From 6a17155dce7c50b6aa898a41083571c14b65c56a Mon Sep 17 00:00:00 2001 From: Ben Morton Date: Fri, 27 Dec 2019 15:33:03 +0000 Subject: [PATCH] Fix broken senses heading in monster list. Closes #17 --- 5esrd.json | 4 ++-- 5esrd.md | 4 ++-- 5esrd.yaml | 2 +- json/11 monsters.json | 4 ++-- markdown/11 monsters.md | 4 ++-- yaml/11 monsters.yaml | 2 +- 6 files changed, 10 insertions(+), 10 deletions(-) diff --git a/5esrd.json b/5esrd.json index 7fae4a0..04769e4 100644 --- a/5esrd.json +++ b/5esrd.json @@ -24235,7 +24235,7 @@ "**Damage Vulnerabilities** cold", "**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks", "**Damage Immunities** fire", - "**Sense**s darkvision 60 ft., passive Perception 10", + "**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.", @@ -24275,7 +24275,7 @@ } }, "**Skills** Perception +2, Performance +6, Stealth +5", - "**Sense**s passive Perception 12", + "**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.", diff --git a/5esrd.md b/5esrd.md index 832ede2..5066ddc 100644 --- a/5esrd.md +++ b/5esrd.md @@ -22647,7 +22647,7 @@ Monsters (S) **Damage Immunities** fire -**Sense**s darkvision 60 ft., passive Perception 10 +**Senses** darkvision 60 ft., passive Perception 10 **Languages** Ignan @@ -22681,7 +22681,7 @@ Monsters (S) **Skills** Perception +2, Performance +6, Stealth +5 -**Sense**s passive Perception 12 +**Senses** passive Perception 12 **Languages** Common, Elvish, Sylvan diff --git a/5esrd.yaml b/5esrd.yaml index 249cf25..0ed72ce 100644 --- a/5esrd.yaml +++ b/5esrd.yaml @@ -397,7 +397,7 @@ Monsters: '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 oni’s innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:', 'At will: *darkness*, *invisibility* 1/day each: *charm person*, *cone of cold*, *gaseous form*, *sleep*', '***Magic Weapons.*** The oni’s weapon attacks are magical.', '***Regeneration.*** The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.', '**Actions**', '***Multiattack.*** The oni makes two attacks, either with its claws or its glaive.', '***Claw (Oni Form Only).** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage.', '***Glaive.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.', '***Change Shape.*** The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.']}, 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 penalty reduces its AC to 10.', '***Reactions***', '***Split.*** When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding’s, rounded down. New puddings are one size smaller than the original pudding.']}, 'Gelatinous Cube': {content: ['*Large ooze, unaligned*', '**Armor Class** 6', '**Hit Points** 84 (8d10 + 40)', '**Speed** 15 ft.', {table: {STR: ['14 (+2)'], DEX: ['3 (−4)'], CON: ['20 (+5)'], INT: ['1 (−5)'], WIS: ['6 (−2)'], CHA: ['1 (−5)']}}, '**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone', '**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8', '**Languages** —', '**Challenge** 2 (450 XP)', '***Ooze Cube.*** The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube’s Engulf and has disadvantage on the saving throw.', 'Creatures inside the cube can be seen but have total cover.', 'A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.', 'The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.', '***Transparent.*** Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube is surprised by the cube.', '***Actions***', '***Pseudopod.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) acid damage.', '***Engulf.*** The cube moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 12 Dexterity saving throw.', 'On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.', 'On a failed save, the cube enters the creature’s space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed creature moves with it.', 'An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.']}, 'Gray Ooze': {content: ['*Medium ooze, unaligned*', '**Armor Class** 8', '**Hit Points** 22 (3d8 + 9)', '**Speed** 10 ft., climb 10 ft.', {table: {STR: ['12 (+1)'], DEX: ['6 (−2)'], CON: ['16 (+3)'], INT: ['1 (−5)'], WIS: ['6 (−2)'], CHA: ['2 (−4)']}}, '**Skills** Stealth +2', '**Damage Resistances** acid, cold, fire', '**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone', '**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***Amorphous.*** The ooze can move through a space as narrow as 1 inch wide without squeezing.', '***Corrode Metal.*** Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.', 'The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.', '***False Appearance.*** While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.', '**Actions**', '***Pseudopod.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.']}, 'Ochre Jelly': {content: ['*Large ooze, unaligned*', '**Armor Class** 8', '**Hit Points** 45 (6d10 + 12)', '**Speed** 10 ft., climb 10 ft.', {table: {STR: ['15 (+2)'], DEX: ['6 (−2)'], CON: ['14 (+2)'], INT: ['2 (−4)'], WIS: ['6 (−2)'], CHA: ['1 (−5)']}}, '**Damage Resistances** acid', '**Damage Immunities** lightning, slashing', '**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone', '**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8', '**Languages** —', '**Challenge** 2 (450 XP)', '***Amorphous.*** The jelly can move through a space as narrow as 1 inch wide without squeezing.', '***Spider Climb.*** The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '**Actions**', '***Pseudopod.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.', '**Reactions**', '***Split.*** When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly’s, rounded down. New jellies are one size smaller than the original jelly.']}}, Orc: {content: ['*Medium humanoid (orc), chaotic evil*', '**Armor Class** 13 (hide armor)', '**Hit Points** 15 (2d8 + 6)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['12 (+1)'], CON: ['16 (+3)'], INT: ['7 (−2)'], WIS: ['11 (+0)'], CHA: ['10 (+0)']}}, '**Skills** Intimidation +2', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Common, Orc', '**Challenge** 1/2 (100 XP)', '***Aggressive.*** As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.', '**Actions**', '***Greataxe.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12 + 3) slashing damage.', '***Javelin.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.']}, Otyugh: {content: ['*Large aberration, neutral*', '**Armor Class** 14 (natural armor)', '**Hit Points** 114 (12d10 + 48)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['11 (+0)'], CON: ['19 (+4)'], INT: ['6 (−2)'], WIS: ['13 (+1)'], CHA: ['6 (−2)']}}, '**Saving Throws** Con +7', '**Senses** darkvision 120 ft., passive Perception 11', '**Languages** Otyugh', '**Challenge** 5 (1,800 XP)', '***Limited Telepathy.*** The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond.', '**Actions**', '***Multiattack.*** The otyugh makes three attacks: one with its bite and two with its tentacles.', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.', '***Tentacle.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.', '***Tentacle Slam.*** The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh’s next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned.']}, Owlbear: {content: ['*Large monstrosity, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 59 (7d10 + 21)', '**Speed** 40 ft.', {table: {STR: ['20 (+5)'], DEX: ['12 (+1)'], CON: ['17 (+3)'], INT: ['3 (−4)'], WIS: ['12 (+1)'], CHA: ['7 (−2)']}}, '**Skills** Perception +3', '**Senses** darkvision 60 ft., passive Perception 13', '**Languages** —', '**Challenge** 3 (700 XP)', '***Keen Sight and Smell.*** The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.', '**Actions**', '***Multiattack.*** The owlbear makes two attacks: one with its beak and one with its claws.', '***Beak.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 10 (1d10 + 5) piercing damage.', '***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) slashing damage.']}} 'Monsters (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 can’t 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 can’t speak', '**Challenge** 1/4 (50 XP)', '***Keen Senses.*** The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.', '***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 worm’s turns.', 'If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.', '***Tail Stinger.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one creature. *Hit:* 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.']}} 'Monsters (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 can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.', '***Innate Spellcasting.*** The rakshasa’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:', 'At will: *detect thoughts*, *disguise self*, *mage hand*, *minor illusion* 3/day each: *charm person*, *detect magic*, *invisibility*, *major image*, 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 target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a *remove curse* spell or similar magic.']}, 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 can’t bite another target.', '***Swallow.*** The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz’s turns.', 'If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.']}, 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.', '**Actions**', '***Multiattack.*** The roc makes two attacks: one with its beak and one with its talons.', '***Beak.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 27 (4d8 + 9) piercing damage.', '***Talons.** Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can’t use its talons on another target.']}, Roper: {content: ['*Large monstrosity, neutral evil*', '**Armor Class** 20 (natural armor)', '**Hit Points** 93 (11d10 + 33)', '**Speed** 10 ft., climb 10 ft.', {table: {STR: ['18 (+4)'], DEX: ['8 (−1)'], CON: ['17 (+3)'], INT: ['7 (−2)'], WIS: ['16 (+3)'], CHA: ['6 (−2)']}}, '**Skills** Perception +6, Stealth +5', '**Senses** darkvision 60 ft., passive Perception 16', '**Languages** —', '**Challenge** 5 (1,800 XP)', '***False Appearance.*** While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.', '***Grasping Tendrils.*** The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.', '***Spider Climb.*** The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '**Actions**', '***Multiattack.*** The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 22 (4d8 + 4) piercing damage.', '***Tendril.** Melee Weapon Attack:* +7 to hit, reach 50 ft., one creature. *Hit:* The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can’t use the same tendril on another target.', '***Reel.*** The roper pulls each creature grappled by it up to 25 feet straight toward it.']}, 'Rust Monster': {content: ['*Medium monstrosity, unaligned*', '**Armor Class** 14 (natural armor)', '**Hit Points** 27 (5d8 + 5)', '**Speed** 40 ft.', {table: {STR: ['13 (+1)'], DEX: ['12 (+1)'], CON: ['13 (+1)'], INT: ['2 (−4)'], WIS: ['13 (+1)'], CHA: ['6 (−2)']}}, '**Senses** darkvision 60 ft., passive Perception 11', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***Iron Scent.