dnd-5e-srd/yaml/11 monsters.yaml

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2017-03-04 23:48:04 +00:00
Monsters:
content: 'A monsters statistics, sometimes referred to as its **stat block**, provide the essential information that you need to run the monster.'
'Modifying Creatures': 'Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a **variant** or **template**, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating.'
Size: {content: 'A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the *Players Handbook* for more information on creature size and space.', 'Size Categories': {table: {Size: [Tiny, Small, Medium, Large, Huge, Gargantuan], Space: ['2½ by 2½ ft.', '5 by 5 ft.', '5 by 5 ft.', '10 by 10 ft.', '15 by 15 ft.', '20 by 20 ft. or larger'], Examples: ['Imp, sprite', 'Giant rat, goblin', 'Orc, werewolf', 'Hippogriff, ogre', 'Fire giant, treant', 'Kraken, purple worm']}}}
Type: {content: ['A monsters 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 creatures 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
Alignment: {content: ['A monsters 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 *Players Handbook* for descriptions of the different alignments.', 'The alignment specified in a monsters stat block is the default. Feel free to depart from it and change a monsters alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, theres nothing stopping you.', 'Some creatures can have **any alignment**. In other words, you choose the monsters alignment. Some monsters 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 dont make moral or ethical choices, but rather act on instinct. These creatures are **unaligned**, which means they dont 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 monsters 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': {content: ['A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the *Players Handbook.*', 'A monsters 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 monsters size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table.'], 'Hit Dice by Size': {content: [{table: {'Monster Size': [Tiny, Small, Medium, Large, Huge, Gargantuan], 'Hit Die': [d4, d6, d8, d10, d12, d20], 'Average HP per Die': [2½, 3½, 4½, 5½, 6½, 10½]}}, 'A monsters 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: {content: ['A monsters speed tells you how far it can move on its turn. For more information on speed, see the *Players Handbook.*', 'All creatures have a walking speed, simply called the monsters 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 cant 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 doesnt 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 *Players Handbook*). Such a monster stops hovering when it dies.', Swim: 'A monster that has a swimming speed doesnt 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 theyre used in play, see the *Players Handbook.*'
'Saving Throws': {content: ['The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isnt easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures dont have special saving throw bonuses, in which case this section is absent.', 'A saving throw bonus is the sum of a monsters relevant ability modifier and its proficiency bonus, which is determined by the monsters challenge rating (as shown in the Proficiency Bonus by Challenge Rating table).'], 'Proficiency Bonus by Challenge Rating': {table: {Challenge: ['0', 1/8, 1/4, 1/2, '1', '2', '3', '4', '5', '6', '7', '8', '9', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '30'], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6', '+7', '+7', '+7', '+7', '+8', '+8', '+8', '+8', '+9', '+9']}}}
Skills: {content: ['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 monsters relevant ability modifier and its proficiency bonus, which is determined by the monsters 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.']}
'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: {content: 'The Senses entry notes a monsters passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below.', Blindsight: {content: ['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: {content: '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 cant discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.', 'Armor, Weapon, and Tool Proficiencies': {content: ['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 *Players Handbook* for rules on using armor or weapons without proficiency.']}}, 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 cant 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: {content: 'The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but cant speak it, and this is noted in its entry. A “—” indicates that a creature neither speaks nor understands any language.', Telepathy: {content: ['Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesnt 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 cant initiate or terminate a telepathic conversation.', 'A telepathic monster doesnt 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 cant 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 doesnt function cant send or receive telepathic messages.']}}
Challenge: {content: ['A monsters **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': {content: ['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.'], 'Experience Points by Challenge Rating': {table: {Challenge: ['0', 1/8, 1/4, 1/2, '1', '2', '3', '4', '5', '6', '7', '8', '14', '15', '16', '17', '18', '19', '20', '21', '22', '23', '24', '25'], XP: ['0 or 10', '25', '50', '100', '200', '450', '700', '1,100', '1,800', '2,300', '2,900', '3,900', '11,500', '13,000', '15,000', '18,000', '20,000', '22,000', '25,000', '33,000', '41,000', '50,000', '62,000', '75,000']}}}}
'Special Traits': {content: 'Special traits (which appear after a monsters 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': {content: ['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 cant be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monsters 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 monsters innate spells cant be swapped out with other spells. If a monsters innate spells dont require attack rolls, no attack bonus is given for them.']}, Spellcasting: {content: ['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 *Players 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 doesnt require any components to cast its spells.'}
