From ca05d5ca53790120c46f36b861550e0e0f5e06a2 Mon Sep 17 00:00:00 2001 From: Ben Morton Date: Mon, 10 Jun 2019 22:46:20 +0100 Subject: [PATCH] Fix Water Elemental Whelm action. Closes #8 Fix Druid spellcasting and wild shape mix up. Add Adventuring header to wrap time, movement, etc. Move Alignment, Languages to higher heading. Closes #7 --- 5esrd.json | 221 +++++++++++++++++++-------------------- 5esrd.md | 37 ++++--- 5esrd.yaml | 9 +- json/02 classes.json | 22 ++-- json/03 beyond1st.json | 190 ++++++++++++++++----------------- json/06 mechanics.json | 4 +- json/11 monsters.json | 5 +- markdown/02 classes.md | 24 ++--- markdown/03 beyond1st.md | 6 +- markdown/06 mechanics.md | 3 + markdown/11 monsters.md | 4 +- yaml/02 classes.yaml | 2 +- yaml/03 beyond1st.yaml | 4 +- yaml/06 mechanics.yaml | 1 + yaml/11 monsters.yaml | 2 +- 15 files changed, 268 insertions(+), 266 deletions(-) diff --git a/5esrd.json b/5esrd.json index 4e25523..619e0da 100644 --- a/5esrd.json +++ b/5esrd.json @@ -1660,6 +1660,14 @@ "You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots." ] }, + "Spellcasting Ability": { + "content": [ + "Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.", + "**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier", + "**Spell attack modifier** = your proficiency bonus + your Wisdom modifier" + ] + }, + "Ritual Casting": "You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.", "Spellcasting Focus": "You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells." }, "Wild Shape": { @@ -1670,19 +1678,7 @@ "Beast Shapes": { "content": [ "For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds,* you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.", - "You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list." - ] - }, - "Spellcasting Ability": { - "content": [ - "Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.", - "**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier", - "**Spell attack modifier** = your proficiency bonus + your Wisdom modifier" - ] - }, - "Ritual Casting": { - "content": [ - "You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.", + "You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.", { "table": { "Max.": [ @@ -4958,105 +4954,105 @@ ] } } - }, - "Alignment": { + } + }, + "Alignment": { + "content": [ + "A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.", + "These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.", + [ + "**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.", + "**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.", + "**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.", + "**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.", + "**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.", + "**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.", + "**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.", + "**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.", + "**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil." + ] + ], + "Alignment in the Multiverse": { "content": [ - "A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.", - "These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.", - [ - "**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.", - "**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.", - "**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.", - "**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.", - "**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.", - "**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.", - "**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.", - "**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.", - "**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil." - ] - ], - "Alignment in the Multiverse": { - "content": [ - "For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.", - "The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god’s influence.)", - "Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.", - "Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment." + "For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.", + "The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god’s influence.)", + "Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.", + "Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment." + ] + } + }, + "Languages": { + "content": [ + "Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.", + "Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.", + "Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another." + ], + "Standard Languages": { + "table": { + "Language": [ + "Common", + "Dwarvish", + "Elvish", + "Giant", + "Gnomish", + "Goblin", + "Halfling", + "Orc" + ], + "Typical Speakers": [ + "Humans", + "Dwarves", + "Elves", + "Ogres, giants", + "Gnomes", + "Goblinoids", + "Halflings", + "Orcs" + ], + "Script": [ + "Common", + "Dwarvish", + "Elvish", + "Dwarvish", + "Dwarvish", + "Dwarvish", + "Common", + "Dwarvish" ] } }, - "Languages": { - "content": [ - "Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.", - "Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.", - "Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another." - ], - "Standard Languages": { - "table": { - "Language": [ - "Common", - "Dwarvish", - "Elvish", - "Giant", - "Gnomish", - "Goblin", - "Halfling", - "Orc" - ], - "Typical Speakers": [ - "Humans", - "Dwarves", - "Elves", - "Ogres, giants", - "Gnomes", - "Goblinoids", - "Halflings", - "Orcs" - ], - "Script": [ - "Common", - "Dwarvish", - "Elvish", - "Dwarvish", - "Dwarvish", - "Dwarvish", - "Common", - "Dwarvish" - ] - } - }, - "Exotic Languages": { - "table": { - "Language": [ - "Abyssal", - "Celestial", - "Draconic", - "Deep Speech", - "Infernal", - "Primordial", - "Sylvan", - "Undercommon" - ], - "Typical Speakers": [ - "Demons", - "Celestials", - "Dragons, dragonborn", - "Aboleths, cloakers", - "Devils", - "Elementals", - "Fey creatures", - "Underworld traders" - ], - "Script": [ - "Infernal", - "Celestial", - "Draconic", - "—", - "Infernal", - "Dwarvish", - "Elvish", - "Elvish" - ] - } + "Exotic Languages": { + "table": { + "Language": [ + "Abyssal", + "Celestial", + "Draconic", + "Deep Speech", + "Infernal", + "Primordial", + "Sylvan", + "Undercommon" + ], + "Typical Speakers": [ + "Demons", + "Celestials", + "Dragons, dragonborn", + "Aboleths, cloakers", + "Devils", + "Elementals", + "Fey creatures", + "Underworld traders" + ], + "Script": [ + "Infernal", + "Celestial", + "Draconic", + "—", + "Infernal", + "Dwarvish", + "Elvish", + "Elvish" + ] } } }, @@ -7016,7 +7012,9 @@ "The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.", "The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect." ] - }, + } + }, + "Adventuring": { "Time": { "content": [ "In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.", @@ -20648,10 +20646,7 @@ "**Actions**", "***Multiattack.*** The elemental makes two slam attacks.", "***Slam.*** Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.", - "***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8", - [ - "4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space." - ], + "***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.", "The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding." ] } diff --git a/5esrd.md b/5esrd.md index 6f1ed33..4e1010a 100644 --- a/5esrd.md +++ b/5esrd.md @@ -1000,6 +1000,18 @@ The Druid table shows how many spell slots you have to cast your spells of 1st l You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. +#### Spellcasting Ability + +Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. + +**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier + +**Spell attack modifier** = your proficiency bonus + your Wisdom modifier + +#### Ritual Casting + +You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. + #### Spellcasting Focus You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells. @@ -1016,18 +1028,6 @@ For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-l You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. -#### Spellcasting Ability - -Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier - -**Spell attack modifier** = your proficiency bonus + your Wisdom modifier - -#### Ritual Casting - -You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. - | Max. | Level | CR Limitations | Example | |------|-------|-----------------------------|-------------| | 2nd | 1/4 | No flying or swimming speed | Wolf | @@ -3124,7 +3124,8 @@ For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th | 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | -### Alignment +Alignment +--------- A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations. @@ -3149,7 +3150,8 @@ Alignment is an essential part of the nature of celestials and fiends. A devil d Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. -### Languages +Languages +--------- Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet. @@ -4462,6 +4464,9 @@ The Difficulty Class for a saving throw is determined by the effect that causes The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect. +Adventuring +=========== + Time ---- @@ -19433,9 +19438,7 @@ If the saving throw is successful, the target takes half the bludgeoning damage ***Slam.*** Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage. -***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 -+ 4) bludgeoning damage. If it is Large or smaller, it is also grappled -(escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space. +***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding. diff --git a/5esrd.yaml b/5esrd.yaml index 7c42bd9..1c93ede 100644 --- a/5esrd.yaml +++ b/5esrd.yaml @@ -18,7 +18,7 @@ Bard: Cleric: 'Class Features': {content: 'As a cleric, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d8 per cleric level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per cleric level after 1st']}, Proficiencies: {content: ['**Armor:** Light armor, medium armor, shields', '**Weapons:** Simple weapons', '**Tools:** None', '**Saving Throws:** Wisdom, Charisma', '**Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a mace or (*b*) a warhammer (if proficient)', '(*a*) scale mail, (*b*) leather armor, or (*c*) chain mail (if proficient)', '(*a*) a light crossbow and 20 bolts or (*b*) any simple weapon', '(*a*) a priest’s pack or (*b*) an explorer’s pack', 'A shield and a holy symbol']]}, 'The Cleric': {content: ['**Proficiency Cantrips** ̶**Spell Slots per Spell Level**̶', {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Spellcasting, Divine Domain', 'Channel Divinity (1/rest), Divine Domain Feature', '-', 'Ability Score Improvement', 'Destroy Undead (CR 1/2)', 'Channel Divinity (2/rest), Divine Domain Feature', '-', 'Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature', '-', 'Divine Intervention', 'Destroy Undead (CR 2)', 'Ability Score Improvement', '-', 'Destroy Undead (CR 3)', '-', 'Ability Score Improvement', 'Destroy Undead (CR 4), Divine Domain Feature', 'Channel Divinity (3/rest)', 'Ability Score Improvement', 'Divine Intervention improvement'], 'Cantrips Known': ['3', '3', '3', '4', '4', '4', '4', '4', '4', '5', '5', '5', '5', '5', '5', '5', '5', '5', '5', '5'], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '2'], 8th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1'], 9th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1']}}]}, Spellcasting: {content: 'As a conduit for divine power, you can cast cleric spells.', Cantrips: 'At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.', 'Preparing and Casting Spells': {content: ['The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.', 'You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.', 'For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.', 'You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.']}, 'Spellcasting Ability': {content: ['Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.', '**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier', '**Spell attack modifier** = your proficiency bonus + your Wisdom modifier']}, 'Ritual Casting': 'You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.', 'Spellcasting Focus': 'You can use a holy symbol (see chapter 5, “Equipment”) as a spellcasting focus for your cleric spells.'}, 'Divine Domain': {content: 'Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.', 'Domain Spells': {content: ['Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.', 'If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.']}}, 'Channel Divinity': {content: ['At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.', 'When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.', 'Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.', 'Beginning at 6th level, you can use your Channel', 'Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.'], 'Channel Divinity: Turn Undead': {content: ['As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.', 'A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.']}}, 'Ability Score Improvement': 'When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.', 'Destroy Undead': {content: 'Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.', 'Destroy Undead': {table: {'Cleric Level': [5th, 8th, 11th, 14th, 17th], 'Destroys Undead of CR...': ['1/2 or lower', '1 or lower', '2 or lower', '3 or lower', '4 or lower']}}}, 'Divine Intervention': {content: ['Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.', 'Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.', 'If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.', 'At 20th level, your call for intervention succeeds automatically, no roll required.']}, 'Life Domain': {content: 'The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).', 'Life Domain Spells': {table: {'Cleric Level': [1st, 3rd, 5th, 7th, 9th], Spells: ['bless, cure wounds', 'lesser restoration, spiritual weapon', 'beacon of hope, revivify', 'death ward, guardian of faith', 'mass cure wounds, raise dead']}}, 'Bonus Proficiency': 'When you choose this domain at 1st level, you gain proficiency with heavy armor.', 'Disciple of Life': 'Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.', 'Channel Divinity: Preserve Life': {content: ['Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.', 'As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.']}, 'Blessed Healer': 'Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.', 'Divine Strike': 'At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.', 'Supreme Healing': 'Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.'}} Druid: - 'Class Features': {content: 'As a druid, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d8 per druid level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st']}, Proficiencies: {content: ['**Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)', '**Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears', '**Tools:** Herbalism kit', '**Saving Throws:** Intelligence, Wisdom', '**Skills:** Choose two from Arcana, Animal Handling,', 'Insight, Medicine, Nature, Perception, Religion, and Survival']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a wooden shield or (*b*) any simple weapon', '(*a*) a scimitar or (*b*) any simple melee weapon', 'Leather armor, an explorer’s pack, and a druidic focus']]}, 'The Druid': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Druidic, Spellcasting', 'Wild Shape, Druid Circle', '-', 'Wild Shape Improvement, Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Wild Shape Improvement, Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Ability Score Improvement', '-', 'Timeless Body, Beast Spells', 'Ability Score Improvement', Archdruid], 'Cantrips Known': ['2', '2', '2', '3', '3', '3', '3', '3', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '2'], 8th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1'], 9th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1']}}, Druidic: 'You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.', Spellcasting: {content: 'Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.', Cantrips: 'At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.', 'Preparing and Casting Spells': {content: ['The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.', 'You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.']