*** The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.', '***Rust Metal.*** Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.', '**Actions**', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.', '***Antennae.*** The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster’s touch.', 'If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.']}} - 'Monsters (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 doesn’t have all its hit points.', '***Limited Amphibiousness.*** The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.', '***Shark Telepathy.*** The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.', '***Actions***', '***Multiattack.*** The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage.', '***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) slashing damage.', '***Spear.** Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.']}, 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', '**Sense**s darkvision 60 ft., passive Perception 10', '**Languages** Ignan', '**Challenge** 5 (1,800 XP)', '***Heated Body.*** A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.', '***Heated Weapons.*** Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).', '**Actions**', '***Multiattack.*** The salamander makes two attacks: one with its spear and one with its tail.', '***Spear.** Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.', '***Tail.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can’t make tail attacks against other targets.']}, 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', '**Sense**s passive Perception 12', '**Languages** Common, Elvish, Sylvan', '**Challenge** 1/2 (100 XP)', '***Magic Resistance.*** The satyr has advantage on saving throws against spells and other magical effects.', '**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)']}}, '**Skills** Stealth +4 (+6 in dim light or darkness)', '**Damage Vulnerabilities** radiant', '**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** necrotic, poison', '**Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***Amorphous.*** The shadow can move through a space as narrow as 1 inch wide without squeezing.', '***Shadow Stealth.*** While in dim light or darkness, the shadow can take the Hide action as a bonus action.', '***Sunlight Weakness.*** While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.', '**Actions**', '***Strength Drain.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.', 'If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.']}, 'Shambling Mound': {content: ['*Large plant, unaligned*', '**Armor Class** 15 (natural armor)', '**Hit Points** 136 (16d10 + 48)', '**Speed** 20 ft., swim 20 ft.', {table: {STR: ['18 (+4)'], DEX: ['8 (−1)'], CON: ['16 (+3)'], INT: ['5 (−3)'], WIS: ['10 (+0)'], CHA: ['5 (−3)']}}, '**Skills** Stealth +2', '**Damage Resistances** cold, fire', '**Damage Immunities** lightning', '**Condition Immunities** blinded, deafened, exhaustion', '**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10', '**Languages** —', '**Challenge** 5 (1,800 XP)', '***Lightning Absorption***. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.', '**Actions**', '***Multiattack.*** The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.', '***Slam.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.', '***Engulf.*** The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound’s turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.']}, 'Shield Guardian': {content: ['*Large construct, unaligned*', '**Armor Class** 17 (natural armor)', '**Hit Points** 142 (15d10 + 60)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['8 (−1)'], CON: ['18 (+4)'], INT: ['7 (−2)'], WIS: ['10 (+0)'], CHA: ['3 (−4)']}}, '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10', '**Damage Immunities** poison', '**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned', '**Languages** understands commands given in any language but can’t speak', '**Challenge** 7 (2,900 XP)', '***Bound.*** The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.', '***Regeneration.*** The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.', '***Spell Storing***. A spellcaster who wears the shield guardian’s amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.', '***Actions***', '***Multiattack.*** The guardian makes two fist attacks.', '***Fist.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.', '**Reactions**', '***Shield.*** When a creature makes an attack against the wearer of the guardian’s amulet, the guardian grants a +2 bonus to the wearer’s AC if the guardian is within 5 feet of the wearer.']}, Skeletons: {Skeleton: {content: ['*Medium undead, lawful evil*', '**Armor Class** 13 (armor scraps)', '**Hit Points** 13 (2d8 + 4)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['14 (+2)'], CON: ['15 (+2)'], INT: ['6 (−2)'], WIS: ['8 (−1)'], CHA: ['5 (−3)']}}, '**Damage Vulnerabilities** bludgeoning', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** understands all languages it knew in life but can’t speak', '**Challenge** 1/4 (50 XP)', '**Actions**', '***Shortsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Shortbow.** Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.']}, 'Minotaur Skeleton': {content: ['*Large undead, lawful evil*', '**Armor Class** 12 (natural armor)', '**Hit Points** 67 (9d10 + 18)', '**Speed** 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['11 (+0)'], CON: ['15 (+2)'], INT: ['6 (−2)'], WIS: ['8 (−1)'], CHA: ['5 (−3)']}}, '**Damage Vulnerabilities** bludgeoning', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** understands Abyssal but can’t speak', '**Challenge** 2 (450 XP)', '***Charge.*** If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.', '**Actions**', '***Greataxe.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12 + 4) slashing damage.', '***Gore.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage.']}, 'Warhorse Skeleton': {content: ['*Large undead, lawful evil*', '**Armor Class** 13 (barding scraps)', '**Hit Points** 22 (3d10 + 6)', '**Speed** 60 ft.', {table: {STR: ['18 (+4)'], DEX: ['12 (+1)'], CON: ['15 (+2)'], INT: ['2 (−4)'], WIS: ['8 (−1)'], CHA: ['5 (−3)']}}, '**Damage Vulnerabilities** bludgeoning', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** —', '**Challenge** 1/2 (100 XP)', '**Actions**', '***Hooves.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.']}}, Specter: {content: ['*Medium undead, chaotic evil*', '**Armor Class** 12', '**Hit Points** 22 (5d8)', '**Speed** 0 ft., fly 50 ft. (hover)', {table: {STR: ['1 (−5)'], DEX: ['14 (+2)'], CON: ['11 (+0)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['11 (+0)']}}, '**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** necrotic, poison', '**Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** understands all languages it knew in life but can’t speak', '**Challenge** 1 (200 XP)', '***Incorporeal Movement.*** The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.', '***Sunlight Sensitivity.*** While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Life Drain.** Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.']}, Sphinxes: {Androsphinx: {content: ['*Large monstrosity, lawful neutral*', '**Armor Class** 17 (natural armor)', '**Hit Points** 199 (19d10 + 95)', '**Speed** 40 ft., fly 60 ft.', {table: {STR: ['22 (+6)'], DEX: ['10 (+0)'], CON: ['20 (+5)'], INT: ['16 (+3)'], WIS: ['18 (+4)'], CHA: ['23 (+6)']}}, '**Saving Throws** Dex +6, Con +11, Int +9, Wis +10', '**Skills** Arcana +9, Perception +10, Religion +15', '**Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks', '**Condition Immunities** charmed, frightened', '**Senses** truesight 120 ft., passive Perception 20', '**Languages** Common, Sphinx', '**Challenge** 17 (18,000 XP)', '***Inscrutable.*** The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.', '***Magic Weapons.*** The sphinx’s weapon attacks are magical.', '***Spellcasting.*** The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:', 'Cantrips (at will): *sacred flame*, *spare the dying*, *thaumaturgy* 1st level (4 slots): *command*, *detect evil and good*, *detect magic* 2nd level (3 slots): *lesser restoration*, *zone of truth* 3rd level (3 slots): *dispel magic*, *tongues* 4th level (3 slots): *banishment*, *freedom of movement* 5th level (2 slots): *flame strike*, *greater restoration* 6th level (1 slot): *heroes’ feast*', '**Actions**', '***Multiattack.*** The sphinx makes two claw attacks.', '***Claw.** Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 17 (2d10 + 6) slashing damage.', '***Roar (3/Day).*** The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.', '**First Roar.** Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '**Second Roar.** Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '**Third Roar.** Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.', '**Legendary Actions**', 'The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn.', '**Claw Attack.** The sphinx makes one claw attack.', '**Teleport (Costs 2 Actions).** The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.', '**Cast a Spell (Costs 3 Actions).** The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.']}, Gynosphinx: {content: ['*Large monstrosity, lawful neutral*', '**Armor Class** 17 (natural armor)', '**Hit Points** 136 (16d10 + 48)', '**Speed** 40 ft., fly 60 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['18 (+4)'], WIS: ['18 (+4)'], CHA: ['18 (+4)']}}, '**Skills** Arcana +12, History +12, Perception +8, Religion +8', '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** psychic', '**Condition Immunities** charmed, frightened', '**Senses** truesight 120 ft., passive Perception 18', '**Languages** Common, Sphinx', '**Challenge** 11 (7,200 XP)', '***Inscrutable.*** The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.', '***Magic Weapons.*** The sphinx’s weapon attacks are magical.', '***Spellcasting.*** The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:', 'Cantrips (at will): *mage hand*, *minor illusion*, *prestidigitation* 1st level (4 slots): *detect magic*, *identify*, *shield* 2nd level (3 slots): *darkness*, *locate object*, *suggestion* 3rd level (3 slots): *dispel magic*, *remove curse*, *tongues* 4th level (3 slots): *banishment*, *greater invisibility* 5th level (1 slot): *legend lore*', '**Actions**', '***Multiattack.*** The sphinx makes two claw attacks.', '***Claw.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.', '**Legendary Actions**', 'The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn.', '**Claw Attack.** The sphinx makes one claw attack.', '**Teleport (Costs 2 Actions).** The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.', '**Cast a Spell (Costs 3 Actions).