Actions: {content: '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 *Players Handbook*.', 'Melee and Ranged Attacks': {content: ['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 *Players 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.']}, Multiattack: 'A creature that can make multiple attacks on its turn has the Multiattack action. A creature cant 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': {content: ['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 XY.*** The notation “Recharge XY” 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 monsters 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 56” means a monster can use the special ability once. Then, at the start of the monsters 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.'], 'Grapple Rules for Monsters': {content: ['Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesnt 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 monsters stat block. If no escape DC is given, assume the DC is 10 + the monsters Strength (Athletics) modifier.']}}
Equipment: {content: ['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 monsters 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': {content: ['A legendary creature can do things that ordinary creatures cant. 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 doesnt gain that forms 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 creatures turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it cant use them while incapacitated or otherwise unable to take actions. If surprised, it cant use them until after its first turn in the combat.', 'A Legendary Creatures Lair': {content: '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 cant do so while incapacitated or otherwise unable to take actions. If surprised, it cant 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: {content: ['*Large aberration, lawful evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 135 (18d10 + 36)', '**Speed** 10 ft., swim 40 ft.', {table: {STR: ['21 (+5)'], DEX: ['9 (1)'], CON: ['15 (+2)'], INT: ['18 (+4)'], WIS: ['15 (+2)'], CHA: ['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.', '***Mucous Cloud.*** While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.', '***Probing Telepathy.*** If a creature communicates telepathically with the aboleth, the aboleth learns the creatures greatest desires if the aboleth can see the creature.', '***Actions***', '***Multiattack.*** The aboleth makes three tentacle attacks.', '***Tentacle.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creatures skin becomes translucent and slimy, the creature cant regain hit points unless it is underwater, and the disease can be removed only by *heal* or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.', '***Tail.** Melee Weapon Attack:* +9 to hit, reach 10 ft. one target. *Hit:* 15 (3d6 + 5) bludgeoning damage.', '***Enslave (3/Day).*** The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleths control and cant take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.', 'Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.', '**Legendary Actions**', 'The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. The aboleth regains spent legendary actions at the start of its turn.', '**Detect.** The aboleth makes a Wisdom (Perception) check.', '**Tail Swipe.** The aboleth makes one tail attack.', '**Psychic Drain (Costs 2 Actions).** One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.']}, Angels: {Deva: {content: ['*Medium celestial, lawful good*', '**Armor Class** 17 (natural armor)', '**Hit Points** 136 (16d8 + 64)', '**Speed** 30 ft., fly 90 ft.', {table: {STR: ['18 (+4)'], DEX: ['18 (+4)'], CON: ['18 (+4)'], INT: ['17 (+3)'], WIS: ['20 (+5)'], CHA: ['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 devas weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attac
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'Monsters (B)': {Basilisk: {content: ['*Medium monstrosity, unaligned*', '**Armor Class** 15 (natural armor)', '**Hit Points** 52 (8d8 + 16)', '**Speed** 20 ft.', {table: {STR: ['16 (+3)'], DEX: ['8 (1)'], CON: ['15 (+2)'], INT: ['2 (4)'], WIS: ['8 (1)'], CHA: ['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 isnt incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the *greater restoration* spell or other magic.', 'A creature that isnt surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it cant see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.', 'If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. H*it:* 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.']}, Behir: {content: ['*Huge monstrosity, neutral evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 168 (16d12 + 64)', '**Speed** 50 ft., climb 40 ft.', {table: {STR: ['23 (+6)'], DEX: ['16 (+3)'], CON: ['18 (+4)'], INT: ['7 (2)'], WIS: ['14 (+2)'], CHA: ['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**', '***Multiattack.*** The behir makes two attacks: one with its bite and one to constrict.', '***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 22 (3d10 + 6) piercing damage.', '***Constrict.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one Large or smaller creature. *Hit:* 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isnt already constricting a creature, and the target is restrained until this grapple ends.', '***Lightning Breath (Recharge 56).*** The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.', '***Swallow.*** The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behirs turns. A behir can have only one creature swallowed at a time.', 'If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.']}, Bugbear: {content: ['*Medium humanoid (goblinoid), chaotic evil*', '**Armor Class** 16 (hide armor, shield)', '**Hit Points** 27 (5d8 + 5)', '**Speed** 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['14 (+2)'], CON: ['13 (+1)'], INT: ['8 (1)'], WIS: ['11 (+0)'], CHA: ['9 (1)']}}, '**Skills** Stealth +6, Survival +2', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Common, Goblin', '**Challenge** 1 (200 XP)', '***Brute.*** A mele