}, 'Spellcasting Focus': 'You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells.'}, 'Wild Shape': {content: ['Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.', 'Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.'], 'Beast Shapes': {content: ['For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds,* you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.', 'You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.']}, 'Spellcasting Ability': {content: ['Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.', '**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier', '**Spell attack modifier** = your proficiency bonus + your Wisdom modifier']}, 'Ritual Casting': {content: ['You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.', {table: {Max.: [2nd, 4th, 8th], Level: [1/4, 1/2, '1'], 'CR Limitations': ['No flying or swimming speed', 'No flying speed', —], Example: [Wolf, Crocodile, 'Giant eagle']}}, 'You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.', 'While you are transformed, the following rules apply:', ['Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.', 'When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.', 'You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as *call lightning*, that you’ve already cast.', 'You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.', 'You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.']]}}, 'Druid Circle': 'At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.', 'Ability Score Improvement': 'When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.', 'Timeless Body': 'Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.', 'Beast Spells': 'Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.', Archdruid: {content: ['At 20th level, you can use your Wild Shape an unlimited number of times.', 'Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.']}, 'Circle of the Land': {content: 'The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.', 'Bonus Cantrip': 'When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.', 'Natural Recovery': {content: ['Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.', 'For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.']}, 'Circle Spells': {content: ['Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, or swamp—and consult the associated list of spells.', 'Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.'], Arctic: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['hold person, spike growth', 'sleet storm, slow', 'freedom of movement, ice storm', 'commune with nature, cone of cold']}}, Coast: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['mirror image, misty step', 'water breathing, water walk', 'control water, freedom of movement', 'conjure elemental, scrying']}}, Desert: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['blur, silence', 'create food and water, protection from energy', 'blight, hallucinatory terrain', 'insect plague, wall of stone']}}, Forest: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['barkskin, spider climb', 'call lightning, plant growth', 'divination, freedom of movement', 'commune with nature, tree stride']}}, Grassland: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['invisibility, pass without trace', 'daylight, haste', 'divination, freedom of movement', 'dream, insect plague']}}, Mountain: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['spider climb, spike growth', 'lightning bolt, meld into stone', 'stone shape, stoneskin', 'passwall, wall of stone']}}, Swamp: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['acid arrow, darkness', 'water walk, stinking cloud', 'freedom of movement, locate creature', 'insect plague, scrying']}}}, 'Land’s Stride': {content: ['Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.', 'In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell.']}, 'Nature’s Ward': 'When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.', 'Nature’s Sanctuary': {content: ['When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.', 'The creature is aware of this effect before it makes its attack against you.']}}, 'Sacred Plants and Wood': {content: ['A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.', 'Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.', 'Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.']}, 'Druids and the Gods': 'Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.'} + 'Class Features': {content: 'As a druid, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d8 per druid level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st']}, Proficiencies: {content: ['**Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)', '**Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears', '**Tools:** Herbalism kit', '**Saving Throws:** Intelligence, Wisdom', '**Skills:** Choose two from Arcana, Animal Handling,', 'Insight, Medicine, Nature, Perception, Religion, and Survival']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a wooden shield or (*b*) any simple weapon', '(*a*) a scimitar or (*b*) any simple melee weapon', 'Leather armor, an explorer’s pack, and a druidic focus']]}, 'The Druid': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Druidic, Spellcasting', 'Wild Shape, Druid Circle', '-', 'Wild Shape Improvement, Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Wild Shape Improvement, Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Ability Score Improvement', '-', 'Timeless Body, Beast Spells', 'Ability Score Improvement', Archdruid], 'Cantrips Known': ['2', '2', '2', '3', '3', '3', '3', '3', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '2'], 8th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1'], 9th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1']}}, Druidic: 'You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.', Spellcasting: {content: 'Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.', Cantrips: 'At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.', 'Preparing and Casting Spells': {content: ['The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.', 'You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.']}, 'Spellcasting Ability': {content: ['Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.', '**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier', '**Spell attack modifier** = your proficiency bonus + your Wisdom modifier']}, 'Ritual Casting': 'You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.', 'Spellcasting Focus': 'You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells.'}, 'Wild Shape': {content: ['Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.', 'Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.'], 'Beast Shapes': {content: ['For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds,* you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.', 'You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.', {table: {Max.: [2nd, 4th, 8th], Level: [1/4, 1/2, '1'], 'CR Limitations': ['No flying or swimming speed', 'No flying speed', —], Example: [Wolf, Crocodile, 'Giant eagle']}}, 'You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.', 'While you are transformed, the following rules apply:', ['Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.', 'When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.', 'You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as *call lightning*, that you’ve already cast.', 'You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.', 'You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.']]}}, 'Druid Circle': 'At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.', 'Ability Score Improvement': 'When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.', 'Timeless Body': 'Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.', 'Beast Spells': 'Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.', Archdruid: {content: ['At 20th level, you can use your Wild Shape an unlimited number of times.', 'Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.']}, 'Circle of the Land': {content: 'The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.', 'Bonus Cantrip': 'When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.', 'Natural Recovery': {content: ['Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.', 'For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.']}, 'Circle Spells': {content: ['Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, or swamp—and consult the associated list of spells.', 'Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.'], Arctic: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['hold person, spike growth', 'sleet storm, slow', 'freedom of movement, ice storm', 'commune with nature, cone of cold']}}, Coast: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['mirror image, misty step', 'water breathing, water walk', 'control water, freedom of movement', 'conjure elemental, scrying']}}, Desert: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['blur, silence', 'create food and water, protection from energy', 'blight, hallucinatory terrain', 'insect plague, wall of stone']}}, Forest: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['barkskin, spider climb', 'call lightning, plant growth', 'divination, freedom of movement', 'commune with nature, tree stride']}}, Grassland: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['invisibility, pass without trace', 'daylight, haste', 'divination, freedom of movement', 'dream, insect plague']}}, Mountain: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['spider climb, spike growth', 'lightning bolt, meld into stone', 'stone shape, stoneskin', 'passwall, wall of stone']}}, Swamp: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['acid arrow, darkness', 'water walk, stinking cloud', 'freedom of movement, locate creature', 'insect plague, scrying']}}}, 'Land’s Stride': {content: ['Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.', 'In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell.']}, 'Nature’s Ward': 'When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.', 'Nature’s Sanctuary': {content: ['When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.', 'The creature is aware of this effect before it makes its attack against you.']}}, 'Sacred Plants and Wood': {content: ['A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.', 'Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.', 'Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.']}, 'Druids and the Gods': 'Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.'} Fighter: 'Class Features': {content: 'As a fighter, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d10 per fighter level', '**Hit Points at 1st Level:** 10 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per fighter level after 1st']}, Proficiencies: {content: ['**Armor:** All armor, shields', '**Weapons:** Simple weapons, martial weapons', '**Tools:** None', '**Saving Throws:** Strength, Constitution', '**Skills:** Choose two skills from Acrobatics, Animal', 'Handling, Athletics, History, Insight, Intimidation, Perception, and Survival']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) chain mail or (*b*) leather armor, longbow, and 20 arrows', '(*a*) a martial weapon and a shield or (*b*) two martial weapons', '(*a*) a light crossbow and 20 bolts or (*b*) two handaxes', '(*a*) a dungeoneer’s pack or (*b*) an explorer’s pack']]}, 'The Fighter': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Fighting Style, Second Wind', 'Action Surge (one use)', 'Martial Archetype', 'Ability Score Improvement', 'Extra Attack', 'Ability Score Improvement', 'Martial Archetype Feature', 'Ability Score Improvement', 'Indomitable (one use)', 'Martial Archetype Feature', 'Extra Attack (2)', 'Ability Score Improvement', 'Indomitable (two uses)', 'Ability Score Improvement', 'Martial Archetype Feature', 'Ability Score Improvement', 'Action Surge (two uses), Indomitable (three uses)', 'Martial Archetype Feature', 'Ability Score Improvement', 'Extra Attack (3)']}}, 'Fighting Style': {content: 'You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.', Archery: 'You gain a +2 bonus to attack rolls you make with ranged weapons.', Defense: 'While you are wearing armor, you gain a +1 bonus to AC.', Dueling: 'When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.', 'Great Weapon Fighting': 'When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.', Protection: 'When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.', 'Two-Weapon Fighting': 'When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.'}, 'Second Wind': 'You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.', 'Action Surge': {content: ['Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.', 'Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.']}, 'Martial Archetype': 'At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.', 'Ability Score Improvement': 'When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.', 'Extra Attack': {content: ['Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.', 'The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.']}, Indomitable: {content: ['Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.', 'You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.']}} 'Martial Archetypes': {content: 'Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.', Champion: {content: 'The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.', 'Improved Critical': 'Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.', 'Remarkable Athlete': {content: ['Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.', 'In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.']}, 'Additional Fighting Style': 'At 10th level, you can choose a second option from the Fighting Style class feature.', 'Superior Critical': 'Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.', Survivor: 'At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.'}} @@ -47,7 +47,9 @@ Wizard: 'Beyond 1st Level': content: ['As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called **gaining a level**.', 'When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels.', 'Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).', 'When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 18, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.', 'The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character’s class description to see what other improvements you gain at each level.'] 'Character Advancement': {table: {'Experience Points': ['0', '300', '900', '2,700', '6,500', '14,000', '23,000', '34,000', '48,000', '64,000', '85,000', '100,000', '120,000', '140,000', '165,000', '195,000', '225,000', '265,000', '305,000', '355,000'], Level: ['1', '2', '3', '4', '5', '6', '7', '8', '9', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '20'], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6']}} - Multiclassing: {content: ['Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.', 'With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character.', 'As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility.'], Prerequisites: {content: 'To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores.', 'Multiclassing Prerequisites': {table: {Class: [Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard], 'Ability Score Minimum': ['Strength 13', 'Charisma 13', 'Wisdom 13', 'Wisdom 13', 'Strength 13 or Dexterity 13', 'Dexterity 13 and Wisdom 13', 'Strength 13 and Charisma 13', 'Dexterity 13 and Wisdom 13', 'Dexterity 13', 'Charisma 13', 'Charisma 13', 'Intelligence 13']}}}, 'Experience Points': 'The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.', 'Hit Points and Hit Dice': {content: ['You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.', 'You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.']