** The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.']}}, Sprite: {content: ['*Tiny fey, neutral good*', '**Armor Class** 15 (leather armor)', '**Hit Points** 2 (1d4)', '**Speed** 10 ft., fly 40 ft.', {table: {STR: ['3 (−4)'], DEX: ['18 (+4)'], CON: ['10 (+0)'], INT: ['14 (+2)'], WIS: ['13 (+1)'], CHA: ['11 (+0)']}}, '**Skills** Perception +3, Stealth +8', '**Senses** passive Perception 13', '**Languages** Common, Elvish, Sylvan', '**Challenge** 1/4 (50 XP)', '***Actions***', '***Longsword.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage.', '***Shortbow.** Ranged Weapon Attack:* +6 to hit, range 40/160 ft., one target. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.', '***Heart Sight.*** The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.', '***Invisibility.*** The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.']}, Stirge: {content: ['*Tiny beast, unaligned*', '**Armor Class** 14 (natural armor)', '**Hit Points** 2 (1d4)', '**Speed** 10 ft., fly 40 ft.', {table: {STR: ['4 (−3)'], DEX: ['16 (+3)'], CON: ['11 (+0)'], INT: ['2 (−4)'], WIS: ['8 (−1)'], CHA: ['6 (−2)']}}, '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** —', '**Challenge** 1/8 (25 XP)', '**Actions**', '***Blood Drain.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss.', 'The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.']}, Succubus/Incubus: {content: ['*Medium fiend (shapechanger), neutral evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 66 (12d8 + 12)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['8 (−1)'], DEX: ['17 (+3)'], CON: ['13 (+1)'], INT: ['15 (+2)'], WIS: ['12 (+1)'], CHA: ['20 (+5)']}}, '**Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7', '**Damage Resistances** cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks', '**Senses** darkvision 60 ft., passive Perception 15', '**Languages** Abyssal, Common, Infernal, telepathy 60 ft.', '**Challenge** 4 (1,100 XP)', '***Telepathic Bond.*** The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don’t even need to be on the same plane of existence.', '***Shapechanger.*** The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.', '**Actions**', '***Claw (Fiend Form Only).** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.', '***Charm.*** One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours.', 'The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.', '***Draining Kiss.*** The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15', 'Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.', '***Etherealness.*** The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.']}} + 'Monsters (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 doesn’t have all its hit points.', '***Limited Amphibiousness.*** The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.', '***Shark Telepathy.*** The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.', '***Actions***', '***Multiattack.*** The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage.', '***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) slashing damage.', '***Spear.** Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.']}, 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 can’t 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)']}}, '**Skills** Stealth +4 (+6 in dim light or darkness)', '**Damage Vulnerabilities** radiant', '**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** necrotic, poison', '**Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***Amorphous.*** The shadow can move through a space as narrow as 1 inch wide without squeezing.', '***Shadow Stealth.*** While in dim light or darkness, the shadow can take the Hide action as a bonus action.', '***Sunlight Weakness.*** While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.', '**Actions**', '***Strength Drain.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.', 'If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.']}, 'Shambling Mound': {content: ['*Large plant, unaligned*', '**Armor Class** 15 (natural armor)', '**Hit Points** 136 (16d10 + 48)', '**Speed** 20 ft., swim 20 ft.', {table: {STR: ['18 (+4)'], DEX: ['8 (−1)'], CON: ['16 (+3)'], INT: ['5 (−3)'], WIS: ['10 (+0)'], CHA: ['5 (−3)']}}, '**Skills** Stealth +2', '**Damage Resistances** cold, fire', '**Damage Immunities** lightning', '**Condition Immunities** blinded, deafened, exhaustion', '**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10', '**Languages** —', '**Challenge** 5 (1,800 XP)', '***Lightning Absorption***. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.', '**Actions**', '***Multiattack.*** The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.', '***Slam.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.', '***Engulf.*** The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound’s turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.']}, 'Shield Guardian': {content: ['*Large construct, unaligned*', '**Armor Class** 17 (natural armor)', '**Hit Points** 142 (15d10 + 60)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['8 (−1)'], CON: ['18 (+4)'], INT: ['7 (−2)'], WIS: ['10 (+0)'], CHA: ['3 (−4)']}}, '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10', '**Damage Immunities** poison', '**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned', '**Languages** understands commands given in any language but can’t speak', '**Challenge** 7 (2,900 XP)', '***Bound.*** The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.', '***Regeneration.*** The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.', '***Spell Storing***. A spellcaster who wears the shield guardian’s amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.', '***Actions***', '***Multiattack.*** The guardian makes two fist attacks.', '***Fist.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.', '**Reactions**', '***Shield.*** When a creature makes an attack against the wearer of the guardian’s amulet, the guardian grants a +2 bonus to the wearer’s AC if the guardian is within 5 feet of the wearer.']}, Skeletons: {Skeleton: {content: ['*Medium undead, lawful evil*', '**Armor Class** 13 (armor scraps)', '**Hit Points** 13 (2d8 + 4)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['14 (+2)'], CON: ['15 (+2)'], INT: ['6 (−2)'], WIS: ['8 (−1)'], CHA: ['5 (−3)']}}, '**Damage Vulnerabilities** bludgeoning', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** understands all languages it knew in life but can’t speak', '**Challenge** 1/4 (50 XP)', '**Actions**', '***Shortsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Shortbow.** Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.']}, 'Minotaur Skeleton': {content: ['*Large undead, lawful evil*', '**Armor Class** 12 (natural armor)', '**Hit Points** 67 (9d10 + 18)', '**Speed** 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['11 (+0)'], CON: ['15 (+2)'], INT: ['6 (−2)'], WIS: ['8 (−1)'], CHA: ['5 (−3)']}}, '**Damage Vulnerabilities** bludgeoning', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** understands Abyssal but can’t speak', '**Challenge** 2 (450 XP)', '***Charge.*** If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.', '**Actions**', '***Greataxe.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12 + 4) slashing damage.', '***Gore.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage.']}, 'Warhorse Skeleton': {content: ['*Large undead, lawful evil*', '**Armor Class** 13 (barding scraps)', '**Hit Points** 22 (3d10 + 6)', '**Speed** 60 ft.', {table: {STR: ['18 (+4)'], DEX: ['12 (+1)'], CON: ['15 (+2)'], INT: ['2 (−4)'], WIS: ['8 (−1)'], CHA: ['5 (−3)']}}, '**Damage Vulnerabilities** bludgeoning', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** —', '**Challenge** 1/2 (100 XP)', '**Actions**', '***Hooves.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.']}}, Specter: {content: ['*Medium undead, chaotic evil*', '**Armor Class** 12', '**Hit Points** 22 (5d8)', '**Speed** 0 ft., fly 50 ft. (hover)', {table: {STR: ['1 (−5)'], DEX: ['14 (+2)'], CON: ['11 (+0)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['11 (+0)']}}, '**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** necrotic, poison', '**Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** understands all languages it knew in life but can’t speak', '**Challenge** 1 (200 XP)', '***Incorporeal Movement.*** The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.', '***Sunlight Sensitivity.*** While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Life Drain.** Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.']}, Sphinxes: {Androsphinx: {content: ['*Large monstrosity, lawful neutral*', '**Armor Class** 17 (natural armor)', '**Hit Points** 199 (19d10 + 95)', '**Speed** 40 ft., fly 60 ft.', {table: {STR: ['22 (+6)'], DEX: ['10 (+0)'], CON: ['20 (+5)'], INT: ['16 (+3)'], WIS: ['18 (+4)'], CHA: ['23 (+6)']}}, '**Saving Throws** Dex +6, Con +11, Int +9, Wis +10', '**Skills** Arcana +9, Perception +10, Religion +15', '**Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks', '**Condition Immunities** charmed, frightened', '**Senses** truesight 120 ft., passive Perception 20', '**Languages** Common, Sphinx', '**Challenge** 17 (18,000 XP)', '***Inscrutable.*** The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.', '***Magic Weapons.*** The sphinx’s weapon attacks are magical.', '***Spellcasting.*** The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:', 'Cantrips (at will): *sacred flame*, *spare the dying*, *thaumaturgy* 1st level (4 slots): *command*, *detect evil and good*, *detect magic* 2nd level (3 slots): *lesser restoration*, *zone of truth* 3rd level (3 slots): *dispel magic*, *tongues* 4th level (3 slots): *banishment*, *freedom of movement* 5th level (2 slots): *flame strike*, *greater restoration* 6th level (1 slot): *heroes’ feast*', '**Actions**', '***Multiattack.*** The sphinx makes two claw attacks.', '***Claw.** Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 17 (2d10 + 6) slashing damage.', '***Roar (3/Day).*** The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.', '**First Roar.** Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '**Second Roar.** Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '**Third Roar.** Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.', '**Legendary Actions**', 'The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn.', '**Claw Attack.** The sphinx makes one claw attack.', '**Teleport (Costs 2 Actions).** The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.', '**Cast a Spell (Costs 3 Actions).** The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.']