'Monsters (C)': {Centaur: {content: ['*Large monstrosity, neutral good*', '**Armor Class** 12', '**Hit Points** 45 (6d10 + 12)', '**Speed** 50 ft.', {table: {STR: ['18 (+4)'], DEX: ['14 (+2)'], CON: ['14 (+2)'], INT: ['9 (1)'], WIS: ['13 (+1)'], CHA: ['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.', '***Actions***', '***Multiattack.*** The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.', '***Pike.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage.', '***Hooves.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.', '***Longbow.** Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.']}, Chimera: {content: ['*Large monstrosity, chaotic evil*', '**Armor Class** 14 (natural armor)', '**Hit Points** 114 (12d10 + 48)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['19 (+4)'], DEX: ['11 (+0)'], CON: ['19 (+4)'], INT: ['3 (4)'], WIS: ['14 (+2)'], CHA: ['10 (+0)']}}, '**Skills** Perception +8', '**Senses** darkvision 60 ft., passive Perception 18', '**Languages** understands Draconic but cant speak', '**Challenge** 6 (2,300 XP)', '**Actions**', '***Multiattack.*** The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage.', '***Horns.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12 + 4) bludgeoning damage.', '***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.', '***Fire Breath (Recharge 56).*** The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.']}, Chuul: {content: ['*Large aberration, chaotic evil*', '**Armor Class** 16 (natural armor)', '**Hit Points** 93 (11d10 + 33)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['10 (+0)'], CON: ['16 (+3)'], INT: ['5 (3)'], WIS: ['11 (+0)'], CHA: ['5 (3)']}}, '**Skills** Perception +4', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** understands Deep Speech but cant speak', '**Challenge** 4 (1,100 XP)', '***Amphibious.*** The chuul can breathe air and water.', '***Sense Magic.*** The chuul senses magic within 120 feet of it at will. This trait otherwise works like the *detect magic* spell but isnt itself magical.', '**Actions**', '***Multiattack.*** The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.', '***Pincer.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesnt have two other creatures grappled.', '***Tentacles.*** One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}, Cloaker: {content: ['*Large aberration, chaotic neutral*', '**Armor Class** 14 (natural armor)', '**Hit Points** 78 (12d10 + 12)', '**Speed** 10 ft., fly 40 ft.', {table: {STR: ['17 (+3)'], DEX: ['15 (+2)'], CON: ['12 (+1)'], INT: ['13 (+1)'], WIS: ['12 (+1)'], CHA: ['14 (+2)']}}, '**Skills** Stealth +5', '*
'Monsters (D)': {Darkmantle: {content: ['*Small monstrosity, unaligned*', '**Armor Class** 11', '**Hit Points** 22 (5d6 + 5)', '**Speed** 10 ft., fly 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['12 (+1)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['5 (3)']}}, '**Skills** Stealth +3', '**Senses** blindsight 60 ft., passive Perception 10', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***Echolocation.*** The darkmantle cant use its blindsight while deafened.', '***False Appearance.*** While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.', '**Actions**', '***Crush.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the targets head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.', 'While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantles speed also becomes 0, it cant benefit from any bonus to its speed, and it moves with the target.', 'A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.', '***Darkness Aura (1/Day).*** A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision cant penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.']}, Demons: {Balor: {content: ['*Huge fiend (demon), chaotic evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 262 (21d12 + 126)', '**Speed** 40 ft., fly 80 ft.', {table: {STR: ['26 (+8)'], DEX: ['15 (+2)'], CON: ['22 (+6)'], INT: ['20 (+5)'], WIS: ['16 (+3)'], CHA: ['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 arent being worn or carried, and it destroys the balors weapons.', '***Fire Aura.*** At the start of each of the balors turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that arent being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.', '***Magic Resistance.*** The balor has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The balors weapon attacks are magical.', '**Actions**', '***Multiattack.*** The balor makes two attacks: one with its longsword and one with its whip.', '***Longsword.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.', '***Whip.** Melee Weapon Attack:* +14 to hit, reach 30 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.', '***Telep
'Monsters (E)': {Elementals: {'Air Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 15', '**Hit Points** 90 (12d10 + 24)', '**Speed** 0 ft., fly 90 ft. (hover)', {table: {STR: ['14 (+2)'], DEX: ['20 (+5)'], CON: ['14 (+2)'], INT: ['6 (2)'], WIS: ['10 (+0)'], CHA: ['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 creatures space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.', '**Actions**', '***Multiattack.*** The elemental makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage.', '***Whirlwind (Recharge 46).*** Each creature in the elementals space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.', 'If the saving throw is successful, the target takes half the bludgeoning damage and isnt flung away or knocked prone.']}, 'Earth Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 17 (natural armor)', '**Hit Points** 126 (12d10 + 60)', '**Speed** 30 ft., burrow 30 ft.', {table: {STR: ['20 (+5)'], DEX: ['8 (1)'], CON: ['20 (+5)'], INT: ['5 (3)'], WIS: ['10 (+0)'], CHA: ['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 doesnt disturb the material it moves through.', '***Siege Monster.*** The elemental deals double damage to objects and structures.', '**Actions**', '***Multiattack.*** The elemental makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage.']}, 'Fire Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 13', '**Hit Points** 102 (12d10 + 36)', '**Speed** 50 ft.', {table: {STR: ['10 (+0)'], DEX: ['17 (+3)'], CON: ['16 (+3)'], INT: ['6 (2)'], WIS: ['10 (+0)'], CHA: ['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 creatures space and stop there. The first time it enters a creatures space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.', '***Illumination.*** The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet.', '***Water Susceptibil
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'Monsters (F)': {Fungi: {Shrieker: {content: ['*Medium plant, unaligned*', '**Armor Class** 5', '**Hit Points** 13 (3d8)', '**Speed** 0 ft.', {table: {STR: ['1 (5)'], DEX: ['1 (5)'], CON: ['10 (+0)'], INT: ['1 (5)'], WIS: ['3 (4)'], CHA: ['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.', '**Reactions**', '***Shriek.*** When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shriekers turns afterward.']}, 'Violet Fungus': {content: ['*Medium plant, unaligned*', '**Armor Class** 5', '**Hit Points** 18 (4d8)', '**Speed** 5 ft.', {table: {STR: ['3 (4)'], DEX: ['1 (5)'], CON: ['10 (+0)'], INT: ['1 (5)'], WIS: ['3 (4)'], CHA: ['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.', '**Actions**', '***Multiattack.*** The fungus makes 1d4 Rotting Touch attacks.', '***Rotting Touch.** Melee Weapon Attack:* +2 to hit, reach 10 ft., one creature. *Hit:* 4 (1d8) necrotic damage.']}}}