}, 'Multiclassing Proficiency Bonus': 'Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3.', 'Multiclassing Proficiencies': {content: 'When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.', 'Multiclassing Proficiencies': {table: {Class: [Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard], 'Proficiencies Gained': ['Shields, simple weapons, martial weapons', 'Light armor, one skill of your choice, one musical instrument of your choice', 'Light armor, medium armor, shields', 'Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)', 'Light armor, medium armor, shields, simple weapons, martial weapons', 'Simple weapons, shortswords', 'Light armor, medium armor, shields, simple weapons, martial weapons', 'Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list', 'Light armor, one skill from the class’s skill list, thieves’ tools', —, 'Light armor, simple weapons', —]}}}, 'Multiclassing Class Features': {content: 'When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.', 'Channel Divinity': 'If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.', 'Extra Attack': 'If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of Extra Attack does). Similarly, the warlock’s eldritch invocation Thirsting Blade doesn’t give you additional attacks if you also have Extra Attack.', 'Unarmored Defense': 'If you already have the Unarmored Defense feature, you can’t gain it again from another class.', Spellcasting: {content: ['Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.', '***Spells Known and Prepared.*** You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.', 'Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.', '***Spell Slots.*** You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.', 'If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like *burning hands*, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don’t have any spells of that higher level.', 'For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don’t know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know—and potentially enhance their effects.', '***Pact Magic.*** If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.']}, 'Multiclass Spellcaster: Spell Slots per Spell Level': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: [—, —, '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: [—, —, —, —, '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: [—, —, —, —, —, —, '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: [—, —, —, —, —, —, —, —, '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: [—, —, —, —, —, —, —, —, —, —, '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: [—, —, —, —, —, —, —, —, —, —, —, —, '1', '1', '1', '1', '1', '1', '1', '2'], 8th: [—, —, —, —, —, —, —, —, —, —, —, —, —, —, '1', '1', '1', '1', '1', '1'], 9th: [—, —, —, —, —, —, —, —, —, —, —, —, —, —, —, —, '1', '1', '1', '1']}}}, Alignment: {content: ['A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.', 'These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.', ['**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.', '**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.', '**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.', '**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.', '**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.', '**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.', '**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.', '**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.', '**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.']], 'Alignment in the Multiverse': {content: ['For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.', 'The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god’s influence.)', 'Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.', 'Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.']}}, Languages: {content: ['Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.', 'Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.', 'Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.'], 'Standard Languages': {table: {Language: [Common, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc], 'Typical Speakers': [Humans, Dwarves, Elves, 'Ogres, giants', Gnomes, Goblinoids, Halflings, Orcs], Script: [Common, Dwarvish, Elvish, Dwarvish, Dwarvish, Dwarvish, Common, Dwarvish]}}, 'Exotic Languages': {table: {Language: [Abyssal, Celestial, Draconic, 'Deep Speech', Infernal, Primordial, Sylvan, Undercommon], 'Typical Speakers': [Demons, Celestials, 'Dragons, dragonborn', 'Aboleths, cloakers', Devils, Elementals, 'Fey creatures', 'Underworld traders'], Script: [Infernal, Celestial, Draconic, —, Infernal, Dwarvish, Elvish, Elvish]}}}} + Multiclassing: {content: ['Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.', 'With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character.', 'As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility.'], Prerequisites: {content: 'To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores.', 'Multiclassing Prerequisites': {table: {Class: [Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard], 'Ability Score Minimum': ['Strength 13', 'Charisma 13', 'Wisdom 13', 'Wisdom 13', 'Strength 13 or Dexterity 13', 'Dexterity 13 and Wisdom 13', 'Strength 13 and Charisma 13', 'Dexterity 13 and Wisdom 13', 'Dexterity 13', 'Charisma 13', 'Charisma 13', 'Intelligence 13']}}}, 'Experience Points': 'The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.', 'Hit Points and Hit Dice': {content: ['You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.', 'You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.']}, 'Multiclassing Proficiency Bonus': 'Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3.', 'Multiclassing Proficiencies': {content: 'When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.', 'Multiclassing Proficiencies': {table: {Class: [Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard], 'Proficiencies Gained': ['Shields, simple weapons, martial weapons', 'Light armor, one skill of your choice, one musical instrument of your choice', 'Light armor, medium armor, shields', 'Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)', 'Light armor, medium armor, shields, simple weapons, martial weapons', 'Simple weapons, shortswords', 'Light armor, medium armor, shields, simple weapons, martial weapons', 'Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list', 'Light armor, one skill from the class’s skill list, thieves’ tools', —, 'Light armor, simple weapons', —]}}}, 'Multiclassing Class Features': {content: 'When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.', 'Channel Divinity': 'If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.', 'Extra Attack': 'If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of Extra Attack does). Similarly, the warlock’s eldritch invocation Thirsting Blade doesn’t give you additional attacks if you also have Extra Attack.', 'Unarmored Defense': 'If you already have the Unarmored Defense feature, you can’t gain it again from another class.', Spellcasting: {content: ['Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.', '***Spells Known and Prepared.*** You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.', 'Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.', '***Spell Slots.*** You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.', 'If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like *burning hands*, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don’t have any spells of that higher level.', 'For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don’t know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know—and potentially enhance their effects.', '***Pact Magic.*** If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.']}, 'Multiclass Spellcaster: Spell Slots per Spell Level': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: [—, —, '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: [—, —, —, —, '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: [—, —, —, —, —, —, '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: [—, —, —, —, —, —, —, —, '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: [—, —, —, —, —, —, —, —, —, —, '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: [—, —, —, —, —, —, —, —, —, —, —, —, '1', '1', '1', '1', '1', '1', '1', '2'], 8th: [—, —, —, —, —, —, —, —, —, —, —, —, —, —, '1', '1', '1', '1', '1', '1'], 9th: [—, —, —, —, —, —, —, —, —, —, —, —, —, —, —, —, '1', '1', '1', '1']}}}} + Alignment: {content: ['A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.', 'These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.', ['**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.', '**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.', '**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.', '**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.', '**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.', '**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.', '**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.', '**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.', '**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.']], 'Alignment in the Multiverse': {content: ['For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.', 'The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god’s influence.)', 'Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.', 'Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.']}} + Languages: {content: ['Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.', 'Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.', 'Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.'], 'Standard Languages': {table: {Language: [Common, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc], 'Typical Speakers': [Humans, Dwarves, Elves, 'Ogres, giants', Gnomes, Goblinoids, Halflings, Orcs], Script: [Common, Dwarvish, Elvish, Dwarvish, Dwarvish, Dwarvish, Common, Dwarvish]}}, 'Exotic Languages': {table: {Language: [Abyssal, Celestial, Draconic, 'Deep Speech', Infernal, Primordial, Sylvan, Undercommon], 'Typical Speakers': [Demons, Celestials, 'Dragons, dragonborn', 'Aboleths, cloakers', Devils, Elementals, 'Fey creatures', 'Underworld traders'], Script: [Infernal, Celestial, Draconic, —, Infernal, Dwarvish, Elvish, Elvish]}}} Inspiration: {content: 'Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.', 'Gaining Inspiration': {content: ['Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.', 'You either have inspiration or you don’t - you can’t stockpile multiple “inspirations” for later use.']}, 'Using Inspiration': {content: ['If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.', 'Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.']}} Backgrounds: {content: ['Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.', 'Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is *what changed*? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don’t you have *more* money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?', 'The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.'], Proficiencies: {content: ['Each background gives a character proficiency in two skills (described in “Using Ability Scores”).', 'In addition, most backgrounds give a character proficiency with one or more tools (detailed in “Equipment”).', 'If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.']}, Languages: 'Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages.”', Equipment: 'Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background.', 'Suggested Characteristics': 'A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.', 'Customizing a Background': 'You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can’t also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t find a feature that matches your desired background, work with your GM to create one.', Acolyte: {content: ['You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.', 'Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in "Fantasy-Historical Pantheons" or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.', '**Skill Proficiencies:** Insight, Religion', '**Languages:** Two of your choice', '**Equipment:** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp'], 'Feature: Shelter of the Faithful': {content: ['As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.', 'You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.']}, 'Suggested Characteristics': {content: ['Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.', {table: {d8: ['1', '2', '3', '4', '5', '6', '7', '8'], 'Personality Trait': ['I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.', 'I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.', 'I see omens in every event and action. The gods try to speak to us, we just need to listen', 'Nothing can shake my optimistic attitude.', 'I quote (or misquote) sacred texts and proverbs in almost every situation.', 'I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.', 'I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.', 'I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.']}}, {table: {d6: ['1', '2', '3', '4', '5', '6'], Ideal: ['Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)', 'Charity. I always try to help those in need, no matter what the personal cost. (Good)', 'Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)', 'Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)', 'Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)', 'Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)']}}, {table: {d6: ['1', '2', '3', '4', '5', '6'], Bond: ['I would die to recover an ancient relic of my faith that was lost long ago.', 'I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.', 'I owe my life to the priest who took me in when my parents died.', 'Everything I do is for the common people.', 'I will do anything to protect the temple where I served.', 'I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.']}}, {table: {d6: ['1', '2', '3', '4', '5', '6'], Flaw: ['I judge others harshly, and myself even more severely.', 'I put too much trust in those who wield power within my temple’s hierarchy.', 'My piety sometimes leads me to blindly trust those that profess faith in my god.', 'I am inflexible in my thinking.', 'I am suspicious of strangers and expect the worst of them.', 'Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.']}}]}}} Equipment: @@ -72,6 +74,7 @@ Feats: 'Ability Checks': {content: ['An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.', 'For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class.', 'The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.'], 'Typical Difficulty Classes': {content: [{table: {'Task Difficulty': ['Very easy', Easy, Medium, Hard, 'Very hard', 'Nearly impossible'], DC: ['5', '10', '15', '20', '25', '30']}}, 'To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success—the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.']}, Contests: {content: ['Sometimes one character’s or monster’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal— for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.', 'Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.', 'If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.']}, Skills: {content: ['Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the monster’s stat block.)', 'For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.', 'The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability’s description in the later sections of this section for examples of how to use a skill associated with an ability.'], Strength: [Athletics], Dexterity: [Acrobatics, 'Sleight of Hand', Stealth], Intelligence: [Arcana, History, Investigation, Nature, Religion], Wisdom: ['Animal Handling', Insight, Medicine, Perception, Survival], Charisma: {content: [[Deception, Intimidation, Performance, Persuasion], 'Sometimes, the GM might ask for an ability check using a specific skill—for example, “Make a Wisdom (Perception) check.” At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.', 'For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character’s proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.']}, 'Variant: Skills with Different Abilities': 'Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you’re proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.'}, 'Passive Checks': {content: ['A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.', 'Here’s how to determine a character’s total for a passive check:', '10 + all modifiers that normally apply to the check', 'If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a **score**.', 'For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.', 'The rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules.']