}, Gynosphinx: {content: ['*Large monstrosity, lawful neutral*', '**Armor Class** 17 (natural armor)', '**Hit Points** 136 (16d10 + 48)', '**Speed** 40 ft., fly 60 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['18 (+4)'], WIS: ['18 (+4)'], CHA: ['18 (+4)']}}, '**Skills** Arcana +12, History +12, Perception +8, Religion +8', '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** psychic', '**Condition Immunities** charmed, frightened', '**Senses** truesight 120 ft., passive Perception 18', '**Languages** Common, Sphinx', '**Challenge** 11 (7,200 XP)', '***Inscrutable.*** The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.', '***Magic Weapons.*** The sphinx’s weapon attacks are magical.', '***Spellcasting.*** The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:', 'Cantrips (at will): *mage hand*, *minor illusion*, *prestidigitation* 1st level (4 slots): *detect magic*, *identify*, *shield* 2nd level (3 slots): *darkness*, *locate object*, *suggestion* 3rd level (3 slots): *dispel magic*, *remove curse*, *tongues* 4th level (3 slots): *banishment*, *greater invisibility* 5th level (1 slot): *legend lore*', '**Actions**', '***Multiattack.*** The sphinx makes two claw attacks.', '***Claw.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.', '**Legendary Actions**', 'The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn.', '**Claw Attack.** The sphinx makes one claw attack.', '**Teleport (Costs 2 Actions).** The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.', '**Cast a Spell (Costs 3 Actions).** The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.']}}, Sprite: {content: ['*Tiny fey, neutral good*', '**Armor Class** 15 (leather armor)', '**Hit Points** 2 (1d4)', '**Speed** 10 ft., fly 40 ft.', {table: {STR: ['3 (−4)'], DEX: ['18 (+4)'], CON: ['10 (+0)'], INT: ['14 (+2)'], WIS: ['13 (+1)'], CHA: ['11 (+0)']}}, '**Skills** Perception +3, Stealth +8', '**Senses** passive Perception 13', '**Languages** Common, Elvish, Sylvan', '**Challenge** 1/4 (50 XP)', '***Actions***', '***Longsword.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage.', '***Shortbow.** Ranged Weapon Attack:* +6 to hit, range 40/160 ft., one target. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.', '***Heart Sight.*** The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.', '***Invisibility.*** The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.']}, Stirge: {content: ['*Tiny beast, unaligned*', '**Armor Class** 14 (natural armor)', '**Hit Points** 2 (1d4)', '**Speed** 10 ft., fly 40 ft.', {table: {STR: ['4 (−3)'], DEX: ['16 (+3)'], CON: ['11 (+0)'], INT: ['2 (−4)'], WIS: ['8 (−1)'], CHA: ['6 (−2)']}}, '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** —', '**Challenge** 1/8 (25 XP)', '**Actions**', '***Blood Drain.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss.', 'The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.']}, Succubus/Incubus: {content: ['*Medium fiend (shapechanger), neutral evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 66 (12d8 + 12)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['8 (−1)'], DEX: ['17 (+3)'], CON: ['13 (+1)'], INT: ['15 (+2)'], WIS: ['12 (+1)'], CHA: ['20 (+5)']}}, '**Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7', '**Damage Resistances** cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks', '**Senses** darkvision 60 ft., passive Perception 15', '**Languages** Abyssal, Common, Infernal, telepathy 60 ft.', '**Challenge** 4 (1,100 XP)', '***Telepathic Bond.*** The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don’t even need to be on the same plane of existence.', '***Shapechanger.*** The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.', '**Actions**', '***Claw (Fiend Form Only).** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.', '***Charm.*** One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours.', 'The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.', '***Draining Kiss.*** The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15', 'Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.', '***Etherealness.*** The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.']}} 'Monsters (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 can’t 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 tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the tarrasque’s Frightful Presence for the next 24 hours.', '***Swallow.*** The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque’s turns.', 'If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.', '**Legendary Actions**', 'The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tarrasque regains spent legendary actions at the start of its turn.', '**Attack.** The tarrasque makes one claw attack or tail attack.', '**Move.** The tarrasque moves up to half its speed.', '**Chomp (Costs 2 Actions).** The tarrasque makes one bite attack or uses its Swallow.']}, Treant: {content: ['*Huge plant, chaotic good*', '**Armor Class** 16 (natural armor)', '**Hit Points** 138 (12d12 + 60)', '**Speed** 30 ft.', {table: {STR: ['23 (+6)'], DEX: ['8 (−1)'], CON: ['21 (+5)'], INT: ['12 (+1)'], WIS: ['16 (+3)'], CHA: ['12 (+1)']}}, '**Damage Resistances** bludgeoning, piercing', '**Damage Vulnerabilities** fire', '**Senses** passive Perception 13', '**Languages** Common, Druidic, Elvish, Sylvan', '**Challenge** 9 (5,000 XP)', '***False Appearance.*** While the treant remains motionless, it is indistinguishable from a normal tree.', '***Siege Monster.*** The treant deals double damage to objects and structures.', '**Actions**', '***Multiattack.*** The treant makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 16 (3d6 + 6) bludgeoning damage.', '***Rock.** Ranged Weapon Attack:* +10 to hit, range 60/180 ft., one target. *Hit:* 28 (4d10 + 6) bludgeoning damage.', '***Animate Trees (1/Day).*** The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.']}, Troll: {content: ['*Large giant, chaotic evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 84 (8d10 + 40)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['13 (+1)'], CON: ['20 (+5)'], INT: ['7 (−2)'], WIS: ['9 (−1)'], CHA: ['7 (−2)']}}, '**Skills** Perception +2', '**Senses** darkvision 60 ft., passive Perception 12', '**Languages** Giant', '**Challenge** 5 (1,800 XP)', '***Keen Smell.*** The troll has advantage on Wisdom (Perception) checks that rely on smell.', '***Regeneration.*** The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.', '**Actions**', '***Multiattack.*** The troll makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage.', '***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.']}} 'Monsters (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 unicorn’s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:', 'At will: *detect evil and good*, *druidcraft*, *pass without trace* 1/day each: *calm emotions*, *dispel evil and good*, *entangle*', '***Magic Resistance.*** The unicorn has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The unicorn’s weapon attacks are magical.', '**Actions**', '***Multiattack.*** The unicorn makes two attacks: one with its hooves and one with its horn.', '***Hooves.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.', '***Horn.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.', '***Healing Touch (3/Day).*** The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.', '***Teleport (1/Day).*** The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.', '**Legendary Actions**', 'The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The unicorn regains spent legendary actions at the start of its turn.', '**Hooves.** The unicorn makes one attack with its hooves.', '**Shimmering Shield (Costs 2 Actions).** The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.', '**Heal Self (Costs 3 Actions).** The unicorn magically regains 11 (2d8 + 2) hit points.']}} 'Monsters (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 isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.', 'While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.', 'While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.', '***Legendary Resistance (3/Day).*** If the vampire fails a saving throw, it can choose to succeed instead.', '***Misty Escape.*** When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.', 'While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.', '***Regeneration.*** The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.', '***Spider Climb.*** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '***Vampire Weaknesses.*** The vampire has the following flaws:', '*Forbiddance.* The vampire can’t enter a residence without an invitation from one of the occupants.', '*Harmed by Running Water.* The vampire takes 20 acid damage if it ends its turn in running water.', '*Stake to the Heart.* If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.', '*Sunlight Hypersensitivity.* The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.', '**Actions**', '***Multiattack (Vampire Form Only).*** The vampire makes two attacks, only one of which can be a bite attack.', '***Unarmed Strike (Vampire Form Only).** Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature. *Hit:* 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).', '***Bite (Bat or Vampire Form Only).** Melee Weapon Attack:* +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.', '***Charm.*** The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.', 'Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.', '***Children of the Night (1/Day).*** The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.', '**Legendary Actions**', 'The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.', '**Move.** The vampire moves up to its speed without provoking opportunity attacks.', '**Unarmed Strike.** The vampire makes one unarmed strike.', '**Bite (Costs 2 Actions).** The vampire makes one bite attack.']}, 'Vampire Spawn': {content: ['*Medium undead, neutral evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 82 (11d8 + 33)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['16 (+3)'], CON: ['16 (+3)'], INT: ['11 (+0)'], WIS: ['10 (+0)'], CHA: ['12 (+1)']}}, '**Saving Throws** Dex +6, Wis +3', '**Skills** Perception +3, Stealth +6', '**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks', '**Senses** darkvision 60 ft., passive Perception 13', '**Languages** the languages it knew in life', '**Challenge** 5 (1,800 XP)', '***Regeneration.*** The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.', '***Spider Climb.*** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '***Vampire Weaknesses.*** The vampire has the following flaws:', '*Forbiddance.* The vampire can’t enter a residence without an invitation from one of the occupants.', '*Harmed by Running Water.* The vampire takes 20 acid damage when it ends its turn in running water.', '*Stake to the Heart.* The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.', '*Sunlight Hypersensitivity.* The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.', '**Actions**', '***Multiattack.