'Monsters (G)': {Gargoyle: {content: ['*Medium elemental, chaotic evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 52 (7d8 + 21)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['15 (+2)'], DEX: ['11 (+0)'], CON: ['16 (+3)'], INT: ['6 (2)'], WIS: ['11 (+0)'], CHA: ['7 (2)']}}, '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that arent 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.', '**Actions**', '***Multiattack.*** The gargoyle makes two attacks: one with its bite and one with its claws.', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.']}, Genies: {Djinni: {content: ['*Large elemental, chaotic good*', '**Armor Class** 17 (natural armor)', '**Hit Points** 161 (14d10 + 84)', '**Speed** 30 ft., fly 90 ft.', {table: {STR: ['21 (+5)'], DEX: ['15 (+2)'], CON: ['22 (+6)'], INT: ['15 (+2)'], WIS: ['16 (+3)'], CHA: ['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.', '***Innate Spellcasting.*** The djinnis innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:', 'At will: *detect evil and good*, *detect magic*, *thunderwave* 3/day each: *create food and water* (can create wine instead of water), *tongues*, *wind walk* 1/day each: *conjure elemental* (air elemental only), *creation*, *gaseous form*, *invisibility*, *major image*, *plane shift*', '**Actions**', '***Multiattack.*** The djinni makes three scimitar attacks.', '***Scimitar.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinnis choice).', '***Create Whirlwind.*** A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.', 'A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.']}, Efreeti: {content: ['*Large elemental, lawful evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 200 (16d10 + 112)', '**Speed** 40 ft., fly 60 ft.', {table: {STR: ['22 (+6)'], DEX: ['12 (+1)'], CON: ['24 (+7)'], INT: ['16 (+3)'], WIS: ['15 (+2)'], CHA: ['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.', '***Innate Spellcasting.*** The efreetis 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 compon
'Monsters (H)': {Hags: {'Green Hag': {content: ['*Medium fey, neutral evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 82 (11d8 + 33)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['12 (+1)'], CON: ['16 (+3)'], INT: ['13 (+1)'], WIS: ['14 (+2)'], CHA: ['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.', '***Innate Spellcasting.*** The hags innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:', 'At will: *dancing lights*, *minor illusion*, *vicious mockery*', '***Mimicry.*** The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.', '***Actions***', '***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.', '***Illusory Appearance.*** The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.', 'The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.', '***Invisible Passage.*** The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.']}, 'Night Hag': {content: ['*Medium fiend, neutral evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 112 (15d8 + 45)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['16 (+3)'], WIS: ['14 (+2)'], CHA: ['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 hags innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:', 'At will: *detect magic*, *magic missile* 2/day each: *plane shift* (self only), *ray of enfeeblement*, *sleep*', '***Magic Resistance.*** The hag has advantage on saving throws against spells and other magical effects.', '***Actions***', '***Claws (Hag Form Only).** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.', '***Change Shape.*** The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isnt transformed. She reverts to her true form if she dies.', '***Etherealness.*** The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a *heartstone* in her possession.', '***Nightmare Haunting (1/Day).*** While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A *protection from evil and good* spell cast on the target prevents this contact, as does a *magic circle*. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and
'Monsters (I)': {'Invisible Stalker': {content: ['*Medium elemental, neutral*', '**Armor Class** 14', '**Hit Points** 104 (16d8 + 32)', '**Speed** 50 ft., fly 50 ft. (hover)', {table: {STR: ['16 (+3)'], DEX: ['19 (+4)'], CON: ['14 (+2)'], INT: ['10 (+0)'], WIS: ['15 (+2)'], CHA: ['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 doesnt speak it', '**Challenge** 6 (2,300 XP)', '***Invisibility.*** The stalker is invisible.', '***Faultless Tracker.*** The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.', '**Actions**', '***Multiattack.*** The stalker makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) bludgeoning damage.']}}
'Monsters (K)': {Kobold: {content: ['*Small humanoid (kobold), lawful evil*', '**Armor Class** 12', '**Hit Points** 5 (2d6 2)', '**Speed** 30 ft.', {table: {STR: ['7 (2)'], DEX: ['15 (+2)'], CON: ['9 (1)'], INT: ['8 (1)'], WIS: ['7 (2)'], CHA: ['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.', '***Pack Tactics.*** The kobold has advantage on an attack roll against a creature if at least one of the kobolds allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Dagger.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.', '***Sling.** Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 4 (1d4 + 2) bludgeoning damage.']}, Kraken: {content: ['*Gargantuan monstrosity (titan)**,** chaotic evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 472 (27d20 + 189)', '**Speed** 20 ft., swim 60 ft.', {table: {STR: ['30 (+10)'], DEX: ['11 (+0)'], CON: ['25 (+7)'], INT: ['22 (+6)'], WIS: ['18 (+4)'], CHA: ['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 cant speak, telepathy 120 ft.', '**Challenge** 23 (50,000 XP)', '***Amphibious.*** The kraken can breathe air and water.', '***Freedom of Movement.*** The kraken ignores difficult terrain, and magical effects cant reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.', '***Siege Monster.*** The kraken deals double damage to objects and structures.', '**Actions**', '***Multiattack.*** The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.', '***Bite.** Melee Weapon Attack:* +17 to hit, reach 5 ft., one target. *Hit:* 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the krakens turns.', 'If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.', '***Tentacle.** Melee Weapon Attack:* +17 to hit, reach 30 ft., one target. *Hit:* 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.', '***Fling.*** One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.', '***Lightning Storm.*** The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The kr
