **Armor Class** 13 + **Hit Points** 7 (3d4) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1231,11 +1407,17 @@ At will: *darkness*, *detect magic*, *dispel magic* | 5 (-3) | 17 (+3) | 10 (+0) | 7 (-2) | 10 (+0) | 10 (+0) | **Skills** Stealth +5 + **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 10 + **Languages** Abyssal, Common + **Challenge** 1 (200 XP) ***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. @@ -1255,7 +1437,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *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 | @@ -1263,11 +1447,17 @@ At will: *darkness*, *detect magic*, *dispel magic* | 17 (+3) | 15 (+2) | 18 (+4) | 8 (-1) | 13 (+1) | 8 (-1) | **Saving Throws** Dex +5, Wis +4, Cha +2 + **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 11 + **Languages** Abyssal, telepathy 120 ft. + **Challenge** 6 (2,300 XP) ***Magic Resistance***. The vrock has advantage on saving throws against spells and other magical effects. @@ -1291,7 +1481,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *Medium fiend (devil), lawful evil* **Armor Class** 15 (natural armor) + **Hit Points** 110 (13d8+52) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1299,12 +1491,19 @@ At will: *darkness*, *detect magic*, *dispel magic* | 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 + **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 18 + **Languages** Infernal, telepathy 120 ft. + **Challenge** 5 (1,800 XP) ***Barbed Hide***. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. @@ -1328,7 +1527,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *Medium fiend (devil), lawful evil* **Armor Class** 13 (natural armor) + **Hit Points** 52 (8d8+16) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1336,11 +1537,17 @@ At will: *darkness*, *detect magic*, *dispel magic* | 16 (+3) | 15 (+2) | 15 (+2) | 9 (-1) | 11 (+0) | 11 (+0) | **Saving Throws** Str +5, Con +4, Wis +2 + **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 10 + **Languages** Infernal, telepathy 120 ft. + **Challenge** 3 (700 XP) ***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. @@ -1362,7 +1569,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *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 | @@ -1370,12 +1579,19 @@ At will: *darkness*, *detect magic*, *dispel magic* | 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 + **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 12 + **Languages** Infernal, telepathy 120 ft. + **Challenge** 9 (5,000 XP) ***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. @@ -1395,7 +1611,9 @@ At will: *darkness*, *detect magic*, *dispel magic* *Medium fiend (devil), lawful evil* **Armor Class** 16 (natural armor) + **Hit Points** 85 (10d8+40) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1403,11 +1621,17 @@ At will: *darkness*, *detect magic*, *dispel magic* | 18 (+4) | 15 (+2) | 18 (+4) | 11 (+0) | 12 (+1) | 14 (+2) | **Saving Throws** Con +7, Wis +4, Cha +5 + **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 11 + **Languages** Infernal, telepathy 120 ft. + **Challenge** 8 (3,900 XP) ***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. @@ -1433,7 +1657,9 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci *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 | @@ -1441,11 +1667,17 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci | 18 (+4) | 16 (+3) | 18 (+4) | 14 (+2) | 14 (+2) | 18 (+4) | **Saving Throws** Dex +7, Con +8, Wis +6, Cha +8 + **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** truesight 120 ft., passive Perception 12 + **Languages** Infernal, telepathy 120 ft. + **Challenge** 12 (8,400 XP) ***Hellish Weapons***. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). @@ -1469,7 +1701,9 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci *Large fiend (devil), lawful evil* **Armor Class** 18 (natural armor) + **Hit Points** 148 (17d10+55) + **Speed** 20 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1477,11 +1711,17 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci | 22 (+6) | 17 (+3) | 21 (+5) | 12 (+1) | 16 (+3) | 17 (+3) | **Saving Throws** Str +10, Dex +7, Wis +7, Cha +7 + **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 13 + **Languages** Infernal, telepathy 120 ft. + **Challenge** 11 (7,200 XP) ***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. @@ -1503,7 +1743,9 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci *Large fiend (devil), lawful evil* **Armor Class** 18 (natural armor) + **Hit Points** 180 (19d10+76) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1511,11 +1753,17 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci | 21 (+5) | 14 (+2) | 18 (+4) | 18 (+4) | 15 (+2) | 18 (+4) | **Saving Throws** Dex +7, Con +9, Wis +7, Cha +9 + **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** cold, fire, poison + **Condition Immunities** poisoned + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 12 + **Languages** Infernal, telepathy 120 ft. + **Challenge** 14 (11,500 XP) ***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. @@ -1543,7 +1791,9 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal *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 | @@ -1551,11 +1801,17 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal | 6 (-2) | 17 (+3) | 13 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | **Skills** Deception +4, Insight +3, Persuasion +4, Stealth +5 + **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** darkvision 120 ft., passive Perception 11 + **Languages** Infernal, Common + **Challenge** 1 (200 XP) ***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. @@ -1575,7 +1831,9 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal *Medium fiend (devil), lawful evil* **Armor Class** 7 + **Hit Points** 13 (3d8) + **Speed** 15 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1583,10 +1841,15 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal | 10 (+0) | 5 (-3) | 11 (+0) | 1 (-5) | 11 (+0) | 3 (-4) | **Damage Resistances** cold + **Damage Immunities** fire, poison + **Condition Immunities** charmed, frightened, poisoned + **Senses** darkvision 120 ft., passive Perception 10 + **Languages** understands Infernal but can't speak + **Challenge** 0 (10 XP) ***Devil's Sight***. Magical darkness doesn't impede the lemure's darkvision. @@ -1602,7 +1865,9 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal *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 | @@ -1610,11 +1875,17 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal | 26 (+8) | 14 (+2) | 24 (+7) | 22 (+6) | 18 (+4) | 24 (+7) | **Saving Throws** Dex +8, Con +13, Wis +10 + **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** truesight 120 ft., passive Perception 14 + **Languages** Infernal, telepathy 120 ft. + **Challenge** 20 (25,000 XP) ***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. @@ -1626,6 +1897,7 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal ***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 @@ -1647,7 +1919,9 @@ At will: *detect magic*, *fireball* *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 | @@ -1655,8 +1929,11 @@ At will: *detect magic*, *fireball* | 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) ***Hold Breath***. The plesiosaurus can hold its breath for 1 hour. @@ -1670,7 +1947,9 @@ At will: *detect magic*, *fireball* *Huge beast, unaligned* **Armor Class** 13 (natural armor) + **Hit Points** 95 (10d12+30) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1678,7 +1957,9 @@ At will: *detect magic*, *fireball* | 22 (+6) | 9 (-1) | 17 (+3) | 2 (-4) | 11 (+0) | 5 (-3) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 5 (1,800 XP) ***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. @@ -1696,7 +1977,9 @@ If the target is prone, the triceratops can make one stomp attack against it as *Huge beast, unaligned* **Armor Class** 13 (natural armor) + **Hit Points** 136 (13d12+52) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1704,8 +1987,11 @@ If the target is prone, the triceratops can make one stomp attack against it as | 25 (+7) | 10 (+0) | 19 (+4) | 2 (-4) | 12 (+1) | 9 (-1) | **Skills** Perception +4 + **Senses** passive Perception 14 + **Languages** - + **Challenge** 8 (3,900 XP) ###### Actions @@ -1721,7 +2007,9 @@ If the target is prone, the triceratops can make one stomp attack against it as *Medium monstrosity (shapechanger), neutral* **Armor Class** 14 + **Hit Points** 52 (8d8+16) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1729,9 +2017,13 @@ If the target is prone, the triceratops can make one stomp attack against it as | 11 (+0) | 18 (+4) | 14 (+2) | 11 (+0) | 12 (+1) | 14 (+2) | **Skills** Deception +6, Insight +3 + **Condition Immunities** charmed + **Senses** darkvision 60 ft., passive Perception 11 + **Languages** Common + **Challenge** 3 (700 XP) ***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. @@ -1757,7 +2049,9 @@ If the target is prone, the triceratops can make one stomp attack against it as *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 | @@ -1765,10 +2059,15 @@ If the target is prone, the triceratops can make one stomp attack against it as | 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 + **Damage Immunities** acid + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 + **Languages** Common, Draconic + **Challenge** 21 (33,000 XP) ***Amphibious***. The dragon can breathe air and water. @@ -1804,7 +2103,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o 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 | @@ -1812,10 +2113,15 @@ Huge dragon, chaotic evil | 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 + **Damage Immunities** acid + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 + **Languages** Common, Draconic + **Challenge** 14 (11,500 XP) ***Amphibious***. The dragon can breathe air and water. @@ -1851,7 +2157,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -1859,10 +2167,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** acid + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 + **Languages** Common, Draconic + **Challenge** 7 (2,900 XP) ***Amphibious***. The dragon can breathe air and water. @@ -1882,7 +2195,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -1890,10 +2205,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** acid + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 2 (450 XP) ***Amphibious***. The dragon can breathe air and water. @@ -1911,7 +2231,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -1919,10 +2241,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** lightning + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 + **Languages** Common, Draconic + **Challenge** 23 (50,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -1956,7 +2283,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -1964,10 +2293,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** lightning + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 + **Languages** Common, Draconic + **Challenge** 16 (15,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -2001,7 +2335,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2009,10 +2345,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** lightning + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19 + **Languages** Common, Draconic + **Challenge** 9 (5,000 XP) ###### Actions @@ -2030,7 +2371,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2038,10 +2381,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** lightning + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 3 (700 XP) ###### Actions @@ -2057,7 +2405,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2065,11 +2415,17 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 + **Languages** Common, Draconic + **Challenge** 15 (13,000 XP) ***Amphibious***. The dragon can breathe air and water. @@ -2105,7 +2461,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2113,11 +2471,17 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 + **Languages** Common, Draconic + **Challenge** 8 (3,900 XP) ***Amphibious***. The dragon can breathe air and water. @@ -2137,7 +2501,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2145,11 +2511,17 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 2 (450 XP) ***Amphibious***. The dragon can breathe air and water. @@ -2167,7 +2539,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2175,10 +2549,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 + **Languages** Common, Draconic + **Challenge** 24 (62,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -2212,7 +2591,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2220,10 +2601,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23 + **Languages** Common, Draconic + **Challenge** 17 (18,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -2257,7 +2643,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o 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 | @@ -2265,10 +2653,15 @@ Large dragon, chaotic evil | 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 + **Damage Immunities** fire + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18 + **Languages** Common, Draconic + **Challenge** 10 (5,900 XP) ###### Actions @@ -2286,7 +2679,9 @@ Large dragon, chaotic evil *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 | @@ -2294,10 +2689,15 @@ Large dragon, chaotic evil | 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 + **Damage Immunities** fire + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 4 (1,100 XP) ###### Actions @@ -2313,7 +2713,9 @@ Large dragon, chaotic evil *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 | @@ -2321,10 +2723,15 @@ Large dragon, chaotic evil | 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 + **Damage Immunities** cold + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23 + **Languages** Common, Draconic + **Challenge** 20 (25,000 XP) ***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. @@ -2360,7 +2767,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2368,10 +2777,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** cold + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 + **Languages** Common, Draconic + **Challenge** 13 (10,000 XP) ***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. @@ -2407,7 +2821,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2415,10 +2831,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** cold + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 + **Languages** Common, Draconic + **Challenge** 6 (2,300 XP) ***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. @@ -2438,7 +2859,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2446,10 +2869,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** cold + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 2 (450 XP) ###### Actions @@ -2467,7 +2895,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2475,10 +2905,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 + **Languages** Common, Draconic + **Challenge** 20 (25,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -2520,7 +2955,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2528,10 +2965,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 + **Languages** Common, Draconic + **Challenge** 13 (10,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -2569,7 +3011,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2577,10 +3021,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 + **Languages** Common, Draconic + **Challenge** 6 (2,300 XP) ###### Actions @@ -2602,7 +3051,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2610,10 +3061,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 1 (200 XP) ###### Actions @@ -2633,7 +3089,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2641,10 +3099,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** lightning + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 + **Languages** Common, Draconic + **Challenge** 22 (41,000 XP) ***Amphibious***. The dragon can breathe air and water. @@ -2688,7 +3151,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2696,10 +3161,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** lightning + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 + **Languages** Common, Draconic + **Challenge** 15 (13,000 XP) ***Amphibious***. The dragon can breathe air and water. @@ -2743,7 +3213,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2751,10 +3223,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** lightning + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 + **Languages** Common, Draconic + **Challenge** 8 (3,900 XP) ***Amphibious***. The dragon can breathe air and water. @@ -2778,7 +3255,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2786,10 +3265,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** lightning + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 2 (450 XP) ***Amphibious***. The dragon can breathe air and water. @@ -2811,7 +3295,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2819,10 +3305,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** acid + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 + **Languages** Common, Draconic + **Challenge** 21 (33,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -2864,7 +3355,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2872,10 +3365,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** acid + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 + **Languages** Common, Draconic + **Challenge** 14 (11,500 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -2913,7 +3411,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2921,10 +3421,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** acid + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 + **Languages** Common, Draconic + **Challenge** 7 (2,900 XP) ###### Actions @@ -2946,7 +3451,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2954,10 +3461,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** acid + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 1 (200 XP) ###### Actions @@ -2977,7 +3489,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -2985,10 +3499,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 + **Languages** Common, Draconic + **Challenge** 24 (62,000 XP) ***Amphibious***. The dragon can breathe air and water. @@ -3032,7 +3551,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -3040,10 +3561,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 + **Languages** Common, Draconic + **Challenge** 17 (18,000 XP) ***Amphibious***. The dragon can breathe air and water. @@ -3087,7 +3613,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -3095,10 +3623,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19 + **Languages** Common, Draconic + **Challenge** 10 (5,900 XP) ***Amphibious***. The dragon can breathe air and water. @@ -3122,7 +3655,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -3130,10 +3665,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** fire + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 3 (700 XP) ***Amphibious***. The dragon can breathe air and water. @@ -3155,7 +3695,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -3163,10 +3705,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** cold + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 + **Languages** Common, Draconic + **Challenge** 23 (50,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -3208,7 +3755,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -3216,10 +3765,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** cold + **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 + **Languages** Common, Draconic + **Challenge** 16 (15,000 XP) ***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. @@ -3261,7 +3815,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -3269,10 +3825,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** cold + **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18 + **Languages** Common, Draconic + **Challenge** 9 (5,000 XP) ###### Actions @@ -3294,7 +3855,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -3302,10 +3865,15 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 + **Damage Immunities** cold + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 + **Languages** Draconic + **Challenge** 2 (450 XP) ###### Actions @@ -3323,7 +3891,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -3331,9 +3901,13 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 25 (+7) | 10 (+0) | 20 (+5) | 10 (+0) | 12 (+1) | 12 (+1) | **Saving Throws** Dex +6, Con +11, Wis +7 + **Damage Resistances** fire + **Senses** darkvision 120 ft., passive Perception 11 + **Languages** Aquan, Draconic + **Challenge** 17 (18,000 XP) ***Amphibious***. The dragon turtle can breathe air and water. @@ -3355,7 +3929,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -3363,8 +3939,11 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o | 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 (2,300 XP) ***Fey Ancestry***. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. @@ -3372,6 +3951,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o ***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. @@ -3395,7 +3975,9 @@ At will: *dancing lights* *Medium fey, neutral* **Armor Class** 11 (16 with *barkskin*) + **Hit Points** 22 (5d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -3403,14 +3985,19 @@ At will: *dancing lights* | 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) ***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. @@ -3434,7 +4021,9 @@ The dryad can have no more than one humanoid and up to three beasts charmed at a *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 | @@ -3442,8 +4031,11 @@ The dryad can have no more than one humanoid and up to three beasts charmed at a | 14 (+2) | 11 (+0) | 14 (+2) | 11 (+0) | 10 (+0) | 9 (-1) | **Damage Resistances** poison + **Senses** darkvision 120 ft., passive Perception 10 + **Languages** Dwarvish, Undercommon + **Challenge** 1 (200 XP) ***Duergar Resilience***. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. @@ -3469,7 +4061,9 @@ The dryad can have no more than one humanoid and up to three beasts charmed at a *Large elemental, neutral* **Armor Class** 15 + **Hit Points** 90 (12d10+24) + **Speed** 0 ft., fly 90 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | @@ -3477,10 +4071,15 @@ The dryad can have no more than one humanoid and up to three beasts charmed at a | 14 (+2) | 20 (+5) | 14 (+2) | 6 (-2) | 10 (+0) | 6 (-2) | **Damage Resistances** lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Auran + **Challenge** 5 (1,800 XP) ***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. @@ -3500,7 +4099,9 @@ If the saving throw is successful, the target takes half the bludgeoning damage *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 | @@ -3508,11 +4109,17 @@ If the saving throw is successful, the target takes half the bludgeoning damage | 20 (+5) | 8 (-1) | 20 (+5) | 5 (-3) | 10 (+0) | 5 (-3) | **Damage Vulnerabilities** thunder + **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious + **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10 + **Languages** Terran + **Challenge** 5 (1,800 XP) ***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. @@ -3530,7 +4137,9 @@ If the saving throw is successful, the target takes half the bludgeoning damage *Large elemental, neutral* **Armor Class** 13 + **Hit Points** 102 (12d10+36) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -3538,10 +4147,15 @@ If the saving throw is successful, the target takes half the bludgeoning damage | 10 (+0) | 17 (+3) | 16 (+3) | 6 (-2) | 10 (+0) | 7 (-2) | **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** fire, poison + **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Ignan + **Challenge** 5 (1,800 XP) ***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. @@ -3561,7 +4175,9 @@ If the saving throw is successful, the target takes half the bludgeoning damage *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 | @@ -3569,10 +4185,15 @@ If the saving throw is successful, the target takes half the bludgeoning damage | 18 (+4) | 14 (+2) | 18 (+4) | 5 (-3) | 10 (+0) | 8 (-1) | **Damage Resistances** acid; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Aquan + **Challenge** 5 (1,800 XP) ***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. @@ -3594,7 +4215,9 @@ The elemental can grapple one Large creature or up to two Medium or smaller crea *Medium humanoid (elf), neutral evil* **Armor Class** 15 (chain shirt) + **Hit Points** 13 (3d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -3602,8 +4225,11 @@ The elemental can grapple one Large creature or up to two Medium or smaller crea | 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) ***Fey Ancestry***. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. @@ -3611,6 +4237,7 @@ The elemental can grapple one Large creature or up to two Medium or smaller crea ***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. @@ -3626,7 +4253,9 @@ At will: *dancing lights* *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 | @@ -3634,8 +4263,11 @@ At will: *dancing lights* | 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) ***Spider Climb***. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. @@ -3659,7 +4291,9 @@ At will: *dancing lights* *Large giant, chaotic evil* **Armor Class** 12 (natural armor) + **Hit Points** 85 (10d10+30) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -3667,8 +4301,11 @@ At will: *dancing lights* | 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 (1,100 XP) ***Two Heads***. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. @@ -3692,7 +4329,9 @@ At will: *dancing lights* *Medium plant, unaligned* **Armor Class** 5 + **Hit Points** 13 (3d8) + **Speed** 0 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -3700,8 +4339,11 @@ At will: *dancing lights* | 1 (-5) | 1 (-5) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | **Condition Immunities** blinded, deafened, frightened + **Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6 + **Languages** - + **Challenge** 0 (10 XP) ***False Appearance***. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. @@ -3715,7 +4357,9 @@ At will: *dancing lights* *Medium plant, unaligned* **Armor Class** 5 + **Hit Points** 18 (4d8) + **Speed** 5 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -3723,8 +4367,11 @@ At will: *dancing lights* | 3 (-4) | 1 (-5) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | **Condition Immunities** blinded, deafened, frightened + **Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6 + **Languages** - + **Challenge** 1/4 (50 XP) ***False Appearance***. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. @@ -3742,7 +4389,9 @@ At will: *dancing lights* *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 | @@ -3750,10 +4399,15 @@ At will: *dancing lights* | 15 (+2) | 11 (+0) | 16 (+3) | 6 (-2) | 11 (+0) | 7 (-2) | **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + **Damage Immunities** poison + **Condition Immunities** exhaustion, petrified, poisoned + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Terran + **Challenge** 2 (450 XP) ***False Appearance***. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. @@ -3773,7 +4427,9 @@ At will: *dancing lights* *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 | @@ -3781,9 +4437,13 @@ At will: *dancing lights* | 21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) | **Saving Throws** Dex +6, Wis +7, Cha +9 + **Damage Immunities** lightning, thunder + **Senses** darkvision 120 ft., passive Perception 13 + **Languages** Auran + **Challenge** 11 (7,200 XP) ***Elemental Demise***. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. @@ -3791,7 +4451,9 @@ At will: *dancing lights* ***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 @@ -3809,7 +4471,9 @@ A creature can use its action to free a creature restrained by the whirlwind, in *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 | @@ -3817,9 +4481,13 @@ A creature can use its action to free a creature restrained by the whirlwind, in | 22 (+6) | 12 (+1) | 24 (+7) | 16 (+3) | 15 (+2) | 16 (+3) | **Saving Throws** Int +7, Wis +6, Cha +7 + **Damage Immunities** fire + **Senses** darkvision 120 ft., passive Perception 12 + **Languages** Ignan + **Challenge** 11 (7,200 XP) ***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. @@ -3827,7 +4495,9 @@ A creature can use its action to free a creature restrained by the whirlwind, in ***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 each: *enlarge/reduce*, *tongues* + 1/day each: *conjure elemental* (fire elemental only), *gaseous form*, *invisibility*, *major image*, *plane shift*, *wall of fire* ###### Actions @@ -3843,7 +4513,9 @@ At will: *detect magic* *Medium undead, any alignment* **Armor Class** 11 + **Hit Points** 45 (10d8) + **Speed** 0 ft., fly 40 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | @@ -3851,10 +4523,15 @@ At will: *detect magic* | 7 (-2) | 13 (+1) | 10 (+0) | 10 (+0) | 12 (+1) | 17 (+3) | **Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** cold, necrotic, poison + **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + **Senses** darkvision 60 ft., passive Perception 11 + **Languages** any languages it knew in life + **Challenge** 4 (1,100 XP) ***Ethereal Sight***. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. @@ -3880,7 +4557,9 @@ The possession lasts until the body drops to 0 hit points, the ghost ends it as *Medium undead, chaotic evil* **Armor Class** 13 + **Hit Points** 36 (8d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -3888,10 +4567,15 @@ The possession lasts until the body drops to 0 hit points, the ghost ends it as | 16 (+3) | 17 (+3) | 10 (+0) | 11 (+0) | 10 (+0) | 8 (-1) | **Damage Resistances** necrotic + **Damage Immunities** poison + **Condition Immunities** charmed, exhaustion, poisoned + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Common + **Challenge** 2 (450 XP) ***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. @@ -3909,7 +4593,9 @@ The possession lasts until the body drops to 0 hit points, the ghost ends it as *Medium undead, chaotic evil* **Armor Class** 12 + **Hit Points** 22 (5d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -3917,9 +4603,13 @@ The possession lasts until the body drops to 0 hit points, the ghost ends it as | 13 (+1) | 15 (+2) | 10 (+0) | 7 (-2) | 10 (+0) | 6 (-2) | **Damage Immunities** poison + **Condition Immunities** charmed, exhaustion, poisoned + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Common + **Challenge** 1 (200 XP) ###### Actions @@ -3935,7 +4625,9 @@ The possession lasts until the body drops to 0 hit points, the ghost ends it as *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 | @@ -3943,9 +4635,13 @@ The possession lasts until the body drops to 0 hit points, the ghost ends it as | 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 (5,000 XP) ***Keen Smell***. The giant has advantage on Wisdom (Perception) checks that rely on smell. @@ -3953,7 +4649,9 @@ The possession lasts until the body drops to 0 hit points, the ghost ends it as ***Innate Spellcasting***. 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 @@ -3969,7 +4667,9 @@ At will: *detect magic*, *fog cloud*, *light* *Huge giant, lawful evil* **Armor Class** 18 (plate) + **Hit Points** 162 (13d12+78) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -3977,10 +4677,15 @@ At will: *detect magic*, *fog cloud*, *light* | 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 + **Damage Immunities** fire + **Senses** passive Perception 16 + **Languages** Giant + **Challenge** 9 (5,000 XP) ###### Actions @@ -3996,7 +4701,9 @@ At will: *detect magic*, *fog cloud*, *light* *Huge giant, neutral evil* **Armor Class** 15 (patchwork armor) + **Hit Points** 138 (12d12+60) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4004,10 +4711,15 @@ At will: *detect magic*, *fog cloud*, *light* | 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 + **Damage Immunities** cold + **Senses** passive Perception 13 + **Languages** Giant + **Challenge** 8 (3,900 XP) ###### Actions @@ -4023,7 +4735,9 @@ At will: *detect magic*, *fog cloud*, *light* *Huge giant, chaotic evil* **Armor Class** 13 (natural armor) + **Hit Points** 105 (10d12+40) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4031,8 +4745,11 @@ At will: *detect magic*, *fog cloud*, *light* | 21 (+5) | 8 (-1) | 19 (+4) | 5 (-3) | 9 (-1) | 6 (-2) | **Skills** Perception +2 + **Senses** passive Perception 12 + **Languages** Giant + **Challenge** 5 (1,800 XP) ###### Actions @@ -4048,7 +4765,9 @@ At will: *detect magic*, *fog cloud*, *light* *Huge giant, neutral* **Armor Class** 17 (natural armor) + **Hit Points** 126 (11d12+55) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4056,9 +4775,13 @@ At will: *detect magic*, *fog cloud*, *light* | 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 (2,900 XP) ***Stone Camouflage.*** The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. @@ -4080,7 +4803,9 @@ At will: *detect magic*, *fog cloud*, *light* *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 | @@ -4088,11 +4813,17 @@ At will: *detect magic*, *fog cloud*, *light* | 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 + **Damage Resistances** cold + **Damage Immunities** lightning, thunder + **Senses** passive Perception 19 + **Languages** Common, Giant + **Challenge** 13 (10,000 XP) ***Amphibious***. The giant can breathe air and water. @@ -4100,6 +4831,7 @@ At will: *detect magic*, *fog cloud*, *light* ***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 @@ -4117,7 +4849,9 @@ At will: *detect magic*, *feather fall*, *levitate*, *light* *Medium aberration, neutral* **Armor Class** 9 + **Hit Points** 67 (9d8+27) + **Speed** 10 ft., swim 10 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4125,8 +4859,11 @@ At will: *detect magic*, *feather fall*, *levitate*, *light* | 10 (+0) | 8 (-1) | 16 (+3) | 3 (-4) | 10 (+0) | 6 (-2) | **Condition Immunities** prone + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** - + **Challenge** 2 (450 XP) ***Aberrant Ground***. The ground in a 10-foot radius around the mouther is dough-like 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. @@ -4146,7 +4883,9 @@ At will: *detect magic*, *feather fall*, *levitate*, *light* *Medium humanoid (gnoll), chaotic evil* **Armor Class** 15 (hide armor, shield) + **Hit Points** 22 (5d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4154,7 +4893,9 @@ At will: *detect magic*, *feather fall*, *levitate*, *light* | 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) ***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. @@ -4172,7 +4913,9 @@ At will: *detect magic*, *feather fall*, *levitate*, *light* *Small humanoid (gnome), neutral good* **Armor Class** 15 (chain shirt) + **Hit Points** 16 (3d6+6) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4180,8 +4923,11 @@ At will: *detect magic*, *feather fall*, *levitate*, *light* | 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) ***Stone Camouflage***. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. @@ -4191,6 +4937,7 @@ At will: *detect magic*, *feather fall*, *levitate*, *light* ***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 @@ -4204,7 +4951,9 @@ At will: *nondetection* (self only) *Small humanoid (goblinoid), neutral evil* **Armor Class** 15 (leather armor, shield) + **Hit Points** 7 (2d6) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4212,8 +4961,11 @@ At will: *nondetection* (self only) | 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) ***Nimble Escape***. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. @@ -4231,7 +4983,9 @@ At will: *nondetection* (self only) *Large construct, unaligned* **Armor Class** 14 (natural armor) + **Hit Points** 133 (14d10+56) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4239,9 +4993,13 @@ At will: *nondetection* (self only) | 20 (+5) | 9 (-1) | 18 (+4) | 3 (-4) | 8 (-1) | 1 (-5) | **Damage Immunities** acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned + **Senses** darkvision 60 ft., passive Perception 9 + **Languages** understands the languages of its creator but can't speak + **Challenge** 9 (5,000 XP) ***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. @@ -4267,7 +5025,9 @@ At will: *nondetection* (self only) *Medium construct, neutral* **Armor Class** 9 + **Hit Points** 93 (11d8+44) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4275,9 +5035,13 @@ At will: *nondetection* (self only) | 19 (+4) | 9 (-1) | 18 (+4) | 6 (-2) | 10 (+0) | 5 (-3) | **Damage Immunities** lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** understands the languages of its creator but can't speak + **Challenge** 5 (1,800 XP) ***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. @@ -4305,7 +5069,9 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it *Large construct, unaligned* **Armor Class** 20 (natural armor) + **Hit Points** 210 (20d10+100) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4313,9 +5079,13 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it | 24 (+7) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) | **Damage Immunities** fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned + **Senses** darkvision 120 ft., passive Perception 10 + **Languages** understands the languages of its creator but can't speak + **Challenge** 16 (15,000 XP) ***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. @@ -4341,7 +5111,9 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it *Large construct, unaligned* **Armor Class** 17 (natural armor) + **Hit Points** 178 (17d10+85) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4349,9 +5121,13 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it | 22 (+6) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) | **Damage Immunities** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned + **Senses** darkvision 120 ft., passive Perception 10 + **Languages** understands the languages of its creator but can't speak + **Challenge** 10 (5,900 XP) ***Immutable Form***. The golem is immune to any spell or effect that would alter its form. @@ -4373,7 +5149,9 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it *Large monstrosity, unaligned* **Armor Class** 19 (natural armor) + **Hit Points** 114 (12d10+48) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4381,9 +5159,13 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it | 20 (+5) | 11 (+0) | 18 (+4) | 2 (-4) | 12 (+1) | 7 (-2) | **Skills** Perception +4 + **Condition Immunities** petrified + **Senses** darkvision 60 ft., passive Perception 14 + **Languages** - + **Challenge** 5 (1,800 XP) ***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. @@ -4401,7 +5183,9 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it *Medium monstrosity, neutral* **Armor Class** 14 (natural armor) + **Hit Points** 27 (6d8) + **Speed** 30 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4409,8 +5193,11 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it | 14 (+2) | 14 (+2) | 11 (+0) | 3 (-4) | 14 (+2) | 5 (-3) | **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + **Senses** darkvision 60 ft., passive Perception 12 + **Languages** - + **Challenge** 2 (450 XP) ***Stone Camouflage***. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. @@ -4428,7 +5215,9 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it *Large monstrosity, unaligned* **Armor Class** 12 + **Hit Points** 59 (7d10+21) + **Speed** 30 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4436,8 +5225,11 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it | 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) ***Keen Sight***. The griffon has advantage on Wisdom (Perception) checks that rely on sight. @@ -4455,7 +5247,9 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it *Medium humanoid (grimlock), neutral evil* **Armor Class** 11 + **Hit Points** 11 (2d8+2) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4463,9 +5257,13 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it | 16 (+3) | 12 (+1) | 12 (+1) | 9 (-1) | 8 (-1) | 6 (-2) | **Skills** Athletics +5, Perception +3, Stealth +3 + **Condition Immunities** blinded + **Senses** blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13 + **Languages** Undercommon + **Challenge** 1/4 (50 XP) ***Blind Senses***. The grimlock can't use its blindsight while deafened and unable to smell. @@ -4487,7 +5285,9 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it *Medium fey, neutral evil* **Armor Class** 17 (natural armor) + **Hit Points** 82 (11d8+33) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4495,8 +5295,11 @@ The golem's creator, if within 60 feet of the berserk golem, can try to calm it | 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) ***Amphibious***. The hag can breathe air and water. @@ -4522,7 +5325,9 @@ The changes wrought by this effect fail to hold up to physical inspection. For e *Medium fiend, neutral evil* **Armor Class** 17 (natural armor) + **Hit Points** 112 (15d8+45) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4530,15 +5335,21 @@ The changes wrought by this effect fail to hold up to physical inspection. For e | 18 (+4) | 15 (+2) | 16 (+3) | 16 (+3) | 14 (+2) | 16 (+3) | **Skills** Deception +7, Insight +6, Perception +6, Stealth +6 + **Damage Resistances** cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + **Condition Immunities** charmed + **Senses** darkvision 120 ft., passive Perception 16 + **Languages** Abyssal, Common, Infernal, Primordial + **Challenge** 5 (1,800 XP) ***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. @@ -4558,7 +5369,9 @@ At will: *detect magic*, *magic missile* *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 | @@ -4566,7 +5379,9 @@ At will: *detect magic*, *magic missile* | 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) ***Amphibious***. The hag can breathe air and water. @@ -4590,6 +5405,7 @@ The changes wrought by this effect fail to hold up to physical inspection. For e A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its statistics, except as follows. ***Challenge***. To avoid recalculating the creature's challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, recalculate the rating after you apply the template. + **Senses**. The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet. ***Resistances***. The half-dragon gains resistance to a type of damage based on its color. @@ -4623,7 +5439,9 @@ A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its *Medium humanoid (human), any alignment* **Armor Class** 18 (plate) + **Hit Points** 65 (10d8+20) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4631,9 +5449,13 @@ A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its | 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | **Skills** Athletics +5, Perception +2 + **Damage Resistances** fire + **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 12 + **Languages** Common, Draconic + **Challenge** 5 (1,800 XP) ###### Actions @@ -4653,7 +5475,9 @@ A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its *Medium monstrosity, chaotic evil* **Armor Class** 11 + **Hit Points** 38 (7d8+7) + **Speed** 20 ft., fly 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4661,7 +5485,9 @@ A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its | 12 (+1) | 13 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 13 (+1) | **Senses** passive Perception 10 + **Languages** Common + **Challenge** 1 (200 XP) ###### Actions @@ -4683,7 +5509,9 @@ A target that successfully saves is immune to this harpy's song for the next 24 *Medium fiend, lawful evil* **Armor Class** 15 (natural armor) + **Hit Points** 45 (7d8+14) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4691,9 +5519,13 @@ A target that successfully saves is immune to this harpy's song for the next 24 | 17 (+3) | 12 (+1) | 14 (+2) | 6 (-2) | 13 (+1) | 6 (-2) | **Skills** Perception +5 + **Damage Immunities** fire + **Senses** darkvision 60 ft., passive Perception 15 + **Languages** understands Infernal but can't speak it + **Challenge** 3 (700 XP) ***Keen Hearing and Smell***. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -4711,7 +5543,9 @@ A target that successfully saves is immune to this harpy's song for the next 24 *Large monstrosity, unaligned* **Armor Class** 11 + **Hit Points** 19 (3d10+3) + **Speed** 40 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4719,8 +5553,11 @@ A target that successfully saves is immune to this harpy's song for the next 24 | 17 (+3) | 13 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 8 (-1) | **Skills** Perception +5 + **Senses** passive Perception 15 + **Languages** - + **Challenge** 1 (200 XP) ***Keen Sight***. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. @@ -4738,7 +5575,9 @@ A target that successfully saves is immune to this harpy's song for the next 24 *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 | @@ -4746,7 +5585,9 @@ A target that successfully saves is immune to this harpy's song for the next 24 | 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) ***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. @@ -4762,7 +5603,9 @@ A target that successfully saves is immune to this harpy's song for the next 24 *Tiny construct, neutral* **Armor Class** 13 (natural armor) + **Hit Points** 5 (2d4) + **Speed** 20 ft., fly 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4770,9 +5613,13 @@ A target that successfully saves is immune to this harpy's song for the next 24 | 4 (-3) | 15 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 7 (-2) | **Damage Immunities** poison + **Condition Immunities** charmed, poisoned + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** understands the languages of its creator but can't speak + **Challenge** 0 (10 XP) ***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. @@ -4786,7 +5633,9 @@ A target that successfully saves is immune to this harpy's song for the next 24 *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 | @@ -4794,8 +5643,11 @@ A target that successfully saves is immune to this harpy's song for the next 24 | 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 (3,900 XP) ***Hold Breath***. The hydra can hold its breath for 1 hour. @@ -4823,7 +5675,9 @@ At the end of its turn, it grows two heads for each of its heads that died since *Medium elemental, neutral* **Armor Class** 14 + **Hit Points** 104 (16d8+32) + **Speed** 50 ft., fly 50 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | @@ -4831,11 +5685,17 @@ At the end of its turn, it grows two heads for each of its heads that died since | 16 (+3) | 19 (+4) | 14 (+2) | 10 (+0) | 15 (+2) | 11 (+0) | **Skills** Perception +8, Stealth +10 + **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** poison + **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + **Senses** darkvision 60 ft., passive Perception 18 + **Languages** Auran, understands Common but doesn't speak it + **Challenge** 6 (2,300 XP) ***Invisibility***. The stalker is invisible. @@ -4855,7 +5715,9 @@ At the end of its turn, it grows two heads for each of its heads that died since *Small humanoid (kobold), lawful evil* **Armor Class** 12 + **Hit Points** 5 (2d6-2) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4863,7 +5725,9 @@ At the end of its turn, it grows two heads for each of its heads that died since | 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) ***Sunlight Sensitivity***. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. @@ -4881,7 +5745,9 @@ At the end of its turn, it grows two heads for each of its heads that died since *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 | @@ -4889,10 +5755,15 @@ At the end of its turn, it grows two heads for each of its heads that died since | 30 (+10) | 11 (+0) | 25 (+7) | 22 (+6) | 18 (+4) | 20 (+5) | **Saving Throws** Str +17, Dex +7, Con +14, Int +13, Wis +11 + **Damage Immunities** lightning; bludgeoning, piercing, and slashing from nonmagical attacks + **Condition Immunities** frightened, paralyzed + **Senses** truesight 120 ft., passive Perception 14 + **Languages** understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft. + **Challenge** 23 (50,000 XP) ***Amphibious***. The kraken can breathe air and water. @@ -4932,7 +5803,9 @@ The kraken can take 3 legendary actions, choosing from the options below. Only o *Large monstrosity, chaotic evil* **Armor Class** 13 (natural armor) + **Hit Points** 97 (13d10+26) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4940,14 +5813,19 @@ The kraken can take 3 legendary actions, choosing from the options below. Only o | 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 (1,100 XP) ***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 @@ -4965,7 +5843,9 @@ At will: *disguise self* (any humanoid form), *major image* *Medium undead, any evil alignment* **Armor Class** 17 (natural armor) + **Hit Points** 135 (18d8+54) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -4973,12 +5853,19 @@ At will: *disguise self* (any humanoid form), *major image* | 11 (+0) | 16 (+3) | 16 (+3) | 20 (+5) | 14 (+2) | 16 (+3) | **Saving Throws** Con +10, Int +12, Wis +9 + **Skills** Arcana +19, History +12, Insight +9, Perception +9 + **Damage Resistances** cold, lightning, necrotic + **Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks + **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned + **Senses** truesight 120 ft., passive Perception 19 + **Languages** Common plus up to five other languages + **Challenge** 21 (33,000 XP) ***Legendary Resistance (3/Day)***. If the lich fails a saving throw, it can choose to succeed instead. @@ -5021,7 +5908,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *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 | @@ -5029,8 +5918,11 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 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) ***Hold Breath***. The lizardfolk can hold its breath for 15 minutes. @@ -5054,7 +5946,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *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 | @@ -5062,9 +5956,13 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 19 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 12 (+1) | 12 (+1) | **Skills** Perception +7 + **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + **Senses** passive Perception 17 + **Languages** Common (can't speak in bear form) + **Challenge** 5 (1,800 XP) ***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. @@ -5086,7 +5984,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *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 | @@ -5094,9 +5994,13 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 17 (+3) | 10 (+0) | 15 (+2) | 10 (+0) | 11 (+0) | 8 (-1) | **Skills** Perception +2 + **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + **Senses** passive Perception 12 + **Languages** Common (can't speak in boar form) + **Challenge** 4 (1,100 XP) ***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. @@ -5118,7 +6022,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *Medium humanoid (human, shapechanger), lawful evil* **Armor Class** 12 + **Hit Points** 33 (6d8+6) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5126,9 +6032,13 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 10 (+0) | 8 (-1) | **Skills** Perception +2, Stealth +4 + **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + **Senses** darkvision 60 ft. (rat form only), passive Perception 12 + **Languages** Common (can't speak in rat form) + **Challenge** 2 (450 XP) ***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. @@ -5150,7 +6060,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *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 | @@ -5158,9 +6070,13 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 17 (+3) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 11 (+0) | **Skills** Perception +5, Stealth +4 + **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + **Senses** darkvision 60 ft., passive Perception 15 + **Languages** Common (can't speak in tiger form) + **Challenge** 4 (1,100 XP) ***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. @@ -5186,7 +6102,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *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 | @@ -5194,9 +6112,13 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 15 (+2) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | **Skills** Perception +4, Stealth +3 + **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + **Senses** passive Perception 14 + **Languages** Common (can't speak in wolf form) + **Challenge** 3 (700 XP) ***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. @@ -5220,7 +6142,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *Small elemental, chaotic neutral* **Armor Class** 14 (natural armor) + **Hit Points** 9 (2d6+2) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5228,9 +6152,13 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 7 (-2) | 15 (+2) | 12 (+1) | 8 (-1) | 11 (+0) | 10 (+0) | **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** fire + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Ignan + **Challenge** 1/2 (100 XP) ***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. @@ -5246,7 +6174,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *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 | @@ -5254,7 +6184,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 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) ***Tail Spike Regrowth***. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. @@ -5274,7 +6206,9 @@ The lich can take 3 legendary actions, choosing from the options below. Only one *Medium monstrosity, lawful evil* **Armor Class** 15 (natural armor) + **Hit Points** 127 (17d8+51) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5282,8 +6216,11 @@ The lich can take 3 legendary actions, choosing from the options below. Only one | 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 (2,300 XP) ***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. @@ -5309,7 +6246,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *Small elemental, neutral evil* **Armor Class** 12 + **Hit Points** 17 (5d6) + **Speed** 30 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5319,10 +6258,15 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a **Skills** Perception +2, Stealth +4 **Damage Vulnerabilities** Fire + **Damage Immunities** Poison + **Condition Immunities** Poisoned + **Senses** Darkvision 60 ft., passive Perception 12 + **Languages** Auran, Terran + **Challenge** 1/2 (100 XP) ***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. @@ -5340,7 +6284,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *Small elemental, neutral evil* **Armor Class** 11 + **Hit Points** 21 (6d6) + **Speed** 30 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5350,10 +6296,15 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a **Skills** Perception +2, Stealth +3 **Damage Vulnerabilities** bludgeoning, fire + **Damage Immunities** cold, poison + **Condition Immunities** poisoned + **Senses** darkvision 60 ft., passive Perception 12 + **Languages** Aquan, Auran + **Challenge** 1/2 (100 XP) ***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. @@ -5373,7 +6324,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *Small elemental, neutral evil* **Armor Class** 11 + **Hit Points** 22 (5d6+5) + **Speed** 30 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5383,10 +6336,15 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a **Skills** Stealth +3 **Damage Vulnerabilities** cold + **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Ignan, Terran + **Challenge** 1/2 (100 XP) ***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. @@ -5406,7 +6364,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *Small elemental, neutral evil* **Armor Class** 10 + **Hit Points** 21 (6d6) + **Speed** 30 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5414,9 +6374,13 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a | 5 (-3) | 11 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | 12 (+1) | **Damage Immunities** fire, poison + **Condition Immunities** poisoned + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** Aquan, Ignan + **Challenge** 1/4 (50 XP) ***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. @@ -5434,7 +6398,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *Medium humanoid (merfolk), neutral* **Armor Class** 11 + **Hit Points** 11 (2d8+2) + **Speed** 10 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5442,8 +6408,11 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a | 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) ***Amphibious***. The merfolk can breathe air and water. @@ -5457,7 +6426,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *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 | @@ -5465,7 +6436,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a | 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) ***Amphibious***. The merrow can breathe air and water. @@ -5485,7 +6458,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *Medium monstrosity (shapechanger), neutral* **Armor Class** 12 (natural armor) + **Hit Points** 58 (9d8+18) + **Speed** 15 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5493,10 +6468,15 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a | 17 (+3) | 12 (+1) | 15 (+2) | 5 (-3) | 13 (+1) | 8 (-1) | **Skills** Stealth +5 + **Damage Immunities** acid + **Condition Immunities** prone + **Senses** darkvision 60 ft., passive Perception 11 + **Languages** - + **Challenge** 2 (450 XP) ***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. @@ -5518,7 +6498,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *Large monstrosity, chaotic evil* **Armor Class** 14 (natural armor) + **Hit Points** 76 (9d10+27) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5526,8 +6508,11 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a | 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) ***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. @@ -5549,7 +6534,9 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a *Medium undead, lawful evil* **Armor Class** 11 (natural armor) + **Hit Points** 58 (9d8+18) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5559,11 +6546,17 @@ If the medusa sees itself reflected on a polished surface within 30 feet of it a Saving Throws Wis +2 **Damage Vulnerabilities** fire + **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** necrotic, poison + **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** the languages it knew in life + **Challenge** 3 (700 XP) ###### Actions @@ -5579,7 +6572,9 @@ Saving Throws Wis +2 *Medium undead, lawful evil* **Armor Class** 17 (natural armor) + **Hit Points** 97 (13d8+39) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5587,13 +6582,19 @@ Saving Throws Wis +2 | 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 **Damage Vulnerabilities** fire + **Damage Immunities** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks + **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned + **Senses** darkvision 60 ft., passive Perception 14 + **Languages** the languages it knew in life + **Challenge** 15 (13,000 XP) ***Magic Resistance***. The mummy lord has advantage on saving throws against spells and other magical effects. @@ -5641,7 +6642,9 @@ The mummy lord can take 3 legendary actions, choosing from the options below. On *Large monstrosity, lawful good* **Armor Class** 18 (natural armor) + **Hit Points** 127 (15d10+45) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5651,10 +6654,15 @@ The mummy lord can take 3 legendary actions, choosing from the options below. On **Saving Throws** Dex +6, Con +5, Wis +5, Cha +6 **Saving Throws** Dex +8, Con +7, Int +7, Wis +8, Cha +8 + **Damage Immunities** poison + **Condition Immunities** charmed, poisoned + **Senses** darkvision 60 ft., passive Perception 14 + **Languages** Celestial, Common + **Challenge** 10 (5,900 XP) ***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. @@ -5680,7 +6688,9 @@ Cantrips (at will): *mending*, *sacred flame*, *thaumaturgy* *Large monstrosity, chaotic evil* **Armor Class** 15 (natural armor) + **Hit Points** 75 (10d10+20) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5688,9 +6698,13 @@ Cantrips (at will): *mending*, *sacred flame*, *thaumaturgy* | 18 (+4) | 17 (+3) | 14 (+2) | 16 (+3) | 15 (+2) | 16 (+3) | **Damage Immunities** poison + **Condition Immunities** charmed, poisoned + **Senses** darkvision 60 ft., passive Perception 12 + **Languages** Abyssal, Common + **Challenge** 8 (3,900 XP) ***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. @@ -5713,7 +6727,9 @@ Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* *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 | @@ -5721,8 +6737,11 @@ Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* | 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) | **Damage Immunities** fire + **Senses** passive Perception 11 + **Languages** understands Abyssal, Common, and Infernal but can't speak + **Challenge** 3 (700 XP) ***Confer Fire Resistance***. The nightmare can grant resistance to fire damage to anyone riding it. @@ -5742,7 +6761,9 @@ Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* *Large giant, chaotic evil* **Armor Class** 11 (hide armor) + **Hit Points** 59 (7d10+21) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5750,7 +6771,9 @@ Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* | 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) ###### Actions @@ -5764,7 +6787,9 @@ Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* *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 | @@ -5772,14 +6797,19 @@ Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* | 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 (2,900 XP) ***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. @@ -5803,7 +6833,9 @@ At will: *darkness*, *invisibility* *Large ooze, unaligned* **Armor Class** 7 + **Hit Points** 85 (10d10+30) + **Speed** 20 ft., climb 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5811,9 +6843,13 @@ At will: *darkness*, *invisibility* | 16 (+3) | 5 (-3) | 16 (+3) | 1 (-5) | 6 (-2) | 1 (-5) | **Damage Immunities** acid, cold, lightning, slashing + **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone + **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 + **Languages** - + **Challenge** 4 (1,100 XP) ***Amorphous***. The pudding can move through a space as narrow as 1 inch wide without squeezing. @@ -5837,7 +6873,9 @@ The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. *Large ooze, unaligned* **Armor Class** 6 + **Hit Points** 84 (8d10+40) + **Speed** 15 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5845,8 +6883,11 @@ The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. | 14 (+2) | 3 (-4) | 20 (+5) | 1 (-5) | 6 (-2) | 1 (-5) | **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone + **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 + **Languages** - + **Challenge** 2 (450 XP) ***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. @@ -5876,7 +6917,9 @@ An engulfed creature can try to escape by taking an action to make a DC 12 Stren *Medium ooze, unaligned* **Armor Class** 8 + **Hit Points** 22 (3d8+9) + **Speed** 10 ft., climb 10 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5884,10 +6927,15 @@ An engulfed creature can try to escape by taking an action to make a DC 12 Stren | 12 (+1) | 6 (-2) | 16 (+3) | 1 (-5) | 6 (-2) | 2 (-4) | **Skills** Stealth +2 + **Damage Resistances** acid, cold, fire + **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone + **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 + **Languages** - + **Challenge** 1/2 (100 XP) ***Amorphous***. The ooze can move through a space as narrow as 1 inch wide without squeezing. @@ -5907,7 +6955,9 @@ The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. *Large ooze, unaligned* **Armor Class** 8 + **Hit Points** 45 (6d10+12) + **Speed** 10 ft., climb 10 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5915,10 +6965,15 @@ The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. | 15 (+2) | 6 (-2) | 14 (+2) | 2 (-4) | 6 (-2) | 1 (-5) | **Damage Resistances** acid + **Damage Immunities** lightning, slashing + **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone + **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 + **Languages** - + **Challenge** 2 (450 XP) ***Amorphous***. The jelly can move through a space as narrow as 1 inch wide without squeezing. @@ -5938,7 +6993,9 @@ The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. *Medium humanoid (orc), chaotic evil* **Armor Class** 13 (hide armor) + **Hit Points** 15 (2d8+6) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5946,8 +7003,11 @@ The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. | 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) ***Aggressive***. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. @@ -5963,7 +7023,9 @@ The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. *Large aberration, neutral* **Armor Class** 14 (natural armor) + **Hit Points** 114 (12d10+48) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -5971,8 +7033,11 @@ The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. | 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 (1,800 XP) ***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. @@ -5992,7 +7057,9 @@ Saving Throws Con +7 *Large monstrosity, unaligned* **Armor Class** 13 (natural armor) + **Hit Points** 59 (7d10+21) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6000,8 +7067,11 @@ Saving Throws Con +7 | 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) ***Keen Sight and Smell***. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. @@ -6021,7 +7091,9 @@ Saving Throws Con +7 *Large celestial, chaotic good* **Armor Class** 12 + **Hit Points** 59 (7d10+21) + **Speed** 60 ft., fly 90 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6029,9 +7101,13 @@ Saving Throws Con +7 | 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) ###### Actions @@ -6043,7 +7119,9 @@ Saving Throws Con +7 *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 | @@ -6051,8 +7129,11 @@ Saving Throws Con +7 | 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) ***Keen Senses***. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. @@ -6072,7 +7153,9 @@ Saving Throws Con +7 *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 | @@ -6080,8 +7163,11 @@ Saving Throws Con +7 | 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 (13,000 XP) ***Tunneler***. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake. @@ -6103,7 +7189,9 @@ If the worm takes 30 damage or more on a single turn from a creature inside it, *Medium fiend, lawful evil* **Armor Class** 16 (natural armor) + **Hit Points** 110 (13d8+52) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6113,9 +7201,13 @@ If the worm takes 30 damage or more on a single turn from a creature inside it, **Skills** Deception +10, Insight +8 **Damage Vulnerabilities** piercing from magic weapons wielded by good creatures + **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks + **Senses** darkvision 60 ft., passive Perception 13 + **Languages** Common, Infernal + **Challenge** 13 (10,000 XP) ***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. @@ -6123,7 +7215,9 @@ If the worm takes 30 damage or more on a single turn from a creature inside it, ***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 @@ -6137,7 +7231,9 @@ At will: *detect thoughts*, *disguise self*, *mage hand*, *minor illusion* *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 | @@ -6145,8 +7241,11 @@ At will: *detect thoughts*, *disguise self*, *mage hand*, *minor illusion* | 24 (+7) | 13 (+1) | 21 (+5) | 4 (-3) | 10 (+0) | 5 (-3) | **Damage Immunities** cold, fire + **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10 + **Languages** - + **Challenge** 11 (7,200 XP) ***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. @@ -6164,7 +7263,9 @@ If the remorhaz takes 30 damage or more on a single turn from a creature inside *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 | @@ -6172,9 +7273,13 @@ If the remorhaz takes 30 damage or more on a single turn from a creature inside | 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 (7,200 XP) ***Keen Sight***. The roc has advantage on Wisdom (Perception) checks that rely on sight. @@ -6192,7 +7297,9 @@ If the remorhaz takes 30 damage or more on a single turn from a creature inside *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 | @@ -6200,8 +7307,11 @@ If the remorhaz takes 30 damage or more on a single turn from a creature inside | 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 (1,800 XP) ***False Appearance***. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. @@ -6225,7 +7335,9 @@ If the remorhaz takes 30 damage or more on a single turn from a creature inside *Medium monstrosity, unaligned* **Armor Class** 14 (natural armor) + **Hit Points** 27 (5d8+5) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6233,7 +7345,9 @@ If the remorhaz takes 30 damage or more on a single turn from a creature inside | 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) ***Iron Scent***. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. @@ -6255,7 +7369,9 @@ If the object touched is either metal armor or a metal shield being worn or carr *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 | @@ -6263,8 +7379,11 @@ If the object touched is either metal armor or a metal shield being worn or carr | 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) ***Blood Frenzy***. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -6288,7 +7407,9 @@ If the object touched is either metal armor or a metal shield being worn or carr *Large elemental, neutral evil* **Armor Class** 15 (natural armor) + **Hit Points** 90 (12d10+24) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6296,11 +7417,15 @@ If the object touched is either metal armor or a metal shield being worn or carr | 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 10 (+0) | 12 (+1) | **Damage Vulnerabilities** cold + **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** fire **Sense**s darkvision 60 ft., passive Perception 10 + **Languages** Ignan + **Challenge** 5 (1,800 XP) ***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. @@ -6320,7 +7445,9 @@ If the object touched is either metal armor or a metal shield being worn or carr *Medium fey, chaotic neutral* **Armor Class** 14 (leather armor) + **Hit Points** 31 (7d8) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6330,7 +7457,9 @@ If the object touched is either metal armor or a metal shield being worn or carr **Skills** Perception +2, Performance +6, Stealth +5 **Sense**s passive Perception 12 + **Languages** Common, Elvish, Sylvan + **Challenge** 1/2 (100 XP) ***Magic Resistance***. The satyr has advantage on saving throws against spells and other magical effects. @@ -6348,7 +7477,9 @@ If the object touched is either metal armor or a metal shield being worn or carr *Medium undead, chaotic evil* **Armor Class** 12 + **Hit Points** 16 (3d8+3) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6358,11 +7489,17 @@ If the object touched is either metal armor or a metal shield being worn or carr **Skills** Stealth +4 (+6 in dim light or darkness) **Damage Vulnerabilities** radiant + **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** necrotic, poison + **Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** - + **Challenge** 1/2 (100 XP) ***Amorphous***. The shadow can move through a space as narrow as 1 inch wide without squeezing. @@ -6382,7 +7519,9 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse *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 | @@ -6390,11 +7529,17 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse | 18 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 10 (+0) | 5 (-3) | **Skills** Stealth +2 + **Damage Resistances** cold, fire + **Damage Immunities** lightning + **Condition Immunities** blinded, deafened, exhaustion + **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10 + **Languages** - + **Challenge** 5 (1,800 XP) ***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. @@ -6412,7 +7557,9 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse *Large construct, unaligned* **Armor Class** 17 (natural armor) + **Hit Points** 142 (15d10+60) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6420,9 +7567,13 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse | 18 (+4) | 8 (-1) | 18 (+4) | 7 (-2) | 10 (+0) | 3 (-4) | **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10 + **Damage Immunities** poison + **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned + **Languages** understands commands given in any language but can't speak + **Challenge** 7 (2,900 XP) ***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. @@ -6448,7 +7599,9 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse *Medium undead, lawful evil* **Armor Class** 13 (armor scraps) + **Hit Points** 13 (2d8+4) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6456,10 +7609,15 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse | 10 (+0) | 14 (+2) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) | **Damage Vulnerabilities** bludgeoning + **Damage Immunities** poison + **Condition Immunities** exhaustion, poisoned + **Senses** darkvision 60 ft., passive Perception 9 + **Languages** understands all languages it knew in life but can't speak + **Challenge** 1/4 (50 XP) ###### Actions @@ -6473,7 +7631,9 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse *Large undead, lawful evil* **Armor Class** 12 (natural armor) + **Hit Points** 67 (9d10+18) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6481,10 +7641,15 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse | 18 (+4) | 11 (+0) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) | **Damage Vulnerabilities** bludgeoning + **Damage Immunities** poison + **Condition Immunities** exhaustion, poisoned + **Senses** darkvision 60 ft., passive Perception 9 + **Languages** understands Abyssal but can't speak + **Challenge** 2 (450 XP) ***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. @@ -6500,7 +7665,9 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse *Large undead, lawful evil* **Armor Class** 13 (barding scraps) + **Hit Points** 22 (3d10+6) + **Speed** 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6508,10 +7675,15 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse | 18 (+4) | 12 (+1) | 15 (+2) | 2 (-4) | 8 (-1) | 5 (-3) | **Damage Vulnerabilities** bludgeoning + **Damage Immunities** poison + **Condition Immunities** exhaustion, poisoned + **Senses** darkvision 60 ft., passive Perception 9 + **Languages** - + **Challenge** 1/2 (100 XP) ###### Actions @@ -6523,7 +7695,9 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse *Medium undead, chaotic evil* **Armor Class** 12 + **Hit Points** 22 (5d8) + **Speed** 0 ft., fly 50 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | @@ -6531,10 +7705,15 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse | 1 (-5) | 14 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 11 (+0) | **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** necrotic, poison + **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + **Senses** darkvision 60 ft., passive Perception 10 + **Languages** understands all languages it knew in life but can't speak + **Challenge** 1 (200 XP) ***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. @@ -6552,7 +7731,9 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse *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 | @@ -6560,11 +7741,17 @@ If a non-evil humanoid dies from this attack, a new shadow rises from the corpse | 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 + **Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks + **Condition Immunities** charmed, frightened + **Senses** truesight 120 ft., passive Perception 20 + **Languages** Common, Sphinx + **Challenge** 17 (18,000 XP) ***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. @@ -6610,7 +7797,9 @@ The sphinx can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -6618,11 +7807,17 @@ The sphinx can take 3 legendary actions, choosing from the options below. Only o | 18 (+4) | 15 (+2) | 16 (+3) | 18 (+4) | 18 (+4) | 18 (+4) | **Skills** Arcana +12, History +12, Perception +8, Religion +8 + **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks + **Damage Immunities** psychic + **Condition Immunities** charmed, frightened + **Senses** truesight 120 ft., passive Perception 18 + **Languages** Common, Sphinx + **Challenge** 11 (7,200 XP) ***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. @@ -6659,7 +7854,9 @@ The sphinx can take 3 legendary actions, choosing from the options below. Only o *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 | @@ -6667,8 +7864,11 @@ The sphinx can take 3 legendary actions, choosing from the options below. Only o | 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) ###### Actions @@ -6686,7 +7886,9 @@ The sphinx can take 3 legendary actions, choosing from the options below. Only o *Tiny beast, unaligned* **Armor Class** 14 (natural armor) + **Hit Points** 2 (1d4) + **Speed** 10 ft., fly 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6694,7 +7896,9 @@ The sphinx can take 3 legendary actions, choosing from the options below. Only o | 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) ###### Actions @@ -6708,7 +7912,9 @@ The stirge can detach itself by spending 5 feet of its movement. It does so afte *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 | @@ -6716,9 +7922,13 @@ The stirge can detach itself by spending 5 feet of its movement. It does so afte | 8 (-1) | 17 (+3) | 13 (+1) | 15 (+2) | 12 (+1) | 20 (+5) | **Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 + **Damage Resistances** cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks + **Senses** darkvision 60 ft., passive Perception 15 + **Languages** Abyssal, Common, Infernal, telepathy 60 ft. + **Challenge** 4 (1,100 XP) ***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. @@ -6746,7 +7956,9 @@ Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage *Gargantuan monstrosity (titan), unaligned* **Armor Class** 25 (natural armor) + **Hit Points** 676 (33d20+330) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6754,10 +7966,15 @@ Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage | 30 (+10) | 11 (+0) | 30 (+10) | 3 (-4) | 11 (+0) | 11 (+0) | **Saving Throws** Int +5, Wis +9, Cha +9 + **Damage Immunities** fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks + **Condition Immunities** charmed, frightened, paralyzed, poisoned + **Senses** blindsight 120 ft., passive Perception 10 + **Languages** - + **Challenge** 30 (155,000 XP) ***Legendary Resistance (3/Day)***. If the tarrasque fails a saving throw, it can choose to succeed instead. @@ -6801,7 +8018,9 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl *Huge plant, chaotic good* **Armor Class** 16 (natural armor) + **Hit Points** 138 (12d12+60) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6811,8 +8030,11 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl **Damage Resistances** bludgeoning, piercing **Damage Vulnerabilities** fire + **Senses** passive Perception 13 + **Languages** Common, Druidic, Elvish, Sylvan + **Challenge** 9 (5,000 XP) ***False Appearance***. While the treant remains motionless, it is indistinguishable from a normal tree. @@ -6834,7 +8056,9 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl *Large giant, chaotic evil* **Armor Class** 15 (natural armor) + **Hit Points** 84 (8d10+40) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6842,8 +8066,11 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl | 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 (1,800 XP) ***Keen Smell***. The troll has advantage on Wisdom (Perception) checks that rely on smell. @@ -6865,7 +8092,9 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl *Large celestial, lawful good* **Armor Class** 12 + **Hit Points** 67 (9d10+18) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6873,9 +8102,13 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl | 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) | **Damage Immunities** poison + **Condition Immunities** charmed, paralyzed, poisoned + **Senses** darkvision 60 ft., passive Perception 13 + **Languages** Celestial, Elvish, Sylvan, telepathy 60 ft. + **Challenge** 5 (1,800 XP) ***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. @@ -6883,6 +8116,7 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl ***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. @@ -6920,7 +8154,9 @@ The unicorn can take 3 legendary actions, choosing from the options below. Only *Medium undead (shapechanger), lawful evil* **Armor Class** 16 (natural armor) + **Hit Points** 144 (17d8+68) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6928,10 +8164,15 @@ The unicorn can take 3 legendary actions, choosing from the options below. Only | 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 + **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + **Senses** darkvision 120 ft., passive Perception 17 + **Languages** the languages it knew in life + **Challenge** 13 (10,000 XP) ***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. @@ -6989,7 +8230,9 @@ The vampire can take 3 legendary actions, choosing from the options below. Only *Medium undead, neutral evil* **Armor Class** 15 (natural armor) + **Hit Points** 82 (11d8+33) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -6997,10 +8240,15 @@ The vampire can take 3 legendary actions, choosing from the options below. Only | 16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10 (+0) | 12 (+1) | **Saving Throws** Dex +6, Wis +3 + **Skills** Perception +3, Stealth +6 + **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + **Senses** darkvision 60 ft., passive Perception 13 + **Languages** the languages it knew in life + **Challenge** 5 (1,800 XP) ***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. @@ -7032,7 +8280,9 @@ The vampire can take 3 legendary actions, choosing from the options below. Only *Medium undead, neutral evil* **Armor Class** 14 (studded leather) + **Hit Points** 45 (6d8+18) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -7040,11 +8290,17 @@ The vampire can take 3 legendary actions, choosing from the options below. Only | 15 (+2) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) | **Skills** Perception +3, Stealth +4 + **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** poison + **Condition Immunities** exhaustion, poisoned + **Senses** darkvision 60 ft., passive Perception 13 + **Languages** the languages it knew in life + **Challenge** 3 (700 XP) ***Sunlight Sensitivity***. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. @@ -7066,7 +8322,9 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight *Tiny undead, chaotic evil* **Armor Class** 19 + **Hit Points** 22 (9d4) + **Speed** 0 ft., fly 50 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | @@ -7074,10 +8332,15 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight | 1 (-5) | 28 (+9) | 10 (+0) | 13 (+1) | 14 (+2) | 11 (+0) | **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 + **Senses** darkvision 120 ft., passive Perception 12 + **Languages** the languages it knew in life + **Challenge** 2 (450 XP) ***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. @@ -7099,7 +8362,9 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight *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 | @@ -7107,10 +8372,15 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight | 6 (-2) | 16 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 15 (+2) | **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + **Damage Immunities** necrotic, poison + **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + **Senses** darkvision 60 ft., passive Perception 12 + **Languages** the languages it knew in life + **Challenge** 5 (1,800 XP) ***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. @@ -7128,7 +8398,9 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight *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 | @@ -7136,8 +8408,11 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight | 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 (2,300 XP) ###### Actions @@ -7157,7 +8432,9 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight *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 | @@ -7165,9 +8442,13 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight | 17 (+3) | 10 (+0) | 22 (+6) | 11 (+0) | 10 (+0) | 11 (+0) | **Skills** Perception +6, Stealth +3 + **Damage Resistances** piercing and slashing from nonmagical attacks that aren't adamantine + **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 16 + **Languages** Terran + **Challenge** 5 (1,800 XP) ***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. @@ -7193,7 +8474,9 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight *Medium undead, neutral evil* **Armor Class** 8 + **Hit Points** 22 (3d8+9) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -7201,10 +8484,15 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight | 13 (+1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 5 (-3) | Saving Throws Wis +0 + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** darkvision 60 ft., passive Perception 8 + **Languages** understands the languages it knew in life but can't speak + **Challenge** 1/4 (50 XP) ***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. @@ -7218,7 +8506,9 @@ Saving Throws Wis +0 *Large undead, neutral evil* **Armor Class** 8 + **Hit Points** 85 (9d10+36) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -7226,10 +8516,15 @@ Saving Throws Wis +0 | 19 (+4) | 6 (-2) | 18 (+4) | 3 (-4) | 6 (-2) | 5 (-3) | Saving Throws Wis +0 + **Damage Immunities** poison + **Condition Immunities** poisoned + **Senses** darkvision 60 ft., passive Perception 8 + **Languages** understands Common and Giant but can't speak + **Challenge** 