*** The vampire makes two attacks, only one of which can be a bite attack.', '***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.']}}} diff --git a/json/11 monsters.json b/json/11 monsters.json index 3f6b1c6..845c0aa 100644 --- a/json/11 monsters.json +++ b/json/11 monsters.json @@ -7994,7 +7994,7 @@ "**Damage Vulnerabilities** cold", "**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks", "**Damage Immunities** fire", - "**Sense**s darkvision 60 ft., passive Perception 10", + "**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.", @@ -8034,7 +8034,7 @@ } }, "**Skills** Perception +2, Performance +6, Stealth +5", - "**Sense**s passive Perception 12", + "**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.", diff --git a/markdown/11 monsters.md b/markdown/11 monsters.md index 6171cbc..4bd0a3e 100644 --- a/markdown/11 monsters.md +++ b/markdown/11 monsters.md @@ -7484,7 +7484,7 @@ Monsters (S) **Damage Immunities** fire -**Sense**s darkvision 60 ft., passive Perception 10 +**Senses** darkvision 60 ft., passive Perception 10 **Languages** Ignan @@ -7518,7 +7518,7 @@ Monsters (S) **Skills** Perception +2, Performance +6, Stealth +5 -**Sense**s passive Perception 12 +**Senses** passive Perception 12 **Languages** Common, Elvish, Sylvan diff --git a/yaml/11 monsters.yaml b/yaml/11 monsters.yaml index 761860d..a685491 100644 --- a/yaml/11 monsters.yaml +++ b/yaml/11 monsters.yaml @@ -36,7 +36,7 @@ Monsters: '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 oni’s innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:', 'At will: *darkness*, *invisibility* 1/day each: *charm person*, *cone of cold*, *gaseous form*, *sleep*', '***Magic Weapons.*** The oni’s weapon attacks are magical.', '***Regeneration.*** The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.', '**Actions**', '***Multiattack.*** The oni makes two attacks, either with its claws or its glaive.', '***Claw (Oni Form Only).** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage.', '***Glaive.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.', '***Change Shape.*** The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.']}, 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 penalty reduces its AC to 10.', '***Reactions***', '***Split.*** When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding’s, rounded down. New puddings are one size smaller than the original pudding.']}, 'Gelatinous Cube': {content: ['*Large ooze, unaligned*', '**Armor Class** 6', '**Hit Points** 84 (8d10 + 40)', '**Speed** 15 ft.', {table: {STR: ['14 (+2)'], DEX: ['3 (−4)'], CON: ['20 (+5)'], INT: ['1 (−5)'], WIS: ['6 (−2)'], CHA: ['1 (−5)']}}, '**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone', '**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8', '**Languages** —', '**Challenge** 2 (450 XP)', '***Ooze Cube.*** The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube’s Engulf and has disadvantage on the saving throw.', 'Creatures inside the cube can be seen but have total cover.', 'A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.', 'The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.', '***Transparent.*** Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube is surprised by the cube.', '***Actions***', '***Pseudopod.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) acid damage.', '***Engulf.*** The cube moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 12 Dexterity saving throw.', 'On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.', 'On a failed save, the cube enters the creature’s space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed creature moves with it.', 'An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.']}, 'Gray Ooze': {content: ['*Medium ooze, unaligned*', '**Armor Class** 8', '**Hit Points** 22 (3d8 + 9)', '**Speed** 10 ft., climb 10 ft.', {table: {STR: ['12 (+1)'], DEX: ['6 (−2)'], CON: ['16 (+3)'], INT: ['1 (−5)'], WIS: ['6 (−2)'], CHA: ['2 (−4)']}}, '**Skills** Stealth +2', '**Damage Resistances** acid, cold, fire', '**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone', '**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***Amorphous.*** The ooze can move through a space as narrow as 1 inch wide without squeezing.', '***Corrode Metal.*** Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.', 'The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.', '***False Appearance.*** While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.', '**Actions**', '***Pseudopod.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.']}, 'Ochre Jelly': {content: ['*Large ooze, unaligned*', '**Armor Class** 8', '**Hit Points** 45 (6d10 + 12)', '**Speed** 10 ft., climb 10 ft.', {table: {STR: ['15 (+2)'], DEX: ['6 (−2)'], CON: ['14 (+2)'], INT: ['2 (−4)'], WIS: ['6 (−2)'], CHA: ['1 (−5)']}}, '**Damage Resistances** acid', '**Damage Immunities** lightning, slashing', '**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone', '**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8', '**Languages** —', '**Challenge** 2 (450 XP)', '***Amorphous.*** The jelly can move through a space as narrow as 1 inch wide without squeezing.', '***Spider Climb.*** The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '**Actions**', '***Pseudopod.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.', '**Reactions**', '***Split.*** When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly’s, rounded down. New jellies are one size smaller than the original jelly.']}}, Orc: {content: ['*Medium humanoid (orc), chaotic evil*', '**Armor Class** 13 (hide armor)', '**Hit Points** 15 (2d8 + 6)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['12 (+1)'], CON: ['16 (+3)'], INT: ['7 (−2)'], WIS: ['11 (+0)'], CHA: ['10 (+0)']}}, '**Skills** Intimidation +2', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Common, Orc', '**Challenge** 1/2 (100 XP)', '***Aggressive.*** As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.', '**Actions**', '***Greataxe.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12 + 3) slashing damage.', '***Javelin.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.']}, Otyugh: {content: ['*Large aberration, neutral*', '**Armor Class** 14 (natural armor)', '**Hit Points** 114 (12d10 + 48)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['11 (+0)'], CON: ['19 (+4)'], INT: ['6 (−2)'], WIS: ['13 (+1)'], CHA: ['6 (−2)']}}, '**Saving Throws** Con +7', '**Senses** darkvision 120 ft., passive Perception 11', '**Languages** Otyugh', '**Challenge** 5 (1,800 XP)', '***Limited Telepathy.*** The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond.', '**Actions**', '***Multiattack.*** The otyugh makes three attacks: one with its bite and two with its tentacles.', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.', '***Tentacle.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.', '***Tentacle Slam.*** The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh’s next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned.']}, Owlbear: {content: ['*Large monstrosity, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 59 (7d10 + 21)', '**Speed** 40 ft.', {table: {STR: ['20 (+5)'], DEX: ['12 (+1)'], CON: ['17 (+3)'], INT: ['3 (−4)'], WIS: ['12 (+1)'], CHA: ['7 (−2)']}}, '**Skills** Perception +3', '**Senses** darkvision 60 ft., passive Perception 13', '**Languages** —', '**Challenge** 3 (700 XP)', '***Keen Sight and Smell.*** The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.', '**Actions**', '***Multiattack.*** The owlbear makes two attacks: one with its beak and one with its claws.', '***Beak.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 10 (1d10 + 5) piercing damage.', '***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) slashing damage.']}} 'Monsters (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 can’t 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 can’t speak', '**Challenge** 1/4 (50 XP)', '***Keen Senses.*** The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.', '***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 worm’s turns.', 'If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.', '***Tail Stinger.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one creature. *Hit:* 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.']}} 'Monsters (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 can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.', '***Innate Spellcasting.*** The rakshasa’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:', 'At will: *detect thoughts*, *disguise self*, *mage hand*, *minor illusion* 3/day each: *charm person*, *detect magic*, *invisibility*, *major image*, 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 target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a *remove curse* spell or similar magic.']}, 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 can’t bite another target.', '***Swallow.*** The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz’s turns.', 'If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.']}, 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.', '**Actions**', '***Multiattack.*** The roc makes two attacks: one with its beak and one with its talons.', '***Beak.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 27 (4d8 + 9) piercing damage.', '***Talons.** Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can’t use its talons on another target.']}, Roper: {content: ['*Large monstrosity, neutral evil*', '**Armor Class** 20 (natural armor)', '**Hit Points** 93 (11d10 + 33)', '**Speed** 10 ft., climb 10 ft.', {table: {STR: ['18 (+4)'], DEX: ['8 (−1)'], CON: ['17 (+3)'], INT: ['7 (−2)'], WIS: ['16 (+3)'], CHA: ['6 (−2)']}}, '**Skills** Perception +6, Stealth +5', '**Senses** darkvision 60 ft., passive Perception 16', '**Languages** —', '**Challenge** 5 (1,800 XP)', '***False Appearance.*** While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.', '***Grasping Tendrils.*** The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.', '***Spider Climb.*** The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '**Actions**', '***Multiattack.*** The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 22 (4d8 + 4) piercing damage.', '***Tendril.** Melee Weapon Attack:* +7 to hit, reach 50 ft., one creature. *Hit:* The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can’t use the same tendril on another target.', '***Reel.*** The roper pulls each creature grappled by it up to 25 feet straight toward it.']}, 'Rust Monster': {content: ['*Medium monstrosity, unaligned*', '**Armor Class** 14 (natural armor)', '**Hit Points** 27 (5d8 + 5)', '**Speed** 40 ft.', {table: {STR: ['13 (+1)'], DEX: ['12 (+1)'], CON: ['13 (+1)'], INT: ['2 (−4)'], WIS: ['13 (+1)'], CHA: ['6 (−2)']}}, '**Senses** darkvision 60 ft., passive Perception 11', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***Iron Scent.