}, 'Working Together': {content: ['Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—or the one with the highest ability modifier—can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.', 'A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.'], 'Group Checks': {content: ['When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t.', 'To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.', 'Group checks don’t come up very often, and they’re most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.']}}} 'Using Each Ability': {content: 'Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.', Strength: {content: 'Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.', 'Strength Checks': {content: ['A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.', '***Athletics.*** Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:', ['You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.', 'You try to jump an unusually long distance or pull off a stunt midjump.', 'You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.'], '***Other Strength Checks.*** The GM might also call for a Strength check when you try to accomplish tasks like the following:', ['Force open a stuck, locked, or barred door', 'Break free of bonds', 'Push through a tunnel that is too small', 'Hang on to a wagon while being dragged behind it', 'Tip over a statue', 'Keep a boulder from rolling']]}, 'Attack Rolls and Damage': 'You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand- to-hand combat, and some of them can be thrown to make a ranged attack.', 'Lifting and Carrying': {content: ['Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.', '***Carrying Capacity.*** Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it.', '***Push, Drag, or Lift.*** You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.', '***Size and Strength.*** Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.'], 'Variant: Encumbrance': {content: ['The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.', 'If you carry weight in excess of 5 times your Strength score, you are **encumbered**, which means your speed drops by 10 feet.', 'If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead **heavily encumbered**, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.']}}}, Dexterity: {content: 'Dexterity measures agility, reflexes, and balance.', 'Dexterity Checks': {content: ['A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.', '***Acrobatics.*** Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.', '***Sleight of Hand.*** Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.', '***Stealth.*** Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.', '***Other Dexterity Checks.*** The GM might call for a Dexterity check when you try to accomplish tasks like the following:', ['Control a heavily laden cart on a steep descent', 'Steer a chariot around a tight turn', 'Pick a lock', 'Disable a trap', 'Securely tie up a prisoner', 'Wriggle free of bonds', 'Play a stringed instrument', 'Craft a small or detailed object']]}, 'Attack Rolls and Damage': 'You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.', 'Armor Class': 'Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.', Initiative: 'At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat.', Hiding: {content: ['The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.', 'You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.', 'An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.', 'In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.', '***Passive Perception.*** When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.', '***What Can You See?*** One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be **lightly** or **heavily obscured**, as explained in chapter 8, “Adventuring.”']}}, Constitution: {content: 'Constitution measures health, stamina, and vital force.', 'Constitution Checks': {content: ['Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.', 'The GM might call for a Constitution check when you try to accomplish tasks like the following:', ['Hold your breath', 'March or labor for hours without rest', 'Go without sleep', 'Survive without food or water', 'Quaff an entire stein of ale in one go']]}, 'Hit Points': {content: ['Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.', 'If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you’re 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.']}}, Intelligence: {content: 'Intelligence measures mental acuity, accuracy of recall, and the ability to reason.', 'Intelligence Checks': {content: ['An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.', '***Arcana.*** Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.', '***History.*** Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.', '***Investigation.*** When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.', '***Nature.*** Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.', '***Religion.*** Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.', '***Other Intelligence Checks.*** The GM might call for an Intelligence check when you try to accomplish tasks like the following:', ['Communicate with a creature without using words', 'Estimate the value of a precious item', 'Pull together a disguise to pass as a city guard', 'Forge a document', 'Recall lore about a craft or trade', 'Win a game of skill']]}, 'Spellcasting Ability': 'Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.'}, Wisdom: {content: 'Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.', 'Wisdom Checks': {content: ['A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.', '***Animal Handling.*** When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.', '***Insight.*** Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.', '***Medicine.*** A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.', '***Perception.*** Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.', '***Survival.*** The GM might ask you to make a', 'Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.', '***Other Wisdom Checks.*** The GM might call for a', 'Wisdom check when you try to accomplish tasks like the following:', ['Get a gut feeling about what course of action to follow', 'Discern whether a seemingly dead or living creature is undead']]}, 'Spellcasting Ability': 'Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.'}, Charisma: {content: 'Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.', 'Charisma Checks': {content: ['A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.', '***Deception.*** Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast- talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.', '***Intimidation.*** When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.', '***Performance.*** Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.', '***Persuasion.*** When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.', '***Other Charisma Checks.*** The GM might call for a Charisma check when you try to accomplish tasks like the following:', ['Find the best person to talk to for news, rumors, and gossip', 'Blend into a crowd to get the sense of key topics of conversation']]}, 'Spellcasting Ability': 'Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.'}} 'Saving Throws': {content: ['A saving throw—also called a save—represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.', 'To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.', 'A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.', 'Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.', 'The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.', 'The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.']} +Adventuring: Time: {content: ['In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.', 'In a city or wilderness, a scale of **hours** is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time.', 'For long journeys, a scale of **days** works best.', 'Following the road from Baldur’s Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey.', 'In combat and other fast-paced situations, the game relies on **rounds**, a 6-second span of time.']} Movement: {content: ['Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope—all sorts of movement play a key role in fantasy gaming adventures.', 'The GM can summarize the adventurers’ movement without calculating exact distances or travel times: “You travel through the forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.”', 'Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over.'], Speed: {content: ['Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life- threatening situation.', 'The following rules determine how far a character or monster can move in a minute, an hour, or a day.'], 'Travel Pace': {content: ['While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.', '***Forced March.*** The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.', 'For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix A).', '***Mounts and Vehicles.*** For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.', 'Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.', 'Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a *carpet of flying*, allow you to travel more swiftly.'], 'Travel Pace': {table: {Pace: [Fast, Normal, Slow], 'Distance per: Minute': ['400 feet', '300 feet', '200 feet'], Hour: ['4 miles', '3 miles', '2 miles'], Day: ['30 miles', '18 miles', '24 miles'], Effect: ['−5 penalty to passive Wisdom (Perception) scores', —, 'Able to use stealth']}}}, 'Difficult Terrain': {content: ['The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain.', 'You move at half speed in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.']}}, 'Special Types of Movement': {content: 'Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.', 'Climbing, Swimming, and Crawling': 'While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.', Jumping: {content: ['Your Strength determines how far you can jump.', '***Long Jump.*** When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.', 'This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.', 'When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.', '***High Jump.*** When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.', 'You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.']}}} 'The Environment': {content: 'By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.', Falling: 'A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.', Suffocating: {content: ['A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).', 'When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.', 'For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.']}, 'Vision and Light': {content: ['The most fundamental tasks of adventuring— noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few—rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.', 'A given area might be lightly or heavily obscured. In a **lightly obscured** area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.', 'A **heavily obscured** area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix A) when trying to see something in that area.', 'The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.', '**Bright light** lets most creatures see normally.', 'Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.', '**Dim light**, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.', '**Darkness** creates a heavily obscured area.', 'Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.'], Blindsight: 'A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.', Darkvision: 'Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.', Truesight: 'A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.'}, 'Food and Water': {content: 'Characters who don’t eat or drink suffer the effects of exhaustion (see appendix A). Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.', Food: {content: ['A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.', 'A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.', 'A normal day of eating resets the count of days without food to zero.']}, Water: {content: ['A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.', 'If the character already has one or more levels of exhaustion, the character takes two levels in either case.']}}, 'Interacting with Objects': {content: ['A character’s interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens.', 'For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.', 'Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object’s Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It’s hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks.', 'A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.']}} @@ -382,7 +385,7 @@ Monsters: 'Monsters (B)': {Basilisk: {content: ['*Medium monstrosity, unaligned*', '**Armor Class** 15 (natural armor)', '**Hit Points** 52 (8d8 + 16)', '**Speed** 20 ft.', {table: {STR: ['16 (+3)'], DEX: ['8 (−1)'], CON: ['15 (+2)'], INT: ['2 (−4)'], WIS: ['8 (−1)'], CHA: ['7 (−2)']}}, '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** —', '**Challenge** 3 (700 XP)', '**Petrifying Gaze.** If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the *greater restoration* spell or other magic.', 'A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.', 'If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. H*it:* 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.']}, Behir: {content: ['*Huge monstrosity, neutral evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 168 (16d12 + 64)', '**Speed** 50 ft., climb 40 ft.', {table: {STR: ['23 (+6)'], DEX: ['16 (+3)'], CON: ['18 (+4)'], INT: ['7 (−2)'], WIS: ['14 (+2)'], CHA: ['12 (+1)']}}, '**Skills** Perception +6, Stealth +7', '**Damage Immunities** lightning', '**Senses** darkvision 90 ft., passive Perception 16', '**Languages** Draconic', '**Challenge** 11 (7,200 XP)', '**Actions**', '***Multiattack.*** The behir makes two attacks: one with its bite and one to constrict.', '***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 22 (3d10 + 6) piercing damage.', '***Constrict.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one Large or smaller creature. *Hit:* 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn’t already constricting a creature, and the target is restrained until this grapple ends.', '***Lightning Breath (Recharge 5–6).*** The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.', '***Swallow.*** The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir’s turns. A behir can have only one creature swallowed at a time.', 'If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.']}, Bugbear: {content: ['*Medium humanoid (goblinoid), chaotic evil*', '**Armor Class** 16 (hide armor, shield)', '**Hit Points** 27 (5d8 + 5)', '**Speed** 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['14 (+2)'], CON: ['13 (+1)'], INT: ['8 (−1)'], WIS: ['11 (+0)'], CHA: ['9 (−1)']}}, '**Skills** Stealth +6, Survival +2', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Common, Goblin', '**Challenge** 1 (200 XP)', '***Brute.*** A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).', '***Surprise Attack.*** If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.', '**Actions**', '***Morningstar.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 11 (2d8 + 2) piercing damage.', '***Javelin.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.']}, Bulette: {content: ['*Large monstrosity, unaligned*', '**Armor Class** 17 (natural armor)', '**Hit Points** 94 (9d10 + 45)', '**Speed** 40 ft., burrow 40 ft.', {table: {STR: ['19 (+4)'], DEX: ['11 (+0)'], CON: ['21 (+5)'], INT: ['2 (−4)'], WIS: ['10 (+0)'], CHA: ['5 (−3)']}}, '**Skills** Perception +6', '**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 16', '**Languages** —', '**Challenge** 5 (1,800 XP)', '***Standing Leap.*** The bulette’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.', '**Actions**', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 30 (4d12 + 4) piercing damage.', '***Deadly Leap.*** If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the bulette’s space.']