2 (450 XP) ***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. diff --git a/pages/17.creatures/default.md b/pages/17.creatures/default.md index ac82091..b30cabb 100644 --- a/pages/17.creatures/default.md +++ b/pages/17.creatures/default.md @@ -13,7 +13,9 @@ This section contains statistics for various animals, vermin, and other critters *Medium beast, unaligned* **Armor Class** 12 + **Hit Points** 19 (3d8+6) + **Speed** 30 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -21,8 +23,11 @@ This section contains statistics for various animals, vermin, and other critters | 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) ###### Actions @@ -38,7 +43,9 @@ This section contains statistics for various animals, vermin, and other critters *Small plant, unaligned* **Armor Class** 9 + **Hit Points** 10 (3d6) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -46,9 +53,13 @@ This section contains statistics for various animals, vermin, and other critters | 3 (-4) | 8 (-1) | 11 (+0) | 10 (+0) | 10 (+0) | 6 (-2) | **Damage Vulnerabilities** fire + **Damage Resistances** piercing + **Senses** passive Perception 10 + **Languages** one language known by its creator + **Challenge** 0 (10 XP) ***False Appearance***. While the shrub remains motionless, it is indistinguishable from a normal shrub. @@ -64,7 +75,9 @@ An **awakened shrub** is an ordinary shrub given sentience and mobility by the * *Huge plant, unaligned* **Armor Class** 13 (natural armor) + **Hit Points** 59 (7d12+14) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -72,9 +85,13 @@ An **awakened shrub** is an ordinary shrub given sentience and mobility by the * | 19 (+4) | 6 (-2) | 15 (+2) | 10 (+0) | 10 (+0) | 7 (-2) | **Damage Vulnerabilities** fire + **Damage Resistances** bludgeoning, piercing + **Senses** passive Perception 10 + **Languages** one language known by its creator + **Challenge** 2 (450 XP) ***False Appearance***. While the tree remains motionless, it is indistinguishable from a normal tree. @@ -90,7 +107,9 @@ An **awakened tree** is an ordinary tree given sentience and mobility by the *aw *Large beast, unaligned* **Armor Class** 11 + **Hit Points** 19 (3d10+3) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -98,7 +117,9 @@ An **awakened tree** is an ordinary tree given sentience and mobility by the *aw | 14 (+2) | 12 (+1) | 12 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 1/4 (50 XP) ###### Actions @@ -112,7 +133,9 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh *Small beast, unaligned* **Armor Class** 12 + **Hit Points** 3 (1d6) + **Speed** 30 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -120,7 +143,9 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh | 8 (-1) | 14 (+2) | 11 (+0) | 4 (-3) | 12 (+1) | 6 (-2) | **Senses** passive Perception 11 + **Languages** - + **Challenge** 0 (10 XP) ***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. @@ -134,7 +159,9 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh *Tiny beast, unaligned* **Armor Class** 10 + **Hit Points** 3 (1d4+1) + **Speed** 20 ft., burrow 5 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -142,7 +169,9 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh | 4 (-3) | 11 (+0) | 12 (+1) | 2 (-4) | 12 (+1) | 5 (-3) | **Senses** darkvision 30 ft., passive Perception 11 + **Languages** - + **Challenge** 0 (10 XP) ***Keen Smell***. The badger has advantage on Wisdom (Perception) checks that rely on smell. @@ -156,7 +185,9 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh *Tiny beast, unaligned* **Armor Class** 12 + **Hit Points** 1 (1d4-1) + **Speed** 5 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -164,7 +195,9 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh | 2 (-4) | 15 (+2) | 8 (-1) | 2 (-4) | 12 (+1) | 4 (-3) | **Senses** blindsight 60 ft., passive Perception 11 + **Languages** - + **Challenge** 0 (10 XP) ***Echolocation***. The bat can't use its blindsight while deafened. @@ -180,7 +213,9 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh *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 | @@ -188,8 +223,11 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh | 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) ***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. @@ -207,7 +245,9 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh *Medium fey, lawful good* **Armor Class** 13 + **Hit Points** 22 (4d8+4) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -215,8 +255,11 @@ An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-sh | 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) ***Keen Hearing and Smell***. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -234,7 +277,9 @@ A **blink dog** takes its name from its ability to blink in and out of existence *Small beast, unaligned* **Armor Class** 12 + **Hit Points** 7 (2d6) + **Speed** 10 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -242,8 +287,11 @@ A **blink dog** takes its name from its ability to blink in and out of existence | 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) ***Keen Sight***. The hawk has advantage on Wisdom (Perception) checks that rely on sight. @@ -261,7 +309,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw *Medium beast, unaligned* **Armor Class** 11 (natural armor) + **Hit Points** 11 (2d8+2) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -269,7 +319,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw | 13 (+1) | 11 (+0) | 12 (+1) | 2 (-4) | 9 (-1) | 5 (-3) | **Senses** passive Perception 9 + **Languages** - + **Challenge** 1/4 (50 XP) ***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. @@ -285,7 +337,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw *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 | @@ -293,8 +347,11 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw | 19 (+4) | 10 (+0) | 16 (+3) | 2 (-4) | 13 (+1) | 7 (-2) | **Skills** Perception +3 + **Senses** passive Perception 13 + **Languages** - + **Challenge** 1 (200 XP) ***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. @@ -312,7 +369,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw *Large beast, unaligned* **Armor Class** 9 + **Hit Points** 15 (2d10+4) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -320,7 +379,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw | 16 (+3) | 8 (-1) | 14 (+2) | 2 (-4) | 8 (-1) | 5 (-3) | **Senses** passive Perception 9 + **Languages** - + **Challenge** 1/8 (25 XP) ###### Actions @@ -332,7 +393,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw *Tiny beast, unaligned* **Armor Class** 12 + **Hit Points** 2 (1d4) + **Speed** 40 ft., climb 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -340,8 +403,11 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw | 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) ***Keen Smell***. The cat has advantage on Wisdom (Perception) checks that rely on smell. @@ -355,7 +421,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw *Large beast, unaligned* **Armor Class** 12 + **Hit Points** 13 (2d10+2) + **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -363,7 +431,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw | 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) ###### Actions @@ -377,7 +447,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw *Tiny beast, unaligned* **Armor Class** 11 (natural armor) + **Hit Points** 2 (1d4) + **Speed** 20 ft., swim 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -385,8 +457,11 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw | 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) ***Amphibious***. The crab can breathe air and water. @@ -400,7 +475,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw *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 | @@ -408,8 +485,11 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw | 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) ***Hold Breath***. The crocodile can hold its breath for 15 minutes. @@ -425,7 +505,9 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw *Medium monstrosity, neutral evil* **Armor Class** 12 + **Hit Points** 39 (6d8+12) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -433,8 +515,11 @@ Taking its name from its crimson feathers and aggressive nature, the **blood haw | 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) ***Two-Headed***. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. @@ -452,7 +537,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate *Medium beast, unaligned* **Armor Class** 13 + **Hit Points** 4 (1d8) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -460,7 +547,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate | 11 (+0) | 16 (+3) | 11 (+0) | 2 (-4) | 14 (+2) | 5 (-3) | **Senses** passive Perception 12 + **Languages** - + **Challenge** 0 (10 XP) ###### Actions @@ -472,7 +561,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate *Large beast, unaligned* **Armor Class** 14 (natural armor) + **Hit Points** 37 (5d10+10) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -480,8 +571,11 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate | 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) ***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -497,7 +591,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate *Large beast, unaligned* **Armor Class** 10 + **Hit Points** 19 (3d10+3) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -505,7 +601,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate | 18 (+4) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 1/4 (50 XP) ###### Actions @@ -517,7 +615,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate *Small beast, unaligned* **Armor Class** 12 + **Hit Points** 3 (1d6) + **Speed** 10 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -525,8 +625,11 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate | 6 (-2) | 15 (+2) | 10 (+0) | 2 (-4) | 14 (+2) | 7 (-2) | **Skills** Perception +4 + **Senses** passive Perception 14 + **Languages** - + **Challenge** 0 (10 XP) ***Keen Sight***. The eagle has advantage on Wisdom (Perception) checks that rely on sight. @@ -540,7 +643,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate *Huge beast, unaligned* **Armor Class** 12 (natural armor) + **Hit Points** 76 (8d12+24) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -548,7 +653,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate | 22 (+6) | 9 (-1) | 17 (+3) | 3 (-4) | 11 (+0) | 6 (-2) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 4 (1,100 XP) ***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. @@ -564,7 +671,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate *Large beast, unaligned* **Armor Class** 10 + **Hit Points** 13 (2d10+2) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -572,7 +681,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate | 16 (+3) | 10 (+0) | 12 (+1) | 2 (-4) | 10 (+0) | 6 (-2) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 1/4 (50 XP) ***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. @@ -588,7 +699,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate *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 | @@ -596,7 +709,9 @@ A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate | 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) ***Flyby***. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach. @@ -612,7 +727,9 @@ A **flying snake** is a brightly colored, winged serpent found in remote jungles *Tiny beast, unaligned* **Armor Class** 11 + **Hit Points** 1 (1d4-1) + **Speed** 20 ft., swim 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -620,8 +737,11 @@ A **flying snake** is a brightly colored, winged serpent found in remote jungles | 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) ***Amphibious***. The frog can breathe air and water. @@ -637,7 +757,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *Huge beast, unaligned* **Armor Class** 12 + **Hit Points** 157 (15d12+60) + **Speed** 40 ft., climb 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -645,8 +767,11 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 23 (+6) | 14 (+2) | 18 (+4) | 7 (-2) | 12 (+1) | 7 (-2) | **Skills** Athletics +9, Perception +4 + **Senses** passive Perception 14 + **Languages** - + **Challenge** 7 (2,900 XP) ###### Actions @@ -662,7 +787,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *Medium beast, unaligned* **Armor Class** 10 + **Hit Points** 13 (2d8+4) + **Speed** 30 ft., burrow 10 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -670,7 +797,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 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) ***Keen Smell***. The badger has advantage on Wisdom (Perception) checks that rely on smell. @@ -688,7 +817,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *Large beast, unaligned* **Armor Class** 13 + **Hit Points** 22 (4d10) + **Speed** 10 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -696,7 +827,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 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) ***Echolocation***. The bat can't use its blindsight while deafened. @@ -712,7 +845,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *Large beast, unaligned* **Armor Class** 12 (natural armor) + **Hit Points** 42 (5d10+15) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -720,7 +855,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 17 (+3) | 10 (+0) | 16 (+3) | 2 (-4) | 7 (-2) | 5 (-3) | **Senses** passive Perception 8 + **Languages** - + **Challenge** 2 (450 XP) ***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. @@ -736,7 +873,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *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 | @@ -744,7 +883,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 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) ###### Actions @@ -756,7 +897,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *Huge beast, unaligned* **Armor Class** 12 + **Hit Points** 60 (8d12+8) + **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -764,8 +907,11 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 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) ###### Actions @@ -779,7 +925,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *Medium beast, unaligned* **Armor Class** 15 (natural armor) + **Hit Points** 13 (3d8) + **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -787,8 +935,11 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 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) ***Amphibious***. The crab can breathe air and water. @@ -802,7 +953,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *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 | @@ -810,7 +963,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 21 (+5) | 9 (-1) | 17 (+3) | 2 (-4) | 10 (+0) | 7 (-2) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 5 (1,800 XP) ***Hold Breath***. The crocodile can hold its breath for 30 minutes. @@ -828,7 +983,9 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe *Large beast, neutral good* **Armor Class** 13 + **Hit Points** 26 (4d10+4) + **Speed** 10 ft., fly 80 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -836,8 +993,11 @@ A **frog** has no effective attacks. It feeds on small insects and typically dwe | 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) ***Keen Sight***. The eagle has advantage on Wisdom (Perception) checks that rely on sight. @@ -857,7 +1017,9 @@ A **giant eagle** is a noble creature that speaks its own language and understan *Huge beast, unaligned* **Armor Class** 14 (natural armor) + **Hit Points** 42 (5d12+10) + **Speed** 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -865,8 +1027,11 @@ A **giant eagle** is a noble creature that speaks its own language and understan | 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) ***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. @@ -884,7 +1049,9 @@ The majestic **giant elk** is rare to the point that its appearance is often tak *Small beast, unaligned* **Armor Class** 13 (natural armor) + **Hit Points** 4 (1d6+1) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -892,7 +1059,9 @@ The majestic **giant elk** is rare to the point that its appearance is often tak | 8 (-1) | 10 (+0) | 12 (+1) | 1 (-5) | 7 (-2) | 3 (-4) | **Senses** blindsight 30 ft., passive Perception 8 + **Languages** - + **Challenge** 0 (10 XP) ***Illumination***. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. @@ -908,7 +1077,9 @@ A **giant fire beetle** is a nocturnal creature that takes its name from a pair *Medium beast, unaligned* **Armor Class** 11 + **Hit Points** 18 (4d8) + **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -916,8 +1087,11 @@ A **giant fire beetle** is a nocturnal creature that takes its name from a pair | 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) ***Amphibious***. The frog can breathe air and water. @@ -937,7 +1111,9 @@ If the frog dies, a swallowed creature is no longer restrained by it and can esc *Large beast, unaligned* **Armor Class** 11 (natural armor) + **Hit Points** 19 (3d10+3) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -945,7 +1121,9 @@ If the frog dies, a swallowed creature is no longer restrained by it and can esc | 17 (+3) | 11 (+0) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) | **Senses** passive Perception 11 + **Languages** - + **Challenge** 1/2 (100 XP) ***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. @@ -961,7 +1139,9 @@ If the frog dies, a swallowed creature is no longer restrained by it and can esc *Large beast, unaligned* **Armor Class** 12 + **Hit Points** 45 (6d10+12) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -969,8 +1149,11 @@ If the frog dies, a swallowed creature is no longer restrained by it and can esc | 16 (+3) | 14 (+2) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) | **Skills** Perception +3 + **Senses** passive Perception 13 + **Languages** - + **Challenge** 1 (200 XP) ***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. @@ -984,7 +1167,9 @@ If the frog dies, a swallowed creature is no longer restrained by it and can esc *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 | @@ -992,7 +1177,9 @@ If the frog dies, a swallowed creature is no longer restrained by it and can esc | 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) ###### Actions @@ -1006,7 +1193,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep *Large beast, unaligned* **Armor Class** 11 + **Hit Points** 52 (8d10+8) + **Speed** 10 ft., swim 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1014,8 +1203,11 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep | 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) ***Hold Breath***. While out of water, the octopus can hold its breath for 1 hour. @@ -1035,7 +1227,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep *Large beast, neutral* **Armor Class** 12 + **Hit Points** 19 (3d10+3) + **Speed** 5 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1043,8 +1237,11 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep | 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 Sylvan but can't speak them + **Challenge** 1/4 (50 XP) ***Flyby***. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. @@ -1062,7 +1259,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep *Medium beast, unaligned* **Armor Class** 14 + **Hit Points** 11 (2d8+2) + **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1070,8 +1269,11 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep | 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) ###### Actions @@ -1083,7 +1285,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep *Small beast, unaligned* **Armor Class** 12 + **Hit Points** 7 (2d6) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1091,7 +1295,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep | 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) ***Keen Smell***. The rat has advantage on Wisdom (Perception) checks that rely on smell. @@ -1113,7 +1319,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep *Large beast, unaligned* **Armor Class** 15 (natural armor) + **Hit Points** 52 (7d10+14) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1121,7 +1329,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep | 15 (+2) | 13 (+1) | 15 (+2) | 1 (-5) | 9 (-1) | 3 (-4) | **Senses** blindsight 60 ft., passive Perception 9 + **Languages** - + **Challenge** 3 (700 XP) ###### Actions @@ -1137,7 +1347,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep *Large beast, unaligned* **Armor Class** 13 (natural armor) + **Hit Points** 16 (3d10) + **Speed** 0 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1145,7 +1357,9 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep | 12 (+1) | 15 (+2) | 11 (+0) | 2 (-4) | 12 (+1) | 5 (-3) | **Senses** passive Perception 11 + **Languages** - + **Challenge** 1/2 (100 XP) ***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. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. @@ -1163,7 +1377,9 @@ Like their smaller kin, **giant sea horses** are shy, colorful fish with elongat *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 | @@ -1171,8 +1387,11 @@ Like their smaller kin, **giant sea horses** are shy, colorful fish with elongat | 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 (1,800 XP) ***Blood Frenzy***. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -1190,7 +1409,9 @@ A **giant shark** is 30 feet long and normally found in deep oceans. Utterly fea *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 | @@ -1198,8 +1419,11 @@ A **giant shark** is 30 feet long and normally found in deep oceans. Utterly fea | 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) ***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. @@ -1221,7 +1445,9 @@ To snare its prey, a **giant spider** spins elaborate webs or shoots sticky stra *Large beast, unaligned* **Armor Class** 11 + **Hit Points** 39 (6d10+6) + **Speed** 20 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1229,7 +1455,9 @@ To snare its prey, a **giant spider** spins elaborate webs or shoots sticky stra | 15 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | **Senses** darkvision 30 ft., passive Perception 10 + **Languages** - + **Challenge** 1 (200 XP) ***Amphibious***. The toad can breathe air and water. @@ -1249,7 +1477,9 @@ If the toad dies, a swallowed creature is no longer restrained by it and can esc *Large beast, neutral evil* **Armor Class** 10 + **Hit Points** 22 (3d10+6) + **Speed** 10 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1257,8 +1487,11 @@ If the toad dies, a swallowed creature is no longer restrained by it and can esc | 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) ***Keen Sight and Smell***. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. @@ -1280,7 +1513,9 @@ A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its *Medium beast, unaligned* **Armor Class** 12 + **Hit Points** 13 (3d8) + **Speed** 10 ft., fly 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1288,7 +1523,9 @@ A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its | 10 (+0) | 14 (+2) | 10 (+0) | 1 (-5) | 10 (+0) | 3 (-4) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 1/2 (100 XP) ###### Actions @@ -1300,7 +1537,9 @@ A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its *Medium beast, unaligned* **Armor Class** 13 + **Hit Points** 9 (2d8) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1308,8 +1547,11 @@ A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its | 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) ***Keen Hearing and Smell***. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -1323,7 +1565,9 @@ A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its *Medium beast, unaligned* **Armor Class** 13 + **Hit Points** 11 (2d8+2) + **Speed** 40 ft., climb 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1331,8 +1575,11 @@ A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its | 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) ***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. @@ -1352,7 +1599,9 @@ Smaller than a giant spider, a **giant wolf spider** hunts prey across open grou *Medium beast, unaligned* **Armor Class** 10 + **Hit Points** 4 (1d8) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1360,7 +1609,9 @@ Smaller than a giant spider, a **giant wolf spider** hunts prey across open grou | 12 (+1) | 10 (+0) | 11 (+0) | 2 (-4) | 10 (+0) | 5 (-3) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 0 (10 XP) ***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. @@ -1376,7 +1627,9 @@ Smaller than a giant spider, a **giant wolf spider** hunts prey across open grou *Tiny beast, unaligned* **Armor Class** 13 + **Hit Points** 1 (1d4-1) + **Speed** 10 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1384,8 +1637,11 @@ Smaller than a giant spider, a **giant wolf spider** hunts prey across open grou | 5 (-3) | 16 (+3) | 8 (-1) | 2 (-4) | 14 (+2) | 6 (-2) | **Skills** Perception +4 + **Senses** passive Perception 14 + **Languages** - + **Challenge** 0 (10 XP) ***Keen Sight***. The hawk has advantage on Wisdom (Perception) checks that rely on sight. @@ -1399,7 +1655,9 @@ Smaller than a giant spider, a **giant wolf spider** hunts prey across open grou *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 | @@ -1407,8 +1665,11 @@ Smaller than a giant spider, a **giant wolf spider** hunts prey across open grou | 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) ***Blood Frenzy***. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -1426,7 +1687,9 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter *Medium beast, unaligned* **Armor Class** 11 + **Hit Points** 5 (1d8+1) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1434,8 +1697,11 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter | 11 (+0) | 13 (+1) | 12 (+1) | 2 (-4) | 12 (+1) | 5 (-3) | **Skills** Perception +3 + **Senses** passive Perception 13 + **Languages** - + **Challenge** 0 (10 XP) ***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. @@ -1451,7 +1717,9 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter *Small beast, unaligned* **Armor Class** 12 + **Hit Points** 3 (1d6) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1459,8 +1727,11 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter | 8 (-1) | 15 (+2) | 11 (+0) | 3 (-4) | 12 (+1) | 6 (-2) | **Skills** Perception +3 + **Senses** passive Perception 13 + **Languages** - + **Challenge** 0 (10 XP) ***Keen Hearing and Smell***. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -1476,7 +1747,9 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter *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 | @@ -1484,8 +1757,11 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter | 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) ***Echolocation***. The whale can't use its blindsight while deafened. @@ -1503,7 +1779,9 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter *Large beast, unaligned* **Armor Class** 12 + **Hit Points** 26 (4d10+4) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1511,8 +1789,11 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter | 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) ***Keen Smell***. The lion has advantage on Wisdom (Perception) checks that rely on smell. @@ -1534,7 +1815,9 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter *Tiny beast, unaligned* **Armor Class** 10 + **Hit Points** 2 (1d4) + **Speed** 20 ft., climb 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1542,7 +1825,9 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter | 2 (-4) | 11 (+0) | 10 (+0) | 1 (-5) | 8 (-1) | 3 (-4) | **Senses** darkvision 30 ft., passive Perception 9 + **Languages** - + **Challenge** 0 (10 XP) ###### Actions @@ -1556,7 +1841,9 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter *Huge beast, unaligned* **Armor Class** 13 (natural armor) + **Hit Points** 126 (11d12+55) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1564,7 +1851,9 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter | 24 (+7) | 9 (-1) | 21 (+5) | 3 (-4) | 11 (+0) | 6 (-2) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 6 (2,300 XP) ***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. @@ -1582,7 +1871,9 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier *Medium beast, unaligned* **Armor Class** 12 + **Hit Points** 5 (1d8+1) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1590,8 +1881,11 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier | 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) ***Keen Hearing and Smell***. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -1607,7 +1901,9 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier *Medium beast, unaligned* **Armor Class** 10 + **Hit Points** 11 (2d8+2) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1615,7 +1911,9 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier | 14 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 1/8 (25 XP) ***Beast of Burden***. The mule is considered to be a Large animal for the purpose of determining its carrying capacity. @@ -1631,7 +1929,9 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier *Small beast, unaligned* **Armor Class** 12 + **Hit Points** 3 (1d6) + **Speed** 5 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1639,8 +1939,11 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier | 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) ***Hold Breath***. While out of water, the octopus can hold its breath for 30 minutes. @@ -1660,7 +1963,9 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier *Tiny beast, unaligned* **Armor Class** 11 + **Hit Points** 1 (1d4-1) + **Speed** 5 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1668,8 +1973,11 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier | 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) ***Flyby***. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. @@ -1687,7 +1995,9 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier *Medium beast, unaligned* **Armor Class** 12 + **Hit Points** 13 (3d8) + **Speed** 50 ft., climb 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1695,8 +2005,11 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier | 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) ***Keen Smell***. The panther has advantage on Wisdom (Perception) checks that rely on smell. @@ -1714,7 +2027,9 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier *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 | @@ -1722,8 +2037,11 @@ A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier | 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) ***Ethereal Jaunt***. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. @@ -1743,7 +2061,9 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe *Tiny beast, unaligned* **Armor Class** 13 + **Hit Points** 2 (1d4) + **Speed** 30 ft., swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1751,7 +2071,9 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe | 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) ###### Actions @@ -1763,7 +2085,9 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe *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 | @@ -1771,8 +2095,11 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe | 20 (+5) | 10 (+0) | 16 (+3) | 2 (-4) | 13 (+1) | 7 (-2) | **Skills** Perception +3 + **Senses** passive Perception 13 + **Languages** - + **Challenge** 2 (450 XP) ***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. @@ -1790,7 +2117,9 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe *Medium beast, unaligned* **Armor Class** 10 + **Hit Points** 11 (2d8+2) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1798,7 +2127,9 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe | 15 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 1/8 (25 XP) ###### Actions @@ -1810,7 +2141,9 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe *Tiny beast, unaligned* **Armor Class** 13 + **Hit Points** 1 (1d4-1) + **Speed** 0 ft., swim 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1818,7 +2151,9 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe | 2 (-4) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) | **Senses** darkvision 60 ft., passive Perception 8 + **Languages** - + **Challenge** 0 (10 XP) ***Blood Frenzy***. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -1836,7 +2171,9 @@ A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any *Tiny beast, unaligned* **Armor Class** 10 + **Hit Points** 1 (1d4-1) + **Speed** 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1844,7 +2181,9 @@ A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any | 2 (-4) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 4 (-3) | **Senses** darkvision 30 ft., passive Perception 10 + **Languages** - + **Challenge** 0 (10 XP) ***Keen Smell***. The rat has advantage on Wisdom (Perception) checks that rely on smell. @@ -1858,7 +2197,9 @@ A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any *Tiny beast, unaligned* **Armor Class** 12 + **Hit Points** 1 (1d4-1) + **Speed** 10 ft., fly 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1866,8 +2207,11 @@ A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any | 2 (-4) | 14 (+2) | 8 (-1) | 2 (-4) | 12 (+1) | 6 (-2) | **Skills** Perception +3 + **Senses** passive Perception 13 + **Languages** - + **Challenge** 0 (10 XP) ***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. @@ -1881,7 +2225,9 @@ A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any *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 | @@ -1889,8 +2235,11 @@ A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any | 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) ***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. @@ -1908,7 +2257,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Large beast, unaligned* **Armor Class** 11 (natural armor) + **Hit Points** 45 (6d10+12) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1916,7 +2267,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 21 (+5) | 8 (-1) | 15 (+2) | 2 (-4) | 12 (+1) | 6 (-2) | **Senses** passive Perception 11 + **Languages** - + **Challenge** 2 (450 XP) ***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. @@ -1930,7 +2283,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Large beast, unaligned* **Armor Class** 10 + **Hit Points** 13 (2d10+2) + **Speed** 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1938,7 +2293,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 16 (+3) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 1/4 (50 XP) ###### Actions @@ -1952,7 +2309,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Large beast, unaligned* **Armor Class** 12 + **Hit Points** 52 (7d10+14) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1960,8 +2319,11 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 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) ***Keen Smell***. The tiger has advantage on Wisdom (Perception) checks that rely on smell. @@ -1979,7 +2341,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Tiny beast, unaligned* **Armor Class** 11 (natural armor) + **Hit Points** 1 (1d4-1) + **Speed** 10 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -1987,7 +2351,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 2 (-4) | 11 (+0) | 8 (-1) | 1 (-5) | 8 (-1) | 2 (-4) | **Senses** blindsight 10 ft., passive Perception 9 + **Languages** - + **Challenge** 0 (10 XP) ###### Actions @@ -1999,7 +2365,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Tiny beast, unaligned* **Armor Class** 11 + **Hit Points** 1 (1d4-1) + **Speed** 0 ft., swim 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -2007,7 +2375,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 1 (-5) | 12 (+1) | 8 (-1) | 1 (-5) | 10 (+0) | 2 (-4) | **Senses** passive Perception 10 + **Languages** - + **Challenge** 0 (0 XP) ***Water Breathing***. The sea horse can breathe only underwater. @@ -2017,7 +2387,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Tiny beast, unaligned* **Armor Class** 12 + **Hit Points** 1 (1d4-1) + **Speed** 20 ft., climb 20 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -2025,8 +2397,11 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 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) ***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. @@ -2044,7 +2419,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *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 | @@ -2052,9 +2429,13 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 5 (-3) | 15 (+2) | 10 (+0) | 2 (-4) | 12 (+1) | 4 (-3) | **Damage Resistances** bludgeoning, piercing, slashing + **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + **Senses** blindsight 60 ft., passive Perception 11 + **Languages** - + **Challenge** 1/4 (50 XP) ***Echolocation***. The swarm can't use its blindsight while deafened. @@ -2072,7 +2453,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *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 | @@ -2080,9 +2463,13 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 3 (-4) | 13 (+1) | 10 (+0) | 1 (-5) | 7 (-2) | 1 (-5) | **Damage Resistances** bludgeoning, piercing, slashing + **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + **Senses** blindsight 10 ft., passive Perception 8 + **Languages** - + **Challenge** 1/2 (100 XP) ***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. @@ -2114,7 +2501,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *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 | @@ -2122,9 +2511,13 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 8 (-1) | 18 (+4) | 11 (+0) | 1 (-5) | 10 (+0) | 3 (-4) | **Damage Resistances** bludgeoning, piercing, slashing + **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + **Senses** blindsight 10 ft., passive Perception 10 + **Languages** - + **Challenge** 2 (450 XP) ***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. @@ -2138,7 +2531,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *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 | @@ -2146,9 +2541,13 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 13 (+1) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) | **Damage Resistances** bludgeoning, piercing, slashing + **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + **Senses** darkvision 60 ft., passive Perception 8 + **Languages** - + **Challenge** 1 (200 XP) ***Blood Frenzy***. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -2166,7 +2565,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Medium swarm of Tiny beasts, unaligned* **Armor Class** 10 + **Hit Points** 24 (7d8-7) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -2174,9 +2575,13 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 9 (-1) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 3 (-4) | **Damage Resistances** bludgeoning, piercing, slashing + **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + **Senses** darkvision 30 ft., passive Perception 10 + **Languages** - + **Challenge** 1/4 (50 XP) ***Keen Smell***. The swarm has advantage on Wisdom (Perception) checks that rely on smell. @@ -2192,7 +2597,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *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 | @@ -2200,10 +2607,15 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 6 (-2) | 14 (+2) | 8 (-1) | 3 (-4) | 12 (+1) | 6 (-2) | **Skills** Perception +5 + **Damage Resistances** bludgeoning, piercing, slashing + **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + **Senses** passive Perception 15 + **Languages** - + **Challenge** 1/4 (50 XP) ***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. @@ -2217,7 +2629,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Large beast, unaligned* **Armor Class** 12 + **Hit Points** 37 (5d10+10) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -2225,8 +2639,11 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 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) ***Keen Smell***. The tiger has advantage on Wisdom (Perception) checks that rely on smell. @@ -2246,7 +2663,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Medium beast, unaligned* **Armor Class** 10 + **Hit Points** 5 (1d8+1) + **Speed** 10 ft., fly 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -2254,8 +2673,11 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 7 (-2) | 10 (+0) | 13 (+1) | 2 (-4) | 12 (+1) | 4 (-3) | **Skills** Perception +3 + **Senses** passive Perception 13 + **Languages** - + **Challenge** 0 (10 XP) ***Keen Sight and Smell***. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. @@ -2271,7 +2693,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Large beast, unaligned* **Armor Class** 11 + **Hit Points** 19 (3d10+3) + **Speed** 60 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -2279,7 +2703,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 18 (+4) | 12 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 7 (-2) | **Senses** passive Perception 11 + **Languages** - + **Challenge** 1/2 (100 XP) ***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. @@ -2293,7 +2719,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Tiny beast, unaligned* **Armor Class** 13 + **Hit Points** 1 (1d4-1) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -2301,8 +2729,11 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat | 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) ***Keen Hearing and Smell***. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -2316,7 +2747,9 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat *Large monstrosity, neutral evil* **Armor Class** 13 (natural armor) + **Hit Points** 75 (10d10+20) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -2326,8 +2759,11 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat **Skills** Perception +5, Stealth +3 **Damage Immunities** cold + **Senses** passive Perception 15 + **Languages** Common, Giant, Winter Wolf + **Challenge** 3 (700 XP) ***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -2349,7 +2785,9 @@ The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-whit *Medium beast, unaligned* **Armor Class** 13 (natural armor) + **Hit Points** 11 (2d8+2) + **Speed** 40 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -2357,8 +2795,11 @@ The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-whit | 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) ***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -2374,7 +2815,9 @@ The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-whit *Large monstrosity, neutral evil* **Armor Class** 13 (natural armor) + **Hit Points** 26 (4d10+4) + **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -2382,8 +2825,11 @@ The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-whit | 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) ***Keen Hearing and Smell***. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. diff --git a/pages/18.npcs/default.md b/pages/18.npcs/default.md index 0299b30..c10d1b2 100644 --- a/pages/18.npcs/default.md +++ b/pages/18.npcs/default.md @@ -23,7 +23,9 @@ There are many easy ways to customize the NPCs in this appendix for your home ca *Medium humanoid (any race), any alignment* **Armor Class** 10 + **Hit Points** 9 (2d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -31,8 +33,11 @@ There are many easy ways to customize the NPCs in this appendix for your home ca | 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) ***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: @@ -51,7 +56,9 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* *Medium humanoid (any race), any alignment* **Armor Class** 12 (15 with *mage armor*) + **Hit Points** 99 (18d8 + 18) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -59,10 +66,15 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* | 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) | **Saving Throws** Int +9, Wis +6 + **Skills** Arcana +13, History +13 + **Damage Resistance** damage from spells; nonmagical bludgeoning, piercing, and slashing (from *stoneskin*) + **Senses** passive Perception 12 + **Languages** any six languages + **Challenge** 12 (8,400 XP) ***Magic Resistance***. The archmage has advantage on saving throws against spells and other magical effects. @@ -94,7 +106,9 @@ An archmage typically has one or more apprentice mages, and an archmage's abode *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 | @@ -102,10 +116,15 @@ An archmage typically has one or more apprentice mages, and an archmage's abode | 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 + **Damage Resistances** poison + **Senses** passive Perception 13 + **Languages** Thieves' cant plus any two languages + **Challenge** 8 (3,900 XP) ***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. @@ -129,7 +148,9 @@ Trained in the use of poison, **assassins** are remorseless killers who work for *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 | @@ -137,7 +158,9 @@ Trained in the use of poison, **assassins** are remorseless killers who work for | 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) ###### Actions @@ -155,7 +178,9 @@ Trained in the use of poison, **assassins** are remorseless killers who work for *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 | @@ -163,9 +188,13 @@ Trained in the use of poison, **assassins** are remorseless killers who work for | 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) ###### Actions @@ -191,7 +220,9 @@ More than treasure, a bandit captain or pirate captain craves infamy. A prisoner *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 | @@ -199,7 +230,9 @@ More than treasure, a bandit captain or pirate captain craves infamy. A prisoner | 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) ***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. @@ -215,7 +248,9 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa *Medium humanoid (any race), any alignment* **Armor Class** 10 + **Hit Points** 4 (1d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -223,7 +258,9 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa | 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) ###### Actions @@ -237,7 +274,9 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa *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 | @@ -245,8 +284,11 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa | 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) ***Dark Devotion***. The cultist has advantage on saving throws against being charmed or frightened. @@ -262,7 +304,9 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa *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 | @@ -270,8 +314,11 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa | 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) ***Dark Devotion***. The fanatic has advantage on saving throws against being charmed or frightened. @@ -295,7 +342,9 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* *Medium humanoid (any race), any alignment* **Armor Class** 11 (16 with *barkskin*) + **Hit Points** 27 (5d8 + 5) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -303,8 +352,11 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* | 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) ***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: @@ -324,7 +376,9 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* *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 | @@ -332,9 +386,13 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* | 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 (1,800 XP) ***Brave***. The gladiator has advantage on saving throws against being frightened. @@ -360,7 +418,9 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* *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 | @@ -368,8 +428,11 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* | 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) ###### Actions @@ -383,7 +446,9 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* *Medium humanoid (any race), any alignment* **Armor Class** 18 (plate) + **Hit Points** 52 (8d8 + 16) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -391,8 +456,11 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* | 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) ***Brave***. The knight has advantage on saving throws against being frightened. @@ -418,7 +486,9 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* *Medium humanoid (any race), any alignment* **Armor Class** 12 (15 with *mage armor*) + **Hit Points** 40 (9d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -426,9 +496,13 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* | 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 (2,300 XP) ***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: @@ -451,7 +525,9 @@ Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation* *Medium humanoid (any race), any alignment* **Armor Class** 15 (breastplate) + **Hit Points** 9 (2d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -459,8 +535,11 @@ Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation* | 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) ###### Actions @@ -480,7 +559,9 @@ The noble's statistics can also be used to represent **courtiers** who aren't of *Medium humanoid (any race), any alignment* **Armor Class** 13 (chain shirt) + **Hit Points** 27 (5d8 + 5) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -488,8 +569,11 @@ The noble's statistics can also be used to represent **courtiers** who aren't of | 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) | **Skills** Medicine +7, Persuasion +3, Religion +5 + **Senses** passive Perception 13 + **Languages** any two languages + **Challenge** 2 (450 XP) ***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. @@ -514,7 +598,9 @@ A priest typically has one or more acolytes to help with religious ceremonies an *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 | @@ -522,8 +608,11 @@ A priest typically has one or more acolytes to help with religious ceremonies an | 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) ***Keen Hearing and Sight***. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. @@ -543,7 +632,9 @@ A priest typically has one or more acolytes to help with religious ceremonies an *Medium humanoid (any race), any alignment* **Armor Class** 12 + **Hit Points** 27 (6d8) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -551,8 +642,11 @@ A priest typically has one or more acolytes to help with religious ceremonies an | 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) ***Cunning Action***. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. @@ -574,7 +668,9 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi *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 | @@ -582,8 +678,11 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi | 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) ***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. @@ -603,7 +702,9 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi *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 | @@ -611,7 +712,9 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi | 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) ***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. @@ -627,7 +730,9 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi *Medium humanoid (any race), any alignment* **Armor Class** 17 (splint) + **Hit Points** 58 (9d8 + 18) + **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | @@ -635,8 +740,11 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi | 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) ###### Actions