*** The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.', '***Rust Metal.*** Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.', '**Actions**', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.', '***Antennae.*** The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster’s touch.', 'If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.']}} - 'Monsters (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 doesn’t have all its hit points.', '***Limited Amphibiousness.*** The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.', '***Shark Telepathy.*** The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.', '***Actions***', '***Multiattack.*** The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage.', '***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) slashing damage.', '***Spear.** Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.']}, 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', '**Sense**s darkvision 60 ft., passive Perception 10', '**Languages** Ignan', '**Challenge** 5 (1,800 XP)', '***Heated Body.*** A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.', '***Heated Weapons.*** Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).', '**Actions**', '***Multiattack.*** The salamander makes two attacks: one with its spear and one with its tail.', '***Spear.** Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.', '***Tail.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can’t make tail attacks against other targets.']}, 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', '**Sense**s passive Perception 12', '**Languages** Common, Elvish, Sylvan', '**Challenge** 1/2 (100 XP)', '***Magic Resistance.*** The satyr has advantage on saving throws against spells and other magical effects.', '**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)']}}, '**Skills** Stealth +4 (+6 in dim light or darkness)', '**Damage Vulnerabilities** radiant', '**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** necrotic, poison', '**Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***Amorphous.*** The shadow can move through a space as narrow as 1 inch wide without squeezing.', '***Shadow Stealth.*** While in dim light or darkness, the shadow can take the Hide action as a bonus action.', '***Sunlight Weakness.*** While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.', '**Actions**', '***Strength Drain.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.', 'If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.']}, 'Shambling Mound': {content: ['*Large plant, unaligned*', '**Armor Class** 15 (natural armor)', '**Hit Points** 136 (16d10 + 48)', '**Speed** 20 ft., swim 20 ft.', {table: {STR: ['18 (+4)'], DEX: ['8 (−1)'], CON: ['16 (+3)'], INT: ['5 (−3)'], WIS: ['10 (+0)'], CHA: ['5 (−3)']}}, '**Skills** Stealth +2', '**Damage Resistances** cold, fire', '**Damage Immunities** lightning', '**Condition Immunities** blinded, deafened, exhaustion', '**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10', '**Languages** —', '**Challenge** 5 (1,800 XP)', '***Lightning Absorption***. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.', '**Actions**', '***Multiattack.*** The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.', '***Slam.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.', '***Engulf.*** The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound’s turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.']}, 'Shield Guardian': {content: ['*Large construct, unaligned*', '**Armor Class** 17 (natural armor)', '**Hit Points** 142 (15d10 + 60)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['8 (−1)'], CON: ['18 (+4)'], INT: ['7 (−2)'], WIS: ['10 (+0)'], CHA: ['3 (−4)']}}, '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10', '**Damage Immunities** poison', '**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned', '**Languages** understands commands given in any language but can’t speak', '**Challenge** 7 (2,900 XP)', '***Bound.*** The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.', '***Regeneration.*** The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.', '***Spell Storing***. A spellcaster who wears the shield guardian’s amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.', '***Actions***', '***Multiattack.*** The guardian makes two fist attacks.', '***Fist.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.', '**Reactions**', '***Shield.*** When a creature makes an attack against the wearer of the guardian’s amulet, the guardian grants a +2 bonus to the wearer’s AC if the guardian is within 5 feet of the wearer.']}, Skeletons: {Skeleton: {content: ['*Medium undead, lawful evil*', '**Armor Class** 13 (armor scraps)', '**Hit Points** 13 (2d8 + 4)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['14 (+2)'], CON: ['15 (+2)'], INT: ['6 (−2)'], WIS: ['8 (−1)'], CHA: ['5 (−3)']}}, '**Damage Vulnerabilities** bludgeoning', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** understands all languages it knew in life but can’t speak', '**Challenge** 1/4 (50 XP)', '**Actions**', '***Shortsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Shortbow.** Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.']}, 'Minotaur Skeleton': {content: ['*Large undead, lawful evil*', '**Armor Class** 12 (natural armor)', '**Hit Points** 67 (9d10 + 18)', '**Speed** 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['11 (+0)'], CON: ['15 (+2)'], INT: ['6 (−2)'], WIS: ['8 (−1)'], CHA: ['5 (−3)']}}, '**Damage Vulnerabilities** bludgeoning', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** understands Abyssal but can’t speak', '**Challenge** 2 (450 XP)', '***Charge.*** If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.', '**Actions**', '***Greataxe.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12 + 4) slashing damage.', '***Gore.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage.']}, 'Warhorse Skeleton': {content: ['*Large undead, lawful evil*', '**Armor Class** 13 (barding scraps)', '**Hit Points** 22 (3d10 + 6)', '**Speed** 60 ft.', {table: {STR: ['18 (+4)'], DEX: ['12 (+1)'], CON: ['15 (+2)'], INT: ['2 (−4)'], WIS: ['8 (−1)'], CHA: ['5 (−3)']}}, '**Damage Vulnerabilities** bludgeoning', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** —', '**Challenge** 1/2 (100 XP)', '**Actions**', '***Hooves.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.']}}, Specter: {content: ['*Medium undead, chaotic evil*', '**Armor Class** 12', '**Hit Points** 22 (5d8)', '**Speed** 0 ft., fly 50 ft. (hover)', {table: {STR: ['1 (−5)'], DEX: ['14 (+2)'], CON: ['11 (+0)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['11 (+0)']}}, '**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** necrotic, poison', '**Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** understands all languages it knew in life but can’t speak', '**Challenge** 1 (200 XP)', '***Incorporeal Movement.*** The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.', '***Sunlight Sensitivity.*** While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Life Drain.** Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.']}, Sphinxes: {Androsphinx: {content: ['*Large monstrosity, lawful neutral*', '**Armor Class** 17 (natural armor)', '**Hit Points** 199 (19d10 + 95)', '**Speed** 40 ft., fly 60 ft.', {table: {STR: ['22 (+6)'], DEX: ['10 (+0)'], CON: ['20 (+5)'], INT: ['16 (+3)'], WIS: ['18 (+4)'], CHA: ['23 (+6)']}}, '**Saving Throws** Dex +6, Con +11, Int +9, Wis +10', '**Skills** Arcana +9, Perception +10, Religion +15', '**Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks', '**Condition Immunities** charmed, frightened', '**Senses** truesight 120 ft., passive Perception 20', '**Languages** Common, Sphinx', '**Challenge** 17 (18,000 XP)', '***Inscrutable.*** The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.', '***Magic Weapons.*** The sphinx’s weapon attacks are magical.', '***Spellcasting.*** The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:', 'Cantrips (at will): *sacred flame*, *spare the dying*, *thaumaturgy* 1st level (4 slots): *command*, *detect evil and good*, *detect magic* 2nd level (3 slots): *lesser restoration*, *zone of truth* 3rd level (3 slots): *dispel magic*, *tongues* 4th level (3 slots): *banishment*, *freedom of movement* 5th level (2 slots): *flame strike*, *greater restoration* 6th level (1 slot): *heroes’ feast*', '**Actions**', '***Multiattack.*** The sphinx makes two claw attacks.', '***Claw.** Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 17 (2d10 + 6) slashing damage.', '***Roar (3/Day).*** The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.', '**First Roar.** Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '**Second Roar.** Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '**Third Roar.** Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.', '**Legendary Actions**', 'The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn.', '**Claw Attack.** The sphinx makes one claw attack.', '**Teleport (Costs 2 Actions).** The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.', '**Cast a Spell (Costs 3 Actions).** The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.']}, Gynosphinx: {content: ['*Large monstrosity, lawful neutral*', '**Armor Class** 17 (natural armor)', '**Hit Points** 136 (16d10 + 48)', '**Speed** 40 ft., fly 60 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['18 (+4)'], WIS: ['18 (+4)'], CHA: ['18 (+4)']}}, '**Skills** Arcana +12, History +12, Perception +8, Religion +8', '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** psychic', '**Condition Immunities** charmed, frightened', '**Senses** truesight 120 ft., passive Perception 18', '**Languages** Common, Sphinx', '**Challenge** 11 (7,200 XP)', '***Inscrutable.*** The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.', '***Magic Weapons.*** The sphinx’s weapon attacks are magical.', '***Spellcasting.*** The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:', 'Cantrips (at will): *mage hand*, *minor illusion*, *prestidigitation* 1st level (4 slots): *detect magic*, *identify*, *shield* 2nd level (3 slots): *darkness*, *locate object*, *suggestion* 3rd level (3 slots): *dispel magic*, *remove curse*, *tongues* 4th level (3 slots): *banishment*, *greater invisibility* 5th level (1 slot): *legend lore*', '**Actions**', '***Multiattack.*** The sphinx makes two claw attacks.', '***Claw.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.', '**Legendary Actions**', 'The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn.', '**Claw Attack.** The sphinx makes one claw attack.', '**Teleport (Costs 2 Actions).** The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.', '**Cast a Spell (Costs 3 Actions).** The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.']}}, Sprite: {content: ['*Tiny fey, neutral good*', '**Armor Class** 15 (leather armor)', '**Hit Points** 2 (1d4)', '**Speed** 10 ft., fly 40 ft.', {table: {STR: ['3 (−4)'], DEX: ['18 (+4)'], CON: ['10 (+0)'], INT: ['14 (+2)'], WIS: ['13 (+1)'], CHA: ['11 (+0)']}}, '**Skills** Perception +3, Stealth +8', '**Senses** passive Perception 13', '**Languages** Common, Elvish, Sylvan', '**Challenge** 1/4 (50 XP)', '***Actions***', '***Longsword.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage.', '***Shortbow.** Ranged Weapon Attack:* +6 to hit, range 40/160 ft., one target. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.', '***Heart Sight.*** The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.', '***Invisibility.*** The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.']}, Stirge: {content: ['*Tiny beast, unaligned*', '**Armor Class** 14 (natural armor)', '**Hit Points** 2 (1d4)', '**Speed** 10 ft., fly 40 ft.', {table: {STR: ['4 (−3)'], DEX: ['16 (+3)'], CON: ['11 (+0)'], INT: ['2 (−4)'], WIS: ['8 (−1)'], CHA: ['6 (−2)']}}, '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** —', '**Challenge** 1/8 (25 XP)', '**Actions**', '***Blood Drain.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss.', 'The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.']}, Succubus/Incubus: {content: ['*Medium fiend (shapechanger), neutral evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 66 (12d8 + 12)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['8 (−1)'], DEX: ['17 (+3)'], CON: ['13 (+1)'], INT: ['15 (+2)'], WIS: ['12 (+1)'], CHA: ['20 (+5)']}}, '**Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7', '**Damage Resistances** cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks', '**Senses** darkvision 60 ft., passive Perception 15', '**Languages** Abyssal, Common, Infernal, telepathy 60 ft.', '**Challenge** 4 (1,100 XP)', '***Telepathic Bond.*** The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don’t even need to be on the same plane of existence.', '***Shapechanger.*** The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.', '**Actions**', '***Claw (Fiend Form Only).** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.', '***Charm.*** One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours.', 'The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.', '***Draining Kiss.*** The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15', 'Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.', '***Etherealness.*** The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.']}} + 'Monsters (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 doesn’t have all its hit points.', '***Limited Amphibiousness.*** The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.', '***Shark Telepathy.*** The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.', '***Actions***', '***Multiattack.*** The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage.', '***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) slashing damage.', '***Spear.** Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.']}, 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 can’t 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)']}}, '**Skills** Stealth +4 (+6 in dim light or darkness)', '**Damage Vulnerabilities** radiant', '**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** necrotic, poison', '**Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***Amorphous.*** The shadow can move through a space as narrow as 1 inch wide without squeezing.', '***Shadow Stealth.*** While in dim light or darkness, the shadow can take the Hide action as a bonus action.', '***Sunlight Weakness.*** While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.', '**Actions**', '***Strength Drain.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.', 'If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.']}, 'Shambling Mound': {content: ['*Large plant, unaligned*', '**Armor Class** 15 (natural armor)', '**Hit Points** 136 (16d10 + 48)', '**Speed** 20 ft., swim 20 ft.', {table: {STR: ['18 (+4)'], DEX: ['8 (−1)'], CON: ['16 (+3)'], INT: ['5 (−3)'], WIS: ['10 (+0)'], CHA: ['5 (−3)']}}, '**Skills** Stealth +2', '**Damage Resistances** cold, fire', '**Damage Immunities** lightning', '**Condition Immunities** blinded, deafened, exhaustion', '**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10', '**Languages** —', '**Challenge** 5 (1,800 XP)', '***Lightning Absorption***. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.', '**Actions**', '***Multiattack.*** The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.', '***Slam.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.', '***Engulf.*** The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound’s turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.']}, 'Shield Guardian': {content: ['*Large construct, unaligned*', '**Armor Class** 17 (natural armor)', '**Hit Points** 142 (15d10 + 60)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['8 (−1)'], CON: ['18 (+4)'], INT: ['7 (−2)'], WIS: ['10 (+0)'], CHA: ['3 (−4)']}}, '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10', '**Damage Immunities** poison', '**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned', '**Languages** understands commands given in any language but can’t speak', '**Challenge** 7 (2,900 XP)', '***Bound.*** The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.', '***Regeneration.*** The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.', '***Spell Storing***. A spellcaster who wears the shield guardian’s amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.', '***Actions***', '***Multiattack.*** The guardian makes two fist attacks.', '***Fist.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.', '**Reactions**', '***Shield.*** When a creature makes an attack against the wearer of the guardian’s amulet, the guardian grants a +2 bonus to the wearer’s AC if the guardian is within 5 feet of the wearer.']}, Skeletons: {Skeleton: {content: ['*Medium undead, lawful evil*', '**Armor Class** 13 (armor scraps)', '**Hit Points** 13 (2d8 + 4)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['14 (+2)'], CON: ['15 (+2)'], INT: ['6 (−2)'], WIS: ['8 (−1)'], CHA: ['5 (−3)']}}, '**Damage Vulnerabilities** bludgeoning', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** understands all languages it knew in life but can’t speak', '**Challenge** 1/4 (50 XP)', '**Actions**', '***Shortsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Shortbow.** Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.']}, 'Minotaur Skeleton': {content: ['*Large undead, lawful evil*', '**Armor Class** 12 (natural armor)', '**Hit Points** 67 (9d10 + 18)', '**Speed** 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['11 (+0)'], CON: ['15 (+2)'], INT: ['6 (−2)'], WIS: ['8 (−1)'], CHA: ['5 (−3)']}}, '**Damage Vulnerabilities** bludgeoning', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** understands Abyssal but can’t speak', '**Challenge** 2 (450 XP)', '***Charge.*** If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.', '**Actions**', '***Greataxe.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12 + 4) slashing damage.', '***Gore.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage.']}, 'Warhorse Skeleton': {content: ['*Large undead, lawful evil*', '**Armor Class** 13 (barding scraps)', '**Hit Points** 22 (3d10 + 6)', '**Speed** 60 ft.', {table: {STR: ['18 (+4)'], DEX: ['12 (+1)'], CON: ['15 (+2)'], INT: ['2 (−4)'], WIS: ['8 (−1)'], CHA: ['5 (−3)']}}, '**Damage Vulnerabilities** bludgeoning', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** —', '**Challenge** 1/2 (100 XP)', '**Actions**', '***Hooves.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.']}}, Specter: {content: ['*Medium undead, chaotic evil*', '**Armor Class** 12', '**Hit Points** 22 (5d8)', '**Speed** 0 ft., fly 50 ft. (hover)', {table: {STR: ['1 (−5)'], DEX: ['14 (+2)'], CON: ['11 (+0)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['11 (+0)']}}, '**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** necrotic, poison', '**Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** understands all languages it knew in life but can’t speak', '**Challenge** 1 (200 XP)', '***Incorporeal Movement.*** The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.', '***Sunlight Sensitivity.*** While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Life Drain.** Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.']}, Sphinxes: {Androsphinx: {content: ['*Large monstrosity, lawful neutral*', '**Armor Class** 17 (natural armor)', '**Hit Points** 199 (19d10 + 95)', '**Speed** 40 ft., fly 60 ft.', {table: {STR: ['22 (+6)'], DEX: ['10 (+0)'], CON: ['20 (+5)'], INT: ['16 (+3)'], WIS: ['18 (+4)'], CHA: ['23 (+6)']}}, '**Saving Throws** Dex +6, Con +11, Int +9, Wis +10', '**Skills** Arcana +9, Perception +10, Religion +15', '**Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks', '**Condition Immunities** charmed, frightened', '**Senses** truesight 120 ft., passive Perception 20', '**Languages** Common, Sphinx', '**Challenge** 17 (18,000 XP)', '***Inscrutable.*** The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.', '***Magic Weapons.*** The sphinx’s weapon attacks are magical.', '***Spellcasting.*** The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:', 'Cantrips (at will): *sacred flame*, *spare the dying*, *thaumaturgy* 1st level (4 slots): *command*, *detect evil and good*, *detect magic* 2nd level (3 slots): *lesser restoration*, *zone of truth* 3rd level (3 slots): *dispel magic*, *tongues* 4th level (3 slots): *banishment*, *freedom of movement* 5th level (2 slots): *flame strike*, *greater restoration* 6th level (1 slot): *heroes’ feast*', '**Actions**', '***Multiattack.*** The sphinx makes two claw attacks.', '***Claw.** Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 17 (2d10 + 6) slashing damage.', '***Roar (3/Day).*** The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.', '**First Roar.** Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '**Second Roar.** Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '**Third Roar.** Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.', '**Legendary Actions**', 'The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn.', '**Claw Attack.** The sphinx makes one claw attack.', '**Teleport (Costs 2 Actions).** The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.', '**Cast a Spell (Costs 3 Actions).** The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.']}, Gynosphinx: {content: ['*Large monstrosity, lawful neutral*', '**Armor Class** 17 (natural armor)', '**Hit Points** 136 (16d10 + 48)', '**Speed** 40 ft., fly 60 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['18 (+4)'], WIS: ['18 (+4)'], CHA: ['18 (+4)']}}, '**Skills** Arcana +12, History +12, Perception +8, Religion +8', '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** psychic', '**Condition Immunities** charmed, frightened', '**Senses** truesight 120 ft., passive Perception 18', '**Languages** Common, Sphinx', '**Challenge** 11 (7,200 XP)', '***Inscrutable.*** The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.', '***Magic Weapons.*** The sphinx’s weapon attacks are magical.', '***Spellcasting.*** The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:', 'Cantrips (at will): *mage hand*, *minor illusion*, *prestidigitation* 1st level (4 slots): *detect magic*, *identify*, *shield* 2nd level (3 slots): *darkness*, *locate object*, *suggestion* 3rd level (3 slots): *dispel magic*, *remove curse*, *tongues* 4th level (3 slots): *banishment*, *greater invisibility* 5th level (1 slot): *legend lore*', '**Actions**', '***Multiattack.*** The sphinx makes two claw attacks.', '***Claw.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.', '**Legendary Actions**', 'The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn.', '**Claw Attack.** The sphinx makes one claw attack.', '**Teleport (Costs 2 Actions).** The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.', '**Cast a Spell (Costs 3 Actions).** The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.']}}, Sprite: {content: ['*Tiny fey, neutral good*', '**Armor Class** 15 (leather armor)', '**Hit Points** 2 (1d4)', '**Speed** 10 ft., fly 40 ft.', {table: {STR: ['3 (−4)'], DEX: ['18 (+4)'], CON: ['10 (+0)'], INT: ['14 (+2)'], WIS: ['13 (+1)'], CHA: ['11 (+0)']}}, '**Skills** Perception +3, Stealth +8', '**Senses** passive Perception 13', '**Languages** Common, Elvish, Sylvan', '**Challenge** 1/4 (50 XP)', '***Actions***', '***Longsword.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage.', '***Shortbow.** Ranged Weapon Attack:* +6 to hit, range 40/160 ft., one target. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.', '***Heart Sight.*** The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.', '***Invisibility.*** The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.']}, Stirge: {content: ['*Tiny beast, unaligned*', '**Armor Class** 14 (natural armor)', '**Hit Points** 2 (1d4)', '**Speed** 10 ft., fly 40 ft.', {table: {STR: ['4 (−3)'], DEX: ['16 (+3)'], CON: ['11 (+0)'], INT: ['2 (−4)'], WIS: ['8 (−1)'], CHA: ['6 (−2)']}}, '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** —', '**Challenge** 1/8 (25 XP)', '**Actions**', '***Blood Drain.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss.', 'The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.']}, Succubus/Incubus: {content: ['*Medium fiend (shapechanger), neutral evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 66 (12d8 + 12)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['8 (−1)'], DEX: ['17 (+3)'], CON: ['13 (+1)'], INT: ['15 (+2)'], WIS: ['12 (+1)'], CHA: ['20 (+5)']}}, '**Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7', '**Damage Resistances** cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks', '**Senses** darkvision 60 ft., passive Perception 15', '**Languages** Abyssal, Common, Infernal, telepathy 60 ft.', '**Challenge** 4 (1,100 XP)', '***Telepathic Bond.*** The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don’t even need to be on the same plane of existence.', '***Shapechanger.*** The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.', '**Actions**', '***Claw (Fiend Form Only).** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.', '***Charm.*** One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours.', 'The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.', '***Draining Kiss.*** The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15', 'Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.', '***Etherealness.*** The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.']}} 'Monsters (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 can’t 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 tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the tarrasque’s Frightful Presence for the next 24 hours.', '***Swallow.*** The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque’s turns.', 'If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.', '**Legendary Actions**', 'The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tarrasque regains spent legendary actions at the start of its turn.', '**Attack.** The tarrasque makes one claw attack or tail attack.', '**Move.** The tarrasque moves up to half its speed.', '**Chomp (Costs 2 Actions).** The tarrasque makes one bite attack or uses its Swallow.']}, Treant: {content: ['*Huge plant, chaotic good*', '**Armor Class** 16 (natural armor)', '**Hit Points** 138 (12d12 + 60)', '**Speed** 30 ft.', {table: {STR: ['23 (+6)'], DEX: ['8 (−1)'], CON: ['21 (+5)'], INT: ['12 (+1)'], WIS: ['16 (+3)'], CHA: ['12 (+1)']}}, '**Damage Resistances** bludgeoning, piercing', '**Damage Vulnerabilities** fire', '**Senses** passive Perception 13', '**Languages** Common, Druidic, Elvish, Sylvan', '**Challenge** 9 (5,000 XP)', '***False Appearance.*** While the treant remains motionless, it is indistinguishable from a normal tree.', '***Siege Monster.*** The treant deals double damage to objects and structures.', '**Actions**', '***Multiattack.*** The treant makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 16 (3d6 + 6) bludgeoning damage.', '***Rock.** Ranged Weapon Attack:* +10 to hit, range 60/180 ft., one target. *Hit:* 28 (4d10 + 6) bludgeoning damage.', '***Animate Trees (1/Day).*** The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.']}, Troll: {content: ['*Large giant, chaotic evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 84 (8d10 + 40)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['13 (+1)'], CON: ['20 (+5)'], INT: ['7 (−2)'], WIS: ['9 (−1)'], CHA: ['7 (−2)']}}, '**Skills** Perception +2', '**Senses** darkvision 60 ft., passive Perception 12', '**Languages** Giant', '**Challenge** 5 (1,800 XP)', '***Keen Smell.*** The troll has advantage on Wisdom (Perception) checks that rely on smell.', '***Regeneration.*** The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.', '**Actions**', '***Multiattack.*** The troll makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage.', '***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.']}} 'Monsters (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 unicorn’s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:', 'At will: *detect evil and good*, *druidcraft*, *pass without trace* 1/day each: *calm emotions*, *dispel evil and good*, *entangle*', '***Magic Resistance.*** The unicorn has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The unicorn’s weapon attacks are magical.', '**Actions**', '***Multiattack.*** The unicorn makes two attacks: one with its hooves and one with its horn.', '***Hooves.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.', '***Horn.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.', '***Healing Touch (3/Day).*** The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.', '***Teleport (1/Day).*** The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.', '**Legendary Actions**', 'The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The unicorn regains spent legendary actions at the start of its turn.', '**Hooves.** The unicorn makes one attack with its hooves.', '**Shimmering Shield (Costs 2 Actions).** The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.', '**Heal Self (Costs 3 Actions).** The unicorn magically regains 11 (2d8 + 2) hit points.']}} 'Monsters (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 isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.', 'While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.', 'While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.', '***Legendary Resistance (3/Day).*** If the vampire fails a saving throw, it can choose to succeed instead.', '***Misty Escape.*** When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.', 'While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.', '***Regeneration.*** The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.', '***Spider Climb.*** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '***Vampire Weaknesses.*** The vampire has the following flaws:', '*Forbiddance.* The vampire can’t enter a residence without an invitation from one of the occupants.', '*Harmed by Running Water.* The vampire takes 20 acid damage if it ends its turn in running water.', '*Stake to the Heart.* If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.', '*Sunlight Hypersensitivity.* The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.', '**Actions**', '***Multiattack (Vampire Form Only).*** The vampire makes two attacks, only one of which can be a bite attack.', '***Unarmed Strike (Vampire Form Only).** Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature. *Hit:* 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).', '***Bite (Bat or Vampire Form Only).** Melee Weapon Attack:* +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.', '***Charm.*** The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.', 'Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.', '***Children of the Night (1/Day).*** The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.', '**Legendary Actions**', 'The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.', '**Move.** The vampire moves up to its speed without provoking opportunity attacks.', '**Unarmed Strike.** The vampire makes one unarmed strike.', '**Bite (Costs 2 Actions).** The vampire makes one bite attack.']}, 'Vampire Spawn': {content: ['*Medium undead, neutral evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 82 (11d8 + 33)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['16 (+3)'], CON: ['16 (+3)'], INT: ['11 (+0)'], WIS: ['10 (+0)'], CHA: ['12 (+1)']}}, '**Saving Throws** Dex +6, Wis +3', '**Skills** Perception +3, Stealth +6', '**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks', '**Senses** darkvision 60 ft., passive Perception 13', '**Languages** the languages it knew in life', '**Challenge** 5 (1,800 XP)', '***Regeneration.*** The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.', '***Spider Climb.*** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '***Vampire Weaknesses.*** The vampire has the following flaws:', '*Forbiddance.* The vampire can’t enter a residence without an invitation from one of the occupants.', '*Harmed by Running Water.* The vampire takes 20 acid damage when it ends its turn in running water.', '*Stake to the Heart.* The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.', '*Sunlight Hypersensitivity.* The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.', '**Actions**', '***Multiattack.*** The vampire makes two attacks, only one of which can be a bite attack.', '***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.']}}}