}} 'Monsters (C)': {Centaur: {content: ['*Large monstrosity, neutral good*', '**Armor Class** 12', '**Hit Points** 45 (6d10 + 12)', '**Speed** 50 ft.', {table: {STR: ['18 (+4)'], DEX: ['14 (+2)'], CON: ['14 (+2)'], INT: ['9 (−1)'], WIS: ['13 (+1)'], CHA: ['11 (+0)']}}, '**Skills** Athletics +6, Perception +3, Survival +3', '**Senses** passive Perception 13', '**Languages** Elvish, Sylvan', '**Challenge** 2 (450 XP)', '***Charge.*** If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.', '***Actions***', '***Multiattack.*** The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.', '***Pike.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage.', '***Hooves.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.', '***Longbow.** Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.']}, Chimera: {content: ['*Large monstrosity, chaotic evil*', '**Armor Class** 14 (natural armor)', '**Hit Points** 114 (12d10 + 48)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['19 (+4)'], DEX: ['11 (+0)'], CON: ['19 (+4)'], INT: ['3 (−4)'], WIS: ['14 (+2)'], CHA: ['10 (+0)']}}, '**Skills** Perception +8', '**Senses** darkvision 60 ft., passive Perception 18', '**Languages** understands Draconic but can’t speak', '**Challenge** 6 (2,300 XP)', '**Actions**', '***Multiattack.*** The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage.', '***Horns.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12 + 4) bludgeoning damage.', '***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.', '***Fire Breath (Recharge 5–6).*** The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.']}, Chuul: {content: ['*Large aberration, chaotic evil*', '**Armor Class** 16 (natural armor)', '**Hit Points** 93 (11d10 + 33)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['10 (+0)'], CON: ['16 (+3)'], INT: ['5 (−3)'], WIS: ['11 (+0)'], CHA: ['5 (−3)']}}, '**Skills** Perception +4', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** understands Deep Speech but can’t speak', '**Challenge** 4 (1,100 XP)', '***Amphibious.*** The chuul can breathe air and water.', '***Sense Magic.*** The chuul senses magic within 120 feet of it at will. This trait otherwise works like the *detect magic* spell but isn’t itself magical.', '**Actions**', '***Multiattack.*** The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.', '***Pincer.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn’t have two other creatures grappled.', '***Tentacles.*** One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}, Cloaker: {content: ['*Large aberration, chaotic neutral*', '**Armor Class** 14 (natural armor)', '**Hit Points** 78 (12d10 + 12)', '**Speed** 10 ft., fly 40 ft.', {table: {STR: ['17 (+3)'], DEX: ['15 (+2)'], CON: ['12 (+1)'], INT: ['13 (+1)'], WIS: ['12 (+1)'], CHA: ['14 (+2)']}}, '**Skills** Stealth +5', '**Senses** darkvision 60 ft., passive Perception 11', '**Languages** Deep Speech, Undercommon', '**Challenge** 8 (3,900 XP)', '***Damage Transfer.*** While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.', '***False Appearance.*** While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.', '***Light Sensitivity.*** While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Multiattack.*** The cloaker makes two attacks: one with its bite and one with its tail.', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target’s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.', '***Tail.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 7 (1d8 + 3) slashing damage.', '***Moan.*** Each creature within 60 feet of the cloaker that can hear its moan and that isn’t an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker’s next turn. If a creature’s saving throw is successful, the creature is immune to the cloaker’s moan for the next 24 hours', '***Phantasms (Recharges after a Short or Long Rest).*** The cloaker magically creates three illusory duplicates of itself if it isn’t in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.', 'Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can’t see or if it relies on senses other than sight.', 'A duplicate has the cloaker’s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.']}, Cockatrice: {content: ['*Small monstrosity, unaligned*', '**Armor Class** 11', '**Hit Points** 27 (6d6 + 6)', '**Speed** 20 ft., fly 40 ft.', {table: {STR: ['6 (−2)'], DEX: ['12 (+1)'], CON: ['12 (+1)'], INT: ['2 (−4)'], WIS: ['13 (+1)'], CHA: ['5 (−3)']}}, '**Senses** darkvision 60 ft., passive Perception 11', '**Languages** —', '**Challenge** 1/2 (100 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.']}, Couatl: {content: ['*Medium celestial, lawful good*', '**Armor Class** 19 (natural armor)', '**Hit Points** 97 (13d8 + 39)', '**Speed** 30 ft., fly 90 ft.', {table: {STR: ['16 (+3)'], DEX: ['20 (+5)'], CON: ['17 (+3)'], INT: ['18 (+4)'], WIS: ['20 (+5)'], CHA: ['18 (+4)']}}, '**Saving Throws** Con +5, Wis +7, Cha +6', '**Damage Resistances** radiant', '**Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks', '**Senses** truesight 120 ft., passive Perception 15', '**Languages** all, telepathy 120 ft.', '**Challenge** 4 (1,100 XP)', '***Innate Spellcasting.*** The couatl’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:', 'At will: *detect evil and good*, *detect magic*, *detect thoughts* 3/day each: *bless*, *create food and water*, *cure wounds*, *lesser restoration*, *protection from poison*, *sanctuary*, *shield* 1/day each: *dream*, *greater restoration*, *scrying*', '***Magic Weapons.*** The couatl’s weapon attacks are magical.', '***Shielded Mind.*** The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.', '**Actions**', '***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.', '***Constrict.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one Medium or smaller creature. *Hit:* 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can’t constrict another target.', '***Change Shape.*** The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl’s choice).', 'In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.']}} 'Monsters (D)': {Darkmantle: {content: ['*Small monstrosity, unaligned*', '**Armor Class** 11', '**Hit Points** 22 (5d6 + 5)', '**Speed** 10 ft., fly 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['12 (+1)'], CON: ['13 (+1)'], INT: ['2 (−4)'], WIS: ['10 (+0)'], CHA: ['5 (−3)']}}, '**Skills** Stealth +3', '**Senses** blindsight 60 ft., passive Perception 10', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***Echolocation.*** The darkmantle can’t use its blindsight while deafened.', '***False Appearance.*** While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.', '**Actions**', '***Crush.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.', 'While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target.', 'A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.', '***Darkness Aura (1/Day).*** A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.']}, Demons: {Balor: {content: ['*Huge fiend (demon), chaotic evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 262 (21d12 + 126)', '**Speed** 40 ft., fly 80 ft.', {table: {STR: ['26 (+8)'], DEX: ['15 (+2)'], CON: ['22 (+6)'], INT: ['20 (+5)'], WIS: ['16 (+3)'], CHA: ['22 (+6)']}}, '**Saving Throws** Str +14, Con +12, Wis +9, Cha +12', '**Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** truesight 120 ft., passive Perception 13', '**Languages** Abyssal, telepathy 120 ft.', '**Challenge** 19 (22,000 XP)', '***Death Throes.*** When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the balor’s weapons.', '***Fire Aura.*** At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.', '***Magic Resistance.*** The balor has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The balor’s weapon attacks are magical.', '**Actions**', '***Multiattack.*** The balor makes two attacks: one with its longsword and one with its whip.', '***Longsword.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.', '***Whip.** Melee Weapon Attack:* +14 to hit, reach 30 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.', '***Teleport.*** The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.']}, Dretch: {content: ['*Small fiend (demon), chaotic evil*', '**Armor Class** 11 (natural armor)', '**Hit Points** 18 (4d6 + 4)', '**Speed** 20 ft.', {table: {STR: ['11 (+0)'], DEX: ['11 (+0)'], CON: ['12 (+1)'], INT: ['5 (−3)'], WIS: ['8 (−1)'], CHA: ['3 (−4)']}}, '**Damage Resistances** cold, fire, lightning', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)', '**Challenge** 1/4 (50 XP)', '**Actions**', '***Multiattack.*** The dretch makes two attacks: one with its bite and one with its claws.', '***Bite.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage.', '***Claws.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 5 (2d4) slashing damage.', '***Fetid Cloud (1/Day).*** A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.']}, Glabrezu: {content: ['*Large fiend (demon), chaotic evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 157 (15d10 + 75)', '**Speed** 40 ft.', {table: {STR: ['20 (+5)'], DEX: ['15 (+2)'], CON: ['21 (+5)'], INT: ['19 (+4)'], WIS: ['17 (+3)'], CHA: ['16 (+3)']}}, '**Saving Throws** Str +9, Con +9, Wis +7, Cha +7', '**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** truesight 120 ft., passive Perception 13', '**Languages** Abyssal, telepathy 120 ft.', '**Challenge** 9 (5,000 XP)', '***Innate Spellcasting.*** The glabrezu’s spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:', 'At will: *darkness*, *detect magic*, *dispel magic* 1/day each: *confusion*, *fly*, *power word stun*', '***Magic Resistance.*** The glabrezu has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Multiattack.*** The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.', '***Pincer.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.', '***Fist.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) bludgeoning damage.']}, Hezrou: {content: ['*Large fiend (demon), chaotic evil*', '**Armor Class** 16 (natural armor)', '**Hit Points** 136 (13d10 + 65)', '**Speed** 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['17 (+3)'], CON: ['20 (+5)'], INT: ['5 (−3)'], WIS: ['12 (+1)'], CHA: ['13 (+1)']}}, '**Saving Throws** Str +7, Con +8, Wis +4', '**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 11', '**Languages** Abyssal, telepathy 120 ft.', '**Challenge** 8 (3,900 XP)', '***Magic Resistance.*** The hezrou has advantage on saving throws against spells and other magical effects.', '***Stench.*** Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou’s stench for 24 hours.', '**Actions**', '***Multiattack.*** The hezrou makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage.', '***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.']}, Marilith: {content: ['*Large fiend (demon), chaotic evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 189 (18d10 + 90)', '**Speed** 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['20 (+5)'], CON: ['20 (+5)'], INT: ['18 (+4)'], WIS: ['16 (+3)'], CHA: ['20 (+5)']}}, '**Saving Throws** Str +9, Con +10, Wis +8, Cha +10', '**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** truesight 120 ft., passive Perception 13', '**Languages** Abyssal, telepathy 120 ft.', '**Challenge** 16 (15,000 XP)', '***Magic Resistance.*** The marilith has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The marilith’s weapon attacks are magical.', '***Reactive.*** The marilith can take one reaction on every turn in a combat.', '**Actions**', '***Multiattack.*** The marilith makes seven attacks: six with its longswords and one with its tail.', '***Longsword.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.', '***Tail.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one creature. *Hit:* 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can’t make tail attacks against other targets.', '***Teleport.*** The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.', '**Reactions**', '***Parry.*** The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.']}, Nalfeshnee: {content: ['*Large fiend (demon), chaotic evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 184 (16d10 + 96)', '**Speed** 20 ft., fly 30 ft.', {table: {STR: ['21 (+5)'], DEX: ['10 (+0)'], CON: ['22 (+6)'], INT: ['19 (+4)'], WIS: ['12 (+1)'], CHA: ['15 (+2)']}}, '**Saving Throws** Con +11, Int +9, Wis +6, Cha +7', '**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** truesight 120 ft., passive Perception 11', '**Languages** Abyssal, telepathy 120 ft.', '**Challenge** 13 (10,000 XP)', '***Magic Resistance.*** The nalfeshnee has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Multiattack.*** The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 32 (5d10 + 5) piercing damage.', '***Claw.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 15 (3d6 + 5) slashing damage.', '***Horror Nimbus (Recharge 5–6).*** The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee’s Horror Nimbus for the next 24 hours.', '***Teleport.*** The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.']}, Quasit: {content: ['*Tiny fiend (demon, shapechanger), chaotic evil*', '**Armor Class** 13', '**Hit Points** 7 (3d4)', '**Speed** 40 ft.', {table: {STR: ['5 (−3)'], DEX: ['17 (+3)'], CON: ['10 (+0)'], INT: ['7 (−2)'], WIS: ['10 (+0)'], CHA: ['10 (+0)']}}, '**Skills** Stealth +5', '**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 10', '**Languages** Abyssal, Common', '**Challenge** 1 (200 XP)', '***Shapechanger.*** The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.', '***Magic Resistance.*** The quasit has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Claws (Bite in Beast Form).** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Scare (1/Day).*** One creature of the quasit’s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.', '***Invisibility.*** The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.']}, Vrock: {content: ['*Large fiend (demon), chaotic evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 104 (11d10 + 44)', '**Speed** 40 ft., fly 60 ft.', {table: {STR: ['17 (+3)'], DEX: ['15 (+2)'], CON: ['18 (+4)'], INT: ['8 (−1)'], WIS: ['13 (+1)'], CHA: ['8 (−1)']}}, '**Saving Throws** Dex +5, Wis +4, Cha +2', '**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 11', '**Languages** Abyssal, telepathy 120 ft.', '**Challenge** 6 (2,300 XP)', '***Magic Resistance.*** The vrock has advantage on saving throws against spells and other magical effects.', '***Actions***', '***Multiattack.*** The vrock makes two attacks: one with its beak and one with its talons.', '***Beak.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage.', '***Talons.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 14 (2d10 + 3) slashing damage.', '***Spores (Recharge 6).*** A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.', '***Stunning Screech (1/Day).*** The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn’t a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock’s next turn.']}}, Devils: {'Barbed Devil': {content: ['*Medium fiend (devil), lawful evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 110 (13d8 + 52)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['17 (+3)'], CON: ['18 (+4)'], INT: ['12 (+1)'], WIS: ['14 (+2)'], CHA: ['14 (+2)']}}, '**Saving Throws** Str +6, Con +7, Wis +5, Cha +5', '**Skills** Deception +5, Insight +5, Perception +8', '**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 18', '**Languages** Infernal, telepathy 120 ft.', '**Challenge** 5 (1,800 XP)', '***Barbed Hide.*** At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.', '***Devil’s Sight.*** Magical darkness doesn’t impede the devil’s darkvision.', '***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Multiattack.*** The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.', '***Claw.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.', '***Tail.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage.', '***Hurl Flame.** Ranged Spell Attack:* +5 to hit, range 150 ft., one target. *Hit:* 10 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.']}, 'Bearded Devil': {content: ['*Medium fiend (devil), lawful evil*', '**Armor Class** 13 (natural armor)', '**Hit Points** 52 (8d8 + 16)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['15 (+2)'], CON: ['15 (+2)'], INT: ['9 (−1)'], WIS: ['11 (+0)'], CHA: ['11 (+0)']}}, '**Saving Throws** Str +5, Con +4, Wis +2', '**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 10', '**Languages** Infernal, telepathy 120 ft.', '**Challenge** 3 (700 XP)', '***Devil’s Sight.