'Monsters (L)': {Lamia: {content: ['*Large monstrosity, chaotic evil*', '**Armor Class** 13 (natural armor)', '**Hit Points** 97 (13d10 + 26)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['13 (+1)'], CON: ['15 (+2)'], INT: ['14 (+2)'], WIS: ['15 (+2)'], CHA: ['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 lamias innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.', 'At will: *disguise self* (any humanoid form), *major image* 3/day each: *charm person*, *mirror image*, *scrying*, *suggestion* 1/day: *geas*', '**Actions**', '***Multiattack.*** The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.', '***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 14 (2d10 + 3) slashing damage.', '***Dagger.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage.', '***Intoxicating Touch.** Melee Spell Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.']}, Lich: {content: ['*Medium undead, any evil alignment*', '**Armor Class** 17 (natural armor)', '**Hit Points** 135 (18d8 + 54)', '**Speed** 30 ft.', {table: {STR: ['11 (+0)'], DEX: ['16 (+3)'], CON: ['16 (+3)'], INT: ['20 (+5)'], WIS: ['14 (+2)'], CHA: ['16 (+3)']}}, '**Saving Throws** Con +10, Int +12, Wis +9', '**Skills** Arcana +18, 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.', '***Rejuvenation.*** If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.', '***Spellcasting.*** The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:', 'Cantrips (at will): *mage hand*, *prestidigitation*, *ray of frost* 1st level (4 slots): *detect magic*, *magic missile*, *shield*, *thunderwave* 2nd level (3 slots): *acid arrow*, *detect thoughts*, *invisibility*, *mirror image* 3rd level (3 slots): *animate dead*, *counterspell*, *dispel magic*, *fireball* 4th level (3 slots): *blight*, *dimension door* 5th level (3 slots): *cloudkill*, *scrying* 6th level (1 slot): *disintegrate*, *globe of invulnerability* 7th level (1 slot): *finger of death*, *plane shift* 8th level (1 slot): *dominate monster*, *power word stun* 9th level (1 slot): *power word kill*', '***Turn Resistance.*** The lich has advantage on saving throws against any effect that turns undead.', '**Actions**', '***Paralyzing Touch.** Melee Spell Attack:* +12 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '**Legendary Actions**', 'The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. The lich regains spent legendary actions at the start of its turn.', '**Cantrip.** The lich casts a cantrip.', '**Paralyzing Touch (Costs 2 Actions).** The lich uses its Paralyzing Touch.', '**Fright
'Monsters (M)': {Magmin: {content: ['*Small elemental, chaotic neutral*', '**Armor Class** 14 (natural armor)', '**Hit Points** 9 (2d6 + 2)', '**Speed** 30 ft.', {table: {STR: ['7 (2)'], DEX: ['15 (+2)'], CON: ['12 (+1)'], INT: ['8 (1)'], WIS: ['11 (+0)'], CHA: ['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 arent being worn or carried in that area are ignited.', '***Ignited Illumination.*** As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.', '***Actions***', '***Touch.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.']}, Manticore: {content: ['*Large monstrosity, lawful evil*', '**Armor Class** 14 (natural armor)', '**Hit Points** 68 (8d10 + 24)', '**Speed** 30 ft., fly 50 ft.', {table: {STR: ['17 (+3)'], DEX: ['16 (+3)'], CON: ['17 (+3)'], INT: ['7 (2)'], WIS: ['12 (+1)'], CHA: ['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.', '**Actions**', '***Multiattack.*** The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.', '***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.', '***Tail Spike.** Ranged Weapon Attack:* +5 to hit, range 100/200 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.']}, Medusa: {content: ['*Medium monstrosity, lawful evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 127 (17d8 + 51)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['12 (+1)'], WIS: ['13 (+1)'], CHA: ['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 medusas 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 isnt incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the *greater restoration* spell or other magic.', 'Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it cant see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.', 'If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.', '**Actions**', '***Multiattack.*** The medusa makes either three melee attacks—one with its snake hair and two with its shortsword—or tw
'Monsters (N)': {Nagas: {'Guardian Naga': {content: ['*Large monstrosity, lawful good*', '**Armor Class** 18 (natural armor)', '**Hit Points** 127 (15d10 + 45)', '**Speed** 40 ft.', {table: {STR: ['19 (+4)'], DEX: ['18 (+4)'], CON: ['16 (+3)'], INT: ['16 (+3)'], WIS: ['19 (+4)'], CHA: ['18 (+4)']}}, '**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.', '***Spellcasting.*** The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:', 'Cantrips (at will): *mending*, *sacred flame*, *thaumaturgy* 1st level (4 slots): *command*, *cure wounds*, *shield of faith* 2nd level (3 slots) : *calm emotions*, *hold person* 3rd level (3 slots): *bestow curse*, *clairvoyance* 4th level (3 slots): *banishment*, *freedom of movement* 5th level (2 slots): *flame strike*, *geas* 6th level (1 slot): *true seeing*', '**Actions**', '***Bite.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one creature. *Hit:* 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.', '***Spit Poison.** Ranged Weapon Attack:* +8 to hit, range 15/30 ft., one creature. *Hit:* The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.']}, 'Spirit Naga': {content: ['*Large monstrosity, chaotic evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 75 (10d10 + 20)', '**Speed** 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['17 (+3)'], CON: ['14 (+2)'], INT: ['16 (+3)'], WIS: ['15 (+2)'], CHA: ['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.', '***Spellcasting.*** The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:', 'Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* 1st level (4 slots): *charm person*, *detect magic*, *sleep* 2nd level (3 slots): *detect thoughts*, *hold person* 3rd level (3 slots): *lightning bolt*, *water breathing* 4th level (3 slots): *blight*, *dimension door* 5th level (2 slots): *dominate person*', '**Actions**', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.']}}, Nightmare: {content: ['*Large fiend, neutral evil*', '**Armor Class** 13 (natural armor)', '**Hit Points** 68 (8d10 + 24)', '**Speed** 60 ft., fly 90 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['10 (+0)'], WIS: ['13 (+1)'], CHA: ['15 (+2)']}}, '**Damage Immunities** fire', '**Senses** passive Perception 11', '**Languages** understands Abyssal, Common, and Infernal but cant speak', '**Challenge** 3 (700 XP)', '***Confer Fire Resistance.*** The nightmare can grant resistance to fire damage to anyone riding it.', '***Illumination.*** The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet.', '**Action
'Monsters (O)': {Ogre: {content: ['*Large giant, chaotic evil*', '**Armor Class** 11 (hide armor)', '**Hit Points** 59 (7d10 + 21)', '**Speed** 40 ft.', {table: {STR: ['19 (+4)'], DEX: ['8 (1)'], CON: ['16 (+3)'], INT: ['5 (3)'], WIS: ['7 (2)'], CHA: ['7 (2)']}}, '**Senses** darkvision 60 ft., passive Perception 8', '**Languages** Common, Giant', '**Challenge** 2 (450 XP)', '**Actions**', '***Greatclub.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.', '***Javelin.** Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage.']}, Oni: {content: ['*Large giant, lawful evil*', '**Armor Class** 16 (chain mail)', '**Hit Points** 110 (13d10 + 39)', '**Speed** 30 ft., fly 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['11 (+0)'], CON: ['16 (+3)'], INT: ['14 (+2)'], WIS: ['12 (+1)'], CHA: ['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 onis 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 onis weapon attacks are magical.', '***Regeneration.*** The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.', '**Actions**', '***Multiattack.*** The oni makes two attacks, either with its claws or its glaive.', '***Claw (Oni Form Only).** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage.', '***Glaive.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.', '***Change Shape.*** The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.']}, Oozes: {'Black Pudding': {content: ['*Large ooze, unaligned*', '**Armor Class** 7', '**Hit Points** 85 (10d10 + 30)', '**Speed** 20 ft., climb 20 ft.', {table: {STR: ['16 (+3)'], DEX: ['5 (3)'], CON: ['16 (+3)'], INT: ['1 (5)'], WIS: ['6 (2)'], CHA: ['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.', '***Corrosive Form.*** A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative 1 penalty to damage rolls. If its penalty drops to 5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.', 'The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.', '***Spider Climb.*** The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '**Actions**', '***Pseudopod.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative 1 penalty to the AC it offers. The armor is destroyed if the penalt
'Monsters (P)': {Pegasus: {content: ['*Large celestial, chaotic good*', '**Armor Class** 12', '**Hit Points** 59 (7d10 + 21)', '**Speed** 60 ft., fly 90 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['10 (+0)'], WIS: ['15 (+2)'], CHA: ['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 cant speak', '**Challenge** 2 (450 XP)', '**Actions**', '***Hooves.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.']}, Pseudodragon: {content: ['*Tiny dragon, neutral good*', '**Armor Class** 13 (natural armor)', '**Hit Points** 7 (2d4 + 2)', '**Speed** 15 ft., fly 60 ft.', {table: {STR: ['6 (2)'], DEX: ['15 (+2)'], CON: ['13 (+1)'], INT: ['10 (+0)'], WIS: ['12 (+1)'], CHA: ['10 (+0)']}}, '**Skills** Perception +3, Stealth +4', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13', '**Languages** understands Common and Draconic but cant speak', '**Challenge** 1/4 (50 XP)', '***Keen Senses.*** The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.', '***Magic Resistance.*** The pseudodragon has advantage on saving throws against spells and other magical effects.', '***Limited Telepathy.*** The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.', '***Sting.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.']}, 'Purple Worm': {content: ['*Gargantuan monstrosity, unaligned*', '**Armor Class** 18 (natural armor)', '**Hit Points** 247 (15d20 + 90)', '**Speed** 50 ft., burrow 30 ft.', {table: {STR: ['28 (+9)'], DEX: ['7 (2)'], CON: ['22 (+6)'], INT: ['1 (5)'], WIS: ['8 (1)'], CHA: ['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.', '**Actions**', '***Multiattack.*** The worm makes two attacks: one with its bite and one with its stinger.', '***Bite.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worms turns.', 'If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.', '***Tail Stinger.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one creature. *Hit:* 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.']}}
'Monsters (R)': {Rakshasa: {content: ['*Medium fiend, lawful evil*', '**Armor Class** 16 (natural armor)', '**Hit Points** 110 (13d8 + 52)', '**Speed** 40 ft.', {table: {STR: ['14 (+2)'], DEX: ['17 (+3)'], CON: ['18 (+4)'], INT: ['13 (+1)'], WIS: ['16 (+3)'], CHA: ['20 (+5)']}}, '**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 cant be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.', '***Innate Spellcasting.*** The rakshasas 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*, s*uggestion* 1/day each: *dominate person*, *fly*, *plane shift*, *true seeing*', '**Actions**', '***Multiattack.*** The rakshasa makes two claw attacks.', '***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the targets thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a *remove curse* spell or similar magic.']}, Remorhaz: {content: ['*Huge monstrosity, unaligned*', '**Armor Class** 17 (natural armor)', '**Hit Points** 195 (17d12 + 85)', '**Speed** 30 ft., burrow 20 ft.', {table: {STR: ['24 (+7)'], DEX: ['13 (+1)'], CON: ['21 (+5)'], INT: ['4 (3)'], WIS: ['10 (+0)'], CHA: ['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.', '**Actions**', '***Bite.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz cant bite another target.', '***Swallow.*** The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bites damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhazs turns.', 'If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.']}, Roc: {content: ['*Gargantuan monstrosity, unaligned*', '**Armor Class** 15 (natural armor)', '**Hit Points** 248 (16d20 + 80)', '**Speed** 20 ft., fly 120 ft.', {table: {STR: ['28 (+9)'], DEX: ['10 (+0)'], CON: ['20 (+5)'], INT: ['3 (4)'], WIS: ['10 (+0)'], CHA: ['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.'
'Monsters (S)': {Sahuagin: {content: ['*Medium humanoid (sahuagin), lawful evil*', '**Armor Class** 12 (natural armor)', '**Hit Points** 22 (4d8 + 4)', '**Speed** 30 ft., swim 40 ft.', {table: {STR: ['13 (+1)'], DEX: ['11 (+0)'], CON: ['12 (+1)'], INT: ['12 (+1)'], WIS: ['13 (+1)'], CHA: ['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 doesnt have all its hit points.', '***Limited Amphibiousness.*** The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.', '***Shark Telepathy.*** The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.', '***Actions***', '***Multiattack.*** The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage.', '***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) slashing damage.', '***Spear.** Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.']}, Salamander: {content: ['*Large elemental, neutral evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 90 (12d10 + 24)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['14 (+2)'], CON: ['15 (+2)'], INT: ['11 (+0)'], WIS: ['10 (+0)'], CHA: ['12 (+1)']}}, '**Damage Vulnerabilities** cold', '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** fire', '**Senses** 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.', '***Heated Weapons.*** Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).', '**Actions**', '***Multiattack.*** The salamander makes two attacks: one with its spear and one with its tail.', '***Spear.** Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.', '***Tail.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander cant make tail attacks against other targets.']}, Satyr: {content: ['*Medium fey, chaotic neutral*', '**Armor Class** 14 (leather armor)', '**Hit Points** 31 (7d8)', '**Speed** 40 ft.', {table: {STR: ['12 (+1)'], DEX: ['16 (+3)'], CON: ['11 (+0)'], INT: ['12 (+1)'], WIS: ['10 (+0)'], CHA: ['14 (+2)']}}, '**Skills** Perception +2, Performance +6, Stealth +5', '**Senses** 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.', '**Actions**', '***Ram.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4 + 1) bludgeoning damage.', '***Shortsword.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.', '***Shortbow.** Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.']}, Shadow: {content: ['*Medium undead, chaotic evil*', '**Armor Class** 12', '**Hit Points** 16 (3d8 + 3)', '**Speed** 40 ft.', {table: {STR: ['6 (2)'], DEX: ['14 (+2)'], CON: ['13 (+1)'], INT: ['6 (2)'], WIS: ['10 (+0)'], CHA: ['8 (1)']}}, '**Sk
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'Monsters (T)': {Tarrasque: {content: ['*Gargantuan monstrosity (titan), unaligned*', '**Armor Class** 25 (natural armor)', '**Hit Points** 676 (33d20 + 330)', '**Speed** 40 ft.', {table: {STR: ['30 (+10)'], DEX: ['11 (+0)'], CON: ['30 (+10)'], INT: ['3 (4)'], WIS: ['11 (+0)'], CHA: ['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.', '***Magic Resistance.*** The tarrasque has advantage on saving throws against spells and other magical effects.', '***Reflective Carapace.*** Any time the tarrasque is targeted by a *magic missile* spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.', '***Siege Monster.*** The tarrasque deals double damage to objects and structures.', '**Actions**', '***Multiattack.*** The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.', '***Bite.** Melee Weapon Attack:* +19 to hit, reach 10 ft., one target. *Hit:* 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque cant bite another target.', '***Claw.** Melee Weapon Attack:* +19 to hit, reach 15 ft., one target. *Hit:* 28 (4d8 + 10) slashing damage.', '***Horns.** Melee Weapon Attack:* +19 to hit, reach 10 ft., one target. *Hit:* 32 (4d10 + 10) piercing damage.', '***Tail.** Melee Weapon Attack:* +19 to hit, reach 20 ft., one target. *Hit:* 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.', '***Frightful Presence.*** Each creature of the tarrasques choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it, the creature is immune to the tarrasques Frightful Presence for the next 24 hours.', '***Swallow.*** The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bites damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasques turns.', 'If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.', '**Legendary Actions**', 'The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. The tarrasque regains spent legendary actions at the start of its turn.', '**Attack.** The tarrasque makes one claw attack or tail attack.', '**Move.** The tarrasque moves up to half its speed.', '**Chomp (Costs 2 Actions).** The tarrasque makes one bit
'Monsters (U)': {Unicorn: {content: ['*Large celestial**,** lawful good*', '**Armor Class** 12', '**Hit Points** 67 (9d10 + 18)', '**Speed** 50 ft.', {table: {STR: ['18 (+4)'], DEX: ['14 (+2)'], CON: ['15 (+2)'], INT: ['11 (+0)'], WIS: ['17 (+3)'], CHA: ['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.', '***Innate Spellcasting.*** The unicorns innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:', 'At will: *detect evil and good*, *druidcraft*, *pass without trace* 1/day each: *calm emotions*, *dispel evil and good*, *entangle*', '***Magic Resistance.*** The unicorn has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The unicorns weapon attacks are magical.', '**Actions**', '***Multiattack.*** The unicorn makes two attacks: one with its hooves and one with its horn.', '***Hooves.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.', '***Horn.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.', '***Healing Touch (3/Day).*** The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.', '***Teleport (1/Day).*** The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.', '**Legendary Actions**', 'The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. The unicorn regains spent legendary actions at the start of its turn.', '**Hooves.** The unicorn makes one attack with its hooves.', '**Shimmering Shield (Costs 2 Actions).** The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorns next turn.', '**Heal Self (Costs 3 Actions).** The unicorn magically regains 11 (2d8 + 2) hit points.']}}
'Monsters (V)': {Vampires: {Vampire: {content: ['*Medium undead (shapechanger), lawful evil*', '**Armor Class** 16 (natural armor)', '**Hit Points** 144 (17d8 + 68)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['18 (+4)'], CON: ['18 (+4)'], INT: ['17 (+3)'], WIS: ['15 (+2)'], CHA: ['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 isnt in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.', 'While in bat form, the vampire cant speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.', 'While in mist form, the vampire cant take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creatures space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it cant pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.', '***Legendary Resistance (3/Day).*** If the vampire fails a saving throw, it can choose to succeed instead.', '***Misty Escape.*** When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isnt in sunlight or running water. If it cant transform, it is destroyed.', 'While it has 0 hit points in mist form, it cant revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.', '***Regeneration.*** The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isnt in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesnt function at the start of the vampires next turn.', '***Spider Climb.*** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '***Vampire Weaknesses.*** The vampire has the following flaws:', '*Forbiddance.* The vampire cant enter a residence without an invitation from one of the occupants.', '*Harmed by Running Water.* The vampire takes 20 acid damage if it ends its turn in running water.', '*Stake to the Heart.* If a piercing weapon made of wood is driven into the vampires heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.', '*Sunlight Hypersensitivity.* The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.', '**Actions**', '***Multiattack (Vampire Form Only).*** The vampire makes two attacks, only one of which can be a bite attack.', '***Unarmed Strike (Vampire Form Only).** Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature. *Hit:* 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).', '***Bite (Bat or Vampire Form Only).** Melee Weapon Attack:* +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to th
'Monsters (W)': {Wight: {content: ['*Medium undead, neutral evil*', '**Armor Class** 14 (studded leather)', '**Hit Points** 45 (6d8 + 18)', '**Speed** 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['14 (+2)'], CON: ['16 (+3)'], INT: ['10 (+0)'], WIS: ['13 (+1)'], CHA: ['15 (+2)']}}, '**Skills** Perception +3, Stealth +4', '**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that arent 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.', '***Actions***', '***Multiattack.*** The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.', '***Life Drain.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.', 'A humanoid slain by this attack rises 24 hours later as a zombie under the wights control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.', '***Longsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.', '***Longbow.** Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.']}, Will-o-Wisp: {content: ['*Tiny undead, chaotic evil*', '**Armor Class** 19', '**Hit Points** 22 (9d4)', '**Speed** 0 ft., fly 50 ft. (hover)', {table: {STR: ['1 (5)'], DEX: ['28 (+9)'], CON: ['10 (+0)'], INT: ['13 (+1)'], WIS: ['14 (+2)'], CHA: ['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.', '***Ephemeral.*** The will-o-wisp cant wear or carry anything.', '***Incorporeal Movement.*** The will-o-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.', '***Variable Illumination.*** The will-o-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o-wisp can alter the radius as a bonus action.', '***Actions***', '***Shock.** Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d8) lightning damage.', '***Invisibility.*** The will-o-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).']}, Wraith: {content: ['*Medium undead, neutral evil*', '**Armor Class** 13', '**Hit Points** 67 (9d8 + 27)', '**Speed** 0 ft., fly 60 ft. (hover)', {table: {STR: ['6 (2)'], DEX: ['16 (+3)'], CON: ['16 (+3)'], INT: ['12 (+1)'], WIS: ['14 (+2)'], CHA: ['15 (+2)']}}, '**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that arent silvered', '**Dama
'Monsters (X)': {Xorn: {content: ['*Medium elemental, neutral*', '**Armor Class** 19 (natural armor)', '**Hit Points** 73 (7d8 + 42)', '**Speed** 20 ft., burrow 20 ft.', {table: {STR: ['17 (+3)'], DEX: ['10 (+0)'], CON: ['22 (+6)'], INT: ['11 (+0)'], WIS: ['10 (+0)'], CHA: ['11 (+0)']}}, '**Skills** Perception +6, Stealth +3', '**Damage Resistances** piercing and slashing from nonmagical attacks that arent 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 doesnt disturb the material it moves through.', '***Stone Camouflage.*** The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.', '***Treasure Sense.*** The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.', '**Actions**', '***Multiattack.*** The xorn makes three claw attacks and one bite attack.', '***Claw.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (3d6 + 3) piercing damage.']}}
'Monsters (Z)': {Zombies: {Zombie: {content: ['*Medium undead, neutral evil*', '**Armor Class** 8', '**Hit Points** 22 (3d8 + 9)', '**Speed** 20 ft.', {table: {STR: ['13 (+1)'], DEX: ['6 (2)'], CON: ['16 (+3)'], INT: ['3 (4)'], WIS: ['6 (2)'], CHA: ['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 cant 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.', '**Actions**', '***Slam.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage.']}, 'Ogre Zombie': {content: ['*Large undead, neutral evil*', '**Armor Class** 8', '**Hit Points** 85 (9d10 + 36)', '**Speed** 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['6 (2)'], CON: ['18 (+4)'], INT: ['3 (4)'], WIS: ['6 (2)'], CHA: ['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 cant 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.', '**Actions**', '***Morningstar.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.']}}}