*** Magical darkness doesn’t impede the devil’s darkvision.', '***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.', '***Steadfast.*** The devil can’t be frightened while it can see an allied creature within 30 feet of it.', '**Actions**', '***Multiattack.*** The devil makes two attacks: one with its beard and one with its glaive.', '***Beard.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can’t regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Glaive.** Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.']}, 'Bone Devil': {content: ['*Large fiend (devil), lawful evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 142 (15d10 + 60)', '**Speed** 40 ft., fly 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['16 (+3)'], CON: ['18 (+4)'], INT: ['13 (+1)'], WIS: ['14 (+2)'], CHA: ['16 (+3)']}}, '**Saving Throws** Int +5, Wis +6, Cha +7', '**Skills** Deception +7, Insight +6', '**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 12', '**Languages** Infernal, telepathy 120 ft.', '**Challenge** 9 (5,000 XP)', '***Devil’s Sight.*** Magical darkness doesn’t impede the devil’s darkvision.', '***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Multiattack.*** The devil makes three attacks: two with its claws and one with its sting.', '***Claw.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage.', '***Sting.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}, 'Chain Devil': {content: ['*Medium fiend (devil), lawful evil*', '**Armor Class** 16 (natural armor)', '**Hit Points** 85 (10d8 + 40)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['18 (+4)'], INT: ['11 (+0)'], WIS: ['12 (+1)'], CHA: ['14 (+2)']}}, '**Saving Throws** Con +7, Wis +4, Cha +5', '**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 11', '**Languages** Infernal, telepathy 120 ft.', '**Challenge** 8 (3,900 XP)', '***Devil’s Sight.*** Magical darkness doesn’t impede the devil’s darkvision.', '***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Multiattack.*** The devil makes two attacks with its chains.', '***Chain.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn’t already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.', '***Animate Chains (Recharges after a Short or Long Rest).*** Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil’s control, provided that the chains aren’t being worn or carried.', 'Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.', '**Reactions**', '***Unnerving Mask.*** When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.']}, Erinyes: {content: ['*Medium fiend (devil), lawful evil*', '**Armor Class** 18 (plate)', '**Hit Points** 153 (18d8 + 72)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['18 (+4)'], DEX: ['16 (+3)'], CON: ['18 (+4)'], INT: ['14 (+2)'], WIS: ['14 (+2)'], CHA: ['18 (+4)']}}, '**Saving Throws** Dex +7, Con +8, Wis +6, Cha +8', '**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** truesight 120 ft., passive Perception 12', '**Languages** Infernal, telepathy 120 ft.', '**Challenge** 12 (8,400 XP)', '***Hellish Weapons.*** The erinyes’s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).', '***Magic Resistance.*** The erinyes has advantage on saving throws against spells and other magical effects.', '***Actions***', '***Multiattack.*** The erinyes makes three attacks.', '***Longsword.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.', '***Longbow.** Ranged Weapon Attack:* +7 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the *lesser restoration* spell or similar magic.', '**Reactions**', '***Parry.*** The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.']}, 'Horned Devil': {content: ['*Large fiend (devil), lawful evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 148 (17d10 + 55)', '**Speed** 20 ft., fly 60 ft.', {table: {STR: ['22 (+6)'], DEX: ['17 (+3)'], CON: ['21 (+5)'], INT: ['12 (+1)'], WIS: ['16 (+3)'], CHA: ['17 (+3)']}}, '**Saving Throws** Str +10, Dex +7, Wis +7, Cha +7', '**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 13', '**Languages** Infernal, telepathy 120 ft.', '**Challenge** 11 (7,200 XP)', '***Devil’s Sight.*** Magical darkness doesn’t impede the devil’s darkvision.', '***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Multiattack.*** The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.', '***Fork.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 15 (2d8 + 6) piercing damage.', '***Tail.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.', '***Hurl Flame.** Ranged Spell Attack:* +7 to hit, range 150 ft., one target. *Hit:* 14 (4d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.']}, 'Ice Devil': {content: ['*Large fiend (devil), lawful evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 180 (19d10 + 76)', '**Speed** 40 ft.', {table: {STR: ['21 (+5)'], DEX: ['14 (+2)'], CON: ['18 (+4)'], INT: ['18 (+4)'], WIS: ['15 (+2)'], CHA: ['18 (+4)']}}, '**Saving Throws** Dex +7, Con +9, Wis +7, Cha +9', '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered', '**Damage Immunities** cold, fire, poison', '**Condition Immunities** poisoned', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 12', '**Languages** Infernal, telepathy 120 ft.', '**Challenge** 14 (11,500 XP)', '***Devil’s Sight.*** Magical darkness doesn’t impede the devil’s darkvision.']}, Imp: {content: ['*Tiny fiend (devil, shapechanger), lawful evil*', '**Armor Class** 13', '**Hit Points** 10 (3d4 + 3)', '**Speed** 20 ft., fly 40 ft.', {table: {STR: ['6 (−2)'], DEX: ['17 (+3)'], CON: ['13 (+1)'], INT: ['11 (+0)'], WIS: ['12 (+1)'], CHA: ['14 (+2)']}}, '***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Multiattack.*** The devil makes three attacks: one with its bite, one with its claws, and one with its tail.', '***Bite.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.', '***Claws.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.', '***Tail.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.', '***Wall of Ice (Recharge 6).*** The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it’s a hemispherical dome up to 20 feet in diameter.', 'When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.', 'The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.', '**Skills** Deception +4, Insight +3, Persuasion +4, Stealth +5', '**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 11', '**Languages** Infernal, Common', '**Challenge** 1 (200 XP)', '***Shapechanger.*** The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.', '***Devil’s Sight.*** Magical darkness doesn’t impede the imp’s darkvision.', '***Magic Resistance.*** The imp has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Sting (Bite in Beast Form).** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.', '***Invisibility.*** The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.']}, Lemure: {content: ['*Medium fiend (devil), lawful evil*', '**Armor Class** 7', '**Hit Points** 13 (3d8)', '**Speed** 15 ft.', {table: {STR: ['10 (+0)'], DEX: ['5 (−3)'], CON: ['11 (+0)'], INT: ['1 (−5)'], WIS: ['11 (+0)'], CHA: ['3 (−4)']}}, '**Damage Resistances** cold', '**Damage Immunities** fire, poison', '**Condition Immunities** charmed, frightened, poisoned', '**Senses** darkvision 120 ft., passive Perception 10', '**Languages** understands Infernal but can’t speak', '**Challenge** 0 (10 XP)', '***Devil’s Sight.*** Magical darkness doesn’t impede the lemure’s darkvision.', '***Hellish Rejuvenation.*** A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a *bless* spell cast on that creature or its remains are sprinkled with holy water.', '**Actions**', '***Fist.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.']}, 'Pit Fiend': {content: ['*Large fiend (devil), lawful evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 300 (24d10 + 168)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['26 (+8)'], DEX: ['14 (+2)'], CON: ['24 (+7)'], INT: ['22 (+6)'], WIS: ['18 (+4)'], CHA: ['24 (+7)']}}, '**Saving Throws** Dex +8, Con +13, Wis +10', '**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** truesight 120 ft., passive Perception 14', '**Languages** Infernal, telepathy 120 ft.', '**Challenge** 20 (25,000 XP)', '***Fear Aura.*** Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the pit fiend’s Fear Aura for the next 24 hours.', '***Magic Resistance.*** The pit fiend has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The pit fiend’s weapon attacks are magical.', '***Innate Spellcasting.*** The pit fiend’s spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:', 'At will: *detect magic*, *fireball* 3/day each: *hold monster*, *wall of fire*', '**Actions**', '***Multiattack.*** The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.', '***Bite.** Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Claw.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 17 (2d8 + 8) slashing damage.', '***Mace.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.', '***Tail.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 24 (3d10 + 8) bludgeoning damage.']}}, Dinosaurs: {Plesiosaurus: {content: ['*Large beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 68 (8d10 + 24)', '**Speed** 20 ft., swim 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['2 (−4)'], WIS: ['12 (+1)'], CHA: ['5 (−3)']}}, '**Skills** Perception +3, Stealth +4', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 2 (450 XP)', '***Hold Breath.*** The plesiosaurus can hold its breath for 1 hour.', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14 (3d6 + 4) piercing damage.']}, Triceratops: {content: ['*Huge beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 95 (10d12 + 30)', '**Speed** 50 ft.', {table: {STR: ['22 (+6)'], DEX: ['9 (−1)'], CON: ['17 (+3)'], INT: ['2 (−4)'], WIS: ['11 (+0)'], CHA: ['5 (−3)']}}, '**Senses** passive Perception 10', '**Languages** —', '**Challenge** 5 (1,800 XP)', '***Trampling Charge.*** If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.', 'If the target is prone, the triceratops can make one stomp attack against it as a bonus action.', '**Actions**', '***Gore.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 24 (4d8 + 6) piercing damage.', '***Stomp.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10 + 6) bludgeoning damage.']}, 'Tyrannosaurus Rex': {content: ['*Huge beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 136 (13d12 + 52)', '**Speed** 50 ft.', {table: {STR: ['25 (+7)'], DEX: ['10 (+0)'], CON: ['19 (+4)'], INT: ['2 (−4)'], WIS: ['12 (+1)'], CHA: ['9 (−1)']}}, '**Skills** Perception +4', '**Senses** passive Perception 14', '**Languages** —', '**Challenge** 8 (3,900 XP)', '**Actions**', '***Multiattack.*** The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can’t make both attacks against the same target.', '***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can’t bite another target.', '***Tail.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 20 (3d8 + 7) bludgeoning damage.']}, Doppelganger: {content: ['*Medium monstrosity (shapechanger), neutral*', '**Armor Class** 14', '**Hit Points** 52 (8d8 + 16)', '**Speed** 30 ft.', {table: {STR: ['11 (+0)'], DEX: ['18 (+4)'], CON: ['14 (+2)'], INT: ['11 (+0)'], WIS: ['12 (+1)'], CHA: ['14 (+2)']}}, '**Skills** Deception +6, Insight +3', '**Condition Immunities** charmed', '**Senses** darkvision 60 ft., passive Perception 11', '**Languages** Common', '**Challenge** 3 (700 XP)', '***Shapechanger.*** The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.', '***Ambusher.*** The doppelganger has advantage on attack rolls against any creature it has surprised.', '***Surprise Attack.*** If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.', '**Actions**', '***Multiattack.*** The doppelganger makes two melee attacks.', '***Slam.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage.', '***Read Thoughts.*** The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.']}}, 'Dragons, Chromatic': {'Black Dragon': {'Ancient Black Dragon': {content: ['*Gargantuan dragon, chaotic evil*', '**Armor Class** 22 (natural armor)', '**Hit Points** 367 (21d20 + 147)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['27 (+8)'], DEX: ['14 (+2)'], CON: ['25 (+7)'], INT: ['16 (+3)'], WIS: ['15 (+2)'], CHA: ['19 (+4)']}}, '**Saving Throws** Dex +9, Con +14, Wis +9, Cha +11', '**Skills** Perception +16, Stealth +9', '**Damage Immunities** acid', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26', '**Languages** Common, Draconic', '**Challenge** 21 (33,000 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.', '***Claw.** Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.', '***Tail.** Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Acid Breath (Recharge 5–6).*** The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Black Dragon': {content: ['*Huge dragon, chaotic evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 195 (17d12 + 85)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['23 (+6)'], DEX: ['14 (+2)'], CON: ['21 (+5)'], INT: ['14 (+2)'], WIS: ['13 (+1)'], CHA: ['17 (+3)']}}, '**Saving Throws** Dex +7, Con +10, Wis +6, Cha +8', '**Skills** Perception +11, Stealth +7', '**Damage Immunities** acid', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21', '**Languages** Common, Draconic', '**Challenge** 14 (11,500 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.', '***Claw.** Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.', '***Tail.** Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Acid Breath (Recharge 5–6).*** The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Black Dragon': {content: ['*Large dragon, chaotic evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 127 (15d10 + 45)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['19 (+4)'], DEX: ['14 (+2)'], CON: ['17 (+3)'], INT: ['12 (+1)'], WIS: ['11 (+0)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +5, Con +6, Wis +3, Cha +5', '**Skills** Perception +6, Stealth +5', '**Damage Immunities** acid', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16', '**Languages** Common, Draconic', '**Challenge** 7 (2,900 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Actions***', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.', '***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.', '***Acid Breath (Recharge 5–6).*** The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.']}, 'Black Dragon Wyrmling': {content: ['*Medium dragon, chaotic evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 33 (6d8 + 6)', '**Speed** 30 ft., fly 60 ft., swim 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['14 (+2)'], CON: ['13 (+1)'], INT: ['10 (+0)'], WIS: ['11 (+0)'], CHA: ['13 (+1)']}}, '**Saving Throws** Dex +4, Con +3, Wis +2, Cha +3', '**Skills** Perception +4, Stealth +4', '**Damage Immunities** acid', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 2 (450 XP)', '***Amphibious.*** The dragon can breathe air and water.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.', '***Acid Breath (Recharge 5–6).*** The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.']}}, 'Blue Dragon': {'Ancient Blue Dragon': {content: ['*Gargantuan dragon, lawful evil*', '**Armor Class** 22 (natural armor)', '**Hit Points** 481 (26d20 + 208)', '**Speed** 40 ft., burrow 40 ft., fly 80 ft.', {table: {STR: ['29 (+9)'], DEX: ['10 (+0)'], CON: ['27 (+8)'], INT: ['18 (+4)'], WIS: ['17 (+3)'], CHA: ['21 (+5)']}}, '**Saving Throws** Dex +7, Con +15, Wis +10, Cha +12', '**Skills** Perception +17, Stealth +7', '**Damage Immunities** lightning', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27', '**Languages** Common, Draconic', '**Challenge** 23 (50,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.', '***Claw.** Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (2d6 + 9) slashing damage.', '***Tail.** Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (2d8 + 9) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Lightning Breath (Recharge 5–6).*** The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Blue Dragon': {content: ['*Huge dragon, lawful evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 225 (18d12 + 108)', '**Speed** 40 ft., burrow 30 ft., fly 80 ft.', {table: {STR: ['25 (+7)'], DEX: ['10 (+0)'], CON: ['23 (+6)'], INT: ['16 (+3)'], WIS: ['15 (+2)'], CHA: ['19 (+4)']}}, '**Saving Throws** Dex +5, Con +11, Wis +7, Cha +9', '**Skills** Perception +12, Stealth +5', '**Damage Immunities** lightning', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22', '**Languages** Common, Draconic', '**Challenge** 16 (15,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '***Actions***', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.', '***Claw.** Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6 + 7) slashing damage.', '***Tail.** Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8 + 7) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Lightning Breath (Recharge 5–6).*** The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.', '***Legendary Actions***', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Blue Dragon': {content: ['*Large dragon, lawful evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 152 (16d10 + 64)', '**Speed** 40 ft., burrow 20 ft., fly 80 ft.', {table: {STR: ['21 (+5)'], DEX: ['10 (+0)'], CON: ['19 (+4)'], INT: ['14 (+2)'], WIS: ['13 (+1)'], CHA: ['17 (+3)']}}, '**Saving Throws** Dex +4, Con +8, Wis +5, Cha +7', '**Skills** Perception +9, Stealth +4', '**Damage Immunities** lightning', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19', '**Languages** Common, Draconic', '**Challenge** 9 (5,000 XP)', '**Actions**', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.', '***Claw.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage.', '***Lightning Breath (Recharge 5–6).*** The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.']}, 'Blue Dragon Wyrmling': {content: ['*Medium dragon, lawful evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 52 (8d8 + 16)', '**Speed** 30 ft., burrow 15 ft., fly 60 ft.', {table: {STR: ['17 (+3)'], DEX: ['10 (+0)'], CON: ['15 (+2)'], INT: ['12 (+1)'], WIS: ['11 (+0)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +2, Con +4, Wis +2, Cha +4', '**Skills** Perception +4, Stealth +2', '**Damage Immunities** lightning', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 3 (700 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.', '***Lightning Breath (Recharge 5–6).*** The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.']}}, 'Green Dragon': {'Ancient Green Dragon': {content: ['*Gargantuan dragon, lawful evil*', '**Armor Class** 21 (natural armor)', '**Hit Points** 385 (22d20 + 154)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['27 (+8)'], DEX: ['12 (+1)'], CON: ['25 (+7)'], INT: ['20 (+5)'], WIS: ['17 (+3)'], CHA: ['19 (+4)']}}, '**Saving Throws** Dex +8, Con +14, Wis +10, Cha +11', '**Skills** Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27', '**Languages** Common, Draconic', '**Challenge** 22 (41,000 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.', '***Claw.** Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 22 (4d6 + 8) slashing damage.', '***Tail.** Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Poison Breath (Recharge 5–6).*** The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Green Dragon': {content: ['*Huge dragon, lawful evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 207 (18d12 + 90)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['23 (+6)'], DEX: ['12 (+1)'], CON: ['21 (+5)'], INT: ['18 (+4)'], WIS: ['15 (+2)'], CHA: ['17 (+3)']}}, '**Saving Throws** Dex +6, Con +10, Wis +7, Cha +8', '**Skills** Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22', '**Languages** Common, Draconic', '**Challenge** 15 (13,000 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.', '***Claw.** Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.', '***Tail.** Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Poison Breath (Recharge 5–6).*** The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Green Dragon': {content: ['*Large dragon, lawful evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 136 (16d10 + 48)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['19 (+4)'], DEX: ['12 (+1)'], CON: ['17 (+3)'], INT: ['16 (+3)'], WIS: ['13 (+1)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +4, Con +6, Wis +4, Cha +5', '**Skills** Deception +5, Perception +7, Stealth +4', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17', '**Languages** Common, Draconic', '**Challenge** 8 (3,900 XP)', '***Amphibious.*** The dragon can breathe air and water.', '**Actions**', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.', '***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.', '***Poison Breath (Recharge 5–6).*** The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.']}, 'Green Dragon Wyrmling': {content: ['*Medium dragon, lawful evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 38 (7d8 + 7)', '**Speed** 30 ft., fly 60 ft., swim 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['12 (+1)'], CON: ['13 (+1)'], INT: ['14 (+2)'], WIS: ['11 (+0)'], CHA: ['13 (+1)']}}, '**Saving Throws** Dex +3, Con +3, Wis +2, Cha +3', '**Skills** Perception +4, Stealth +3', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 2 (450 XP)', '***Amphibious.*** The dragon can breathe air and water.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.', '***Poison Breath (Recharge 5–6).*** The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.']}}, 'Red Dragon': {'Ancient Red Dragon': {content: ['*Gargantuan dragon, chaotic evil*', '**Armor Class** 22 (natural armor)', '**Hit Points** 546 (28d20 + 252)', '**Speed** 40 ft., climb 40 ft., fly 80 ft.', {table: {STR: ['30 (+10)'], DEX: ['10 (+0)'], CON: ['29 (+9)'], INT: ['18 (+4)'], WIS: ['15 (+2)'], CHA: ['23 (+6)']}}, '**Saving Throws** Dex +7, Con +16, Wis +9, Cha +13', '**Skills** Perception +16, Stealth +7', '**Damage Immunities** fire', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26', '**Languages** Common, Draconic', '**Challenge** 24 (62,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.', '***Claw.** Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6 + 10) slashing damage.', '***Tail.** Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8 + 10) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Fire Breath (Recharge 5–6).*** The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Red Dragon': {content: ['*Huge dragon, chaotic evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 256 (19d12 + 133)', '**Speed** 40 ft., climb 40 ft., fly 80 ft.', {table: {STR: ['27 (+8)'], DEX: ['10 (+0)'], CON: ['25 (+7)'], INT: ['16 (+3)'], WIS: ['13 (+1)'], CHA: ['21 (+5)']}}, '**Saving Throws** Dex +6, Con +13, Wis +7, Cha +11', '**Skills** Perception +13, Stealth +6', '**Damage Immunities** fire', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23', '**Languages** Common, Draconic', '**Challenge** 17 (18,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.', '***Claw.** Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.', '***Tail.** Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Fire Breath (Recharge 5–6).*** The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Red Dragon': {content: ['*Large dragon, chaotic evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 178 (17d10 + 85)', '**Speed** 40 ft., climb 40 ft., fly 80 ft.', {table: {STR: ['23 (+6)'], DEX: ['10 (+0)'], CON: ['21 (+5)'], INT: ['14 (+2)'], WIS: ['11 (+0)'], CHA: ['19 (+4)']}}, '**Saving Throws** Dex +4, Con +9, Wis +4, Cha +8', '**Skills** Perception +8, Stealth +4', '**Damage Immunities** fire', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18', '**Languages** Common, Draconic', '**Challenge** 10 (5,900 XP)', '**Actions**', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.', '***Claw.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.', '***Fire Breath (Recharge 5–6).*** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.']}, 'Red Dragon Wyrmling': {content: ['*Medium dragon, chaotic evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 75 (10d8 + 30)', '**Speed** 30 ft., climb 30 ft., fly 60 ft.', {table: {STR: ['19 (+4)'], DEX: ['10 (+0)'], CON: ['17 (+3)'], INT: ['12 (+1)'], WIS: ['11 (+0)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +2, Con +5, Wis +2, Cha +4', '**Skills** Perception +4, Stealth +2', '**Damage Immunities** fire', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 4 (1,100 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.', '***Fire Breath (Recharge 5–6).*** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.']}}, 'White Dragon': {'Ancient White Dragon': {content: ['*Gargantuan dragon, chaotic evil*', '**Armor Class** 20 (natural armor)', '**Hit Points** 333 (18d20 + 144)', '**Speed** 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['26 (+8)'], DEX: ['10 (+0)'], CON: ['26 (+8)'], INT: ['10 (+0)'], WIS: ['13 (+1)'], CHA: ['14 (+2)']}}, '**Saving Throws** Dex +6, Con +14, Wis +7, Cha +8', '**Skills** Perception +13, Stealth +6', '**Damage Immunities** cold', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23', '**Languages** Common, Draconic', '**Challenge** 20 (25,000 XP)', '***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.', '***Claw.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.', '***Tail.** Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Cold Breath (Recharge 5–6).*** The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult White Dragon': {content: ['*Huge dragon, chaotic evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 200 (16d12 + 96)', '**Speed** 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['22 (+6)'], DEX: ['10 (+0)'], CON: ['22 (+6)'], INT: ['8 (−1)'], WIS: ['12 (+1)'], CHA: ['12 (+1)']}}, '**Saving Throws** Dex +5, Con +11, Wis +6, Cha +6', '**Skills** Perception +11, Stealth +5', '**Damage Immunities** cold', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21', '**Languages** Common, Draconic', '**Challenge** 13 (10,000 XP)', '***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.', '***Claw.** Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.', '***Tail.** Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Cold Breath (Recharge 5–6).*** The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young White Dragon': {content: ['*Large dragon, chaotic evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 133 (14d10 + 56)', '**Speed** 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['10 (+0)'], CON: ['18 (+4)'], INT: ['6 (−2)'], WIS: ['11 (+0)'], CHA: ['12 (+1)']}}, '**Saving Throws** Dex +3, Con +7, Wis +3, Cha +4', '**Skills** Perception +6, Stealth +3', '**Damage Immunities** cold', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16', '**Languages** Common, Draconic', '**Challenge** 6 (2,300 XP)', '***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.', '***Actions***', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.', '***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.', '***Cold Breath (Recharge 5–6).*** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.']}, 'White Dragon Wyrmling': {content: ['*Medium dragon, chaotic evil*', '**Armor Class** 16 (natural armor)', '**Hit Points** 32 (5d8 + 10)', '**Speed** 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.', {table: {STR: ['14 (+2)'], DEX: ['10 (+0)'], CON: ['14 (+2)'], INT: ['5 (−3)'], WIS: ['10 (+0)'], CHA: ['11 (+0)']}}, '**Saving Throws** Dex +2, Con +4, Wis +2, Cha +2', '**Skills** Perception +4, Stealth +2', '**Damage Immunities** cold', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 2 (450 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.', '***Cold Breath (Recharge 5–6).*** The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.']}}}, 'Dragons, Metallic': {'Brass Dragon': {'Ancient Brass Dragon': {content: ['*Gargantuan dragon, chaotic good*', '**Armor Class** 20 (natural armor)', '**Hit Points** 297 (17d20 + 119)', '**Speed** 40 ft., burrow 40 ft., fly 80 ft.', {table: {STR: ['27 (+8)'], DEX: ['10 (+0)'], CON: ['25 (+7)'], INT: ['16 (+3)'], WIS: ['15 (+2)'], CHA: ['19 (+4)']}}, '**Saving Throws** Dex +6, Con +13, Wis +8, Cha +10', '**Skills** History +9, Perception +14, Persuasion +10, Stealth +6', '**Damage Immunities** fire', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24', '**Languages** Common, Draconic', '**Challenge** 20 (25,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage.', '***Claw.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.', '***Tail.** Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Brass Dragon': {content: ['*Huge dragon, chaotic good*', '**Armor Class** 18 (natural armor)', '**Hit Points** 172 (15d12 + 75)', '**Speed** 40 ft., burrow 30 ft., fly 80 ft.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons:', '**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.', '**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.', '***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).', 'In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.', {table: {STR: ['23 (+6)'], DEX: ['10 (+0)'], CON: ['21 (+5)'], INT: ['14 (+2)'], WIS: ['13 (+1)'], CHA: ['17 (+3)']}}, '**Saving Throws** Dex +5, Con +10, Wis +6, Cha +8', '**Skills** History +7, Perception +11, Persuasion +8, Stealth +5', '**Damage Immunities** fire', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21', '**Languages** Common, Draconic', '**Challenge** 13 (10,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage.', '***Claw.** Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.', '***Tail.** Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Fire Breath.** The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.', '**Sleep Breath.** The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Brass Dragon': {content: ['*Large dragon, chaotic good*', '**Armor Class** 17 (natural armor)', '**Hit Points** 110 (13d10 + 39)', '**Speed** 40 ft., burrow 20 ft., fly 80 ft.', {table: {STR: ['19 (+4)'], DEX: ['10 (+0)'], CON: ['17 (+3)'], INT: ['12 (+1)'], WIS: ['11 (+0)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +3, Con +6, Wis +3, Cha +5', '**Skills** Perception +6, Persuasion +5, Stealth +3', '**Damage Immunities** fire', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16', '**Languages** Common, Draconic', '**Challenge** 6 (2,300 XP)', '**Actions**', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage.', '***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Fire Breath.** The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.', '**Sleep Breath.** The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.']}, 'Brass Dragon Wyrmling': {content: ['*Medium dragon, chaotic good*', '**Armor Class** 16 (natural armor)', '**Hit Points** 16 (3d8 + 3)', '**Speed** 30 ft., burrow 15 ft., fly 60 ft.', {table: {STR: ['15 (+2)'], DEX: ['10 (+0)'], CON: ['13 (+1)'], INT: ['10 (+0)'], WIS: ['11 (+0)'], CHA: ['13 (+1)']}}, '**Saving Throws** Dex +2, Con +3, Wis +2, Cha +3', '**Skills** Perception +4, Stealth +2', '**Damage Immunities** fire', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 1 (200 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Fire Breath.** The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.', '**Sleep Breath.** The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.']}}, 'Bronze Dragon': {'Ancient Bronze Dragon': {content: ['*Gargantuan dragon, lawful good*', '**Armor Class** 22 (natural armor)', '**Hit Points** 444 (24d20 + 192)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['29 (+9)'], DEX: ['10 (+0)'], CON: ['27 (+8)'], INT: ['18 (+4)'], WIS: ['17 (+3)'], CHA: ['21 (+5)']}}, '**Saving Throws** Dex +7, Con +15, Wis +10, Cha +12', '**Skills** Insight +10, Perception +17, Stealth +7', '**Damage Immunities** lightning', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27', '**Languages** Common, Draconic', '**Challenge** 22 (41,000 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (2d10 + 9) piercing damage.', '***Claw.** Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (2d6 + 9) slashing damage.', '***Tail.** Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (2d8 + 9) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Lightning Breath.** The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.', '**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.', '***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).', 'In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Bronze Dragon': {content: ['*Huge dragon, lawful good*', '**Armor Class** 19 (natural armor)', '**Hit Points** 212 (17d12 + 102)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['25 (+7)'], DEX: ['10 (+0)'], CON: ['23 (+6)'], INT: ['16 (+3)'], WIS: ['15 (+2)'], CHA: ['19 (+4)']}}, '**Saving Throws** Dex +5, Con +11, Wis +7, Cha +9', '**Skills** Insight +7, Perception +12, Stealth +5', '**Damage Immunities** lightning', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22', '**Languages** Common, Draconic', '**Challenge** 15 (13,000 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10 + 7) piercing damage.', '***Claw.** Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6 + 7) slashing damage.', '***Tail.** Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8 + 7) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Lightning Breath.** The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.', '**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.', '***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).', 'In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Bronze Dragon': {content: ['*Large dragon, lawful good*', '**Armor Class** 18 (natural armor)', '**Hit Points** 142 (15d10 + 60)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['21 (+5)'], DEX: ['10 (+0)'], CON: ['19 (+4)'], INT: ['14 (+2)'], WIS: ['13 (+1)'], CHA: ['17 (+3)']}}, '**Saving Throws** Dex +3, Con +7, Wis +4, Cha +6', '**Skills** Insight +4, Perception +7, Stealth +3', '**Damage Immunities** lightning', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17', '**Languages** Common, Draconic', '**Challenge** 8 (3,900 XP)', '***Amphibious.*** The dragon can breathe air and water.', '**Actions**', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 16 (2d10 + 5) piercing damage.', '***Claw.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Lightning Breath.** The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.', '**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.']}, 'Bronze Dragon Wyrmling': {content: ['*Medium dragon, lawful good*', '**Armor Class** 17 (natural armor)', '**Hit Points** 32 (5d8 + 10)', '**Speed** 30 ft., fly 60 ft., swim 30 ft.', {table: {STR: ['17 (+3)'], DEX: ['10 (+0)'], CON: ['15 (+2)'], INT: ['12 (+1)'], WIS: ['11 (+0)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +2, Con +4, Wis +2, Cha +4', '**Skills** Perception +4, Stealth +2', '**Damage Immunities** lightning', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 2 (450 XP)', '***Amphibious.*** The dragon can breathe air and water.', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) piercing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Lightning Breath.** The dragon exhales lightning in a 40- foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.', '**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.']}}, 'Copper Dragon': {'Ancient Copper Dragon': {content: ['*Gargantuan dragon, chaotic good*', '**Armor Class** 21 (natural armor)', '**Hit Points** 350 (20d20 + 140)', '**Speed** 40 ft., climb 40 ft., fly 80 ft.', {table: {STR: ['27 (+8)'], DEX: ['12 (+1)'], CON: ['25 (+7)'], INT: ['20 (+5)'], WIS: ['17 (+3)'], CHA: ['19 (+4)']}}, '**Saving Throws** Dex +8, Con +14, Wis +10, Cha +11', '**Skills** Deception +11, Perception +17, Stealth +8', '**Damage Immunities** acid', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27', '**Languages** Common, Draconic', '**Challenge** 21 (33,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage.', '***Claw.** Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.', '***Tail.** Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Acid Breath.** The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.', '**Slowing Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.', '***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).', 'In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Copper Dragon': {content: ['*Huge dragon, chaotic good*', '**Armor Class** 18 (natural armor)', '**Hit Points** 184 (16d12 + 80)', '**Speed** 40 ft., climb 40 ft., fly 80 ft.', {table: {STR: ['23 (+6)'], DEX: ['12 (+1)'], CON: ['21 (+5)'], INT: ['18 (+4)'], WIS: ['15 (+2)'], CHA: ['17 (+3)']}}, '**Saving Throws** Dex +6, Con +10, Wis +7, Cha +8', '**Skills** Deception +8, Perception +12, Stealth +6', '**Damage Immunities** acid', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22', '**Languages** Common, Draconic', '**Challenge** 14 (11,500 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage.', '***Claw.** Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.', '***Tail.** Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Acid Breath.** The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.', '**Slowing Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Copper Dragon': {content: ['*Large dragon, chaotic good*', '**Armor Class** 17 (natural armor)', '**Hit Points** 119 (14d10 + 42)', '**Speed** 40 ft., climb 40 ft., fly 80 ft.', {table: {STR: ['19 (+4)'], DEX: ['12 (+1)'], CON: ['17 (+3)'], INT: ['16 (+3)'], WIS: ['13 (+1)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +4, Con +6, Wis +4, Cha +5', '**Skills** Deception +5, Perception +7, Stealth +4', '**Damage Immunities** acid', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17', '**Languages** Common, Draconic', '**Challenge** 7 (2,900 XP)', '**Actions**', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage.', '***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Acid Breath.** The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.', '**Slowing Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.']}, 'Copper Dragon Wyrmling': {content: ['*Medium dragon, chaotic good*', '**Armor Class** 16 (natural armor)', '**Hit Points** 22 (4d8 + 4)', '**Speed** 30 ft., climb 30 ft., fly 60 ft.', {table: {STR: ['15 (+2)'], DEX: ['12 (+1)'], CON: ['13 (+1)'], INT: ['14 (+2)'], WIS: ['11 (+0)'], CHA: ['13 (+1)']}}, '**Saving Throws** Dex +3, Con +3, Wis +2, Cha +3', '**Skills** Perception +4, Stealth +3', '**Damage Immunities** acid', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 1 (200 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Acid Breath.** The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.', '**Slowing Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.']}}, 'Gold Dragon': {'Ancient Gold Dragon': {content: ['*Gargantuan dragon, lawful good*', '**Armor Class** 22 (natural armor)', '**Hit Points** 546 (28d20 + 252)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['30 (+10)'], DEX: ['14 (+2)'], CON: ['29 (+9)'], INT: ['18 (+4)'], WIS: ['17 (+3)'], CHA: ['28 (+9)']}}, '**Saving Throws** Dex +9, Con +16, Wis +10, Cha +16', '**Skills** Insight +10, Perception +17, Persuasion +16, Stealth +9', '**Damage Immunities** fire', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27', '**Languages** Common, Draconic', '**Challenge** 24 (62,000 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10 + 10) piercing damage.', '***Claw.** Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6 + 10) slashing damage.', '***Tail.** Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8 + 10) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Fire Breath.** The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.', '**Weakening Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).', 'In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Gold Dragon': {content: ['*Huge dragon, lawful good*', '**Armor Class** 19 (natural armor)', '**Hit Points** 256 (19d12 + 133)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['27 (+8)'], DEX: ['14 (+2)'], CON: ['25 (+7)'], INT: ['16 (+3)'], WIS: ['15 (+2)'], CHA: ['24 (+7)']}}, '**Saving Throws** Dex +8, Con +13, Wis +8, Cha +13', '**Skills** Insight +8, Perception +14, Persuasion +13, Stealth +8', '**Damage Immunities** fire', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24', '**Languages** Common, Draconic', '**Challenge** 17 (18,000 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage.', '***Claw.** Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.', '***Tail.** Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Fire Breath.** The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.', '**Weakening Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).', 'In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Gold Dragon': {content: ['*Large dragon, lawful good*', '**Armor Class** 18 (natural armor)', '**Hit Points** 178 (17d10 + 85)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['23 (+6)'], DEX: ['14 (+2)'], CON: ['21 (+5)'], INT: ['16 (+3)'], WIS: ['13 (+1)'], CHA: ['20 (+5)']}}, '**Saving Throws** Dex +6, Con +9, Wis +5, Cha +9', '**Skills** Insight +5, Perception +9, Persuasion +9, Stealth +6', '**Damage Immunities** fire', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19', '**Languages** Common, Draconic', '**Challenge** 10 (5,900 XP)', '***Amphibious.*** The dragon can breathe air and water.', '**Actions**', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage.', '***Claw.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Fire Breath.** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.', '**Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}, 'Gold Dragon Wyrmling': {content: ['*Medium dragon, lawful good*', '**Armor Class** 17 (natural armor)', '**Hit Points** 60 (8d8 + 24)', '**Speed** 30 ft., fly 60 ft., swim 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['14 (+2)'], CON: ['17 (+3)'], INT: ['14 (+2)'], WIS: ['11 (+0)'], CHA: ['16 (+3)']}}, '**Saving Throws** Dex +4, Con +5, Wis +2, Cha +5', '**Skills** Perception +4, Stealth +4', '**Damage Immunities** fire', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 3 (700 XP)', '***Amphibious.*** The dragon can breathe air and water.', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Fire Breath.** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.', '**Weakening Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}}, 'Silver Dragon': {'Ancient Silver Dragon': {content: ['*Gargantuan dragon, lawful good*', '**Armor Class** 22 (natural armor)', '**Hit Points** 487 (25d20 + 225)', '**Speed** 40 ft., fly 80 ft.', {table: {STR: ['30 (+10)'], DEX: ['10 (+0)'], CON: ['29 (+9)'], INT: ['18 (+4)'], WIS: ['15 (+2)'], CHA: ['23 (+6)']}}, '**Saving Throws** Dex +7, Con +16, Wis +9, Cha +13', '**Skills** Arcana +11, History +11, Perception +16, Stealth +7', '**Damage Immunities** cold', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26', '**Languages** Common, Draconic', '**Challenge** 23 (50,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10 + 10) piercing damage.', '***Claw.** Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6 + 10) slashing damage.', '***Tail.** Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8 + 10) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Cold Breath.** The dragon exhales an icy blast in a 90- foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.', '**Paralyzing Breath.** The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).', 'In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Silver Dragon': {content: ['*Huge dragon, lawful good*', '**Armor Class** 19 (natural armor)', '**Hit Points** 243 (18d12 + 126)', '**Speed** 40 ft., fly 80 ft.', {table: {STR: ['27 (+8)'], DEX: ['10 (+0)'], CON: ['25 (+7)'], INT: ['16 (+3)'], WIS: ['13 (+1)'], CHA: ['21 (+5)']}}, '**Saving Throws** Dex +5, Con +12, Wis +6, Cha +10', '**Skills** Arcana +8, History +8, Perception +11, Stealth +5', '**Damage Immunities** cold', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21', '**Languages** Common, Draconic', '**Challenge** 16 (15,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage.', '***Claw.** Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.', '***Tail.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Cold Breath.** The dragon exhales an icy blast in a 60- foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.', '**Paralyzing Breath.** The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).', 'In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Silver Dragon': {content: ['*Large dragon, lawful good*', '**Armor Class** 18 (natural armor)', '**Hit Points** 168 (16d10 + 80)', '**Speed** 40 ft., fly 80 ft.', {table: {STR: ['23 (+6)'], DEX: ['10 (+0)'], CON: ['21 (+5)'], INT: ['14 (+2)'], WIS: ['11 (+0)'], CHA: ['19 (+4)']}}, '**Saving Throws** Dex +4, Con +9, Wis +4, Cha +8', '**Skills** Arcana +6, History +6, Perception +8, Stealth +4', '**Damage Immunities** cold', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18', '**Languages** Common, Draconic', '**Challenge** 9 (5,000 XP)', '**Actions**', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage.', '***Claw.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Cold Breath.** The dragon exhales an icy blast in a 30- foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.', '**Paralyzing Breath.** The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}, 'Silver Dragon Wyrmling': {content: ['*Medium dragon, lawful good*', '**Armor Class** 17 (natural armor)', '**Hit Points** 45 (6d8 + 18)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['19 (+4)'], DEX: ['10 (+0)'], CON: ['17 (+3)'], INT: ['12 (+1)'], WIS: ['11 (+0)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +2, Con +5, Wis +2, Cha +4', '**Skills** Perception +4, Stealth +2', '**Damage Immunities** cold', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 2 (450 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Cold Breath.** The dragon exhales an icy blast in a 15- foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.', '**Paralyzing Breath.** The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}}, 'Dragon Turtle': {content: ['*Gargantuan dragon, neutral*', '**Armor Class** 20 (natural armor)', '**Hit Points** 341 (22d20 + 110)', '**Speed** 20 ft., swim 40 ft.', {table: {STR: ['25 (+7)'], DEX: ['10 (+0)'], CON: ['20 (+5)'], INT: ['10 (+0)'], WIS: ['12 (+1)'], CHA: ['12 (+1)']}}, '**Saving Throws** Dex +6, Con +11, Wis +7', '**Damage Resistances** fire', '**Senses** darkvision 120 ft., passive Perception 11', '**Languages** Aquan, Draconic', '**Challenge** 17 (18,000 XP)', '***Amphibious.*** The dragon turtle can breathe air and water.', '***Actions***', '***Multiattack.*** The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.', '***Bite.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12 + 7) piercing damage.', '***Claw.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 16 (2d8 + 7) slashing damage.', '***Tail.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.', '***Steam Breath (Recharge 5–6).*** The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.']}, Drider: {content: ['*Large monstrosity, chaotic evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 123 (13d10 + 52)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['16 (+3)'], CON: ['18 (+4)'], INT: ['13 (+1)'], WIS: ['14 (+2)'], CHA: ['12 (+1)']}}, '**Skills** Perception +5, Stealth +9', '**Senses** darkvision 120 ft., passive Perception 15', '**Languages** Elvish, Undercommon', '**Challenge** 6 (2,300 XP)', '***Fey Ancestry.*** The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep.', '***Innate Spellcasting.*** The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:', 'At will: *dancing lights* 1/day each: *darkness*, *faerie fire*', '***Spider Climb.*** The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '***Sunlight Sensitivity.*** While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.', '***Web Walker.*** The drider ignores movement restrictions caused by webbing.', '**Actions**', '***Multiattack.*** The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) piercing damage plus 9 (2d8) poison damage.', '***Longsword.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.', '***Longbow.** Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.']}, Dryad: {content: ['*Medium fey, neutral*', '**Armor Class** 11 (16 with *barkskin*)', '**Hit Points** 22 (5d8)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['12 (+1)'], CON: ['11 (+0)'], INT: ['14 (+2)'], WIS: ['15 (+2)'], CHA: ['18 (+4)']}}, '**Skills** Perception +4, Stealth +5', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** Elvish, Sylvan', '**Challenge** 1 (200 XP)', '***Innate Spellcasting.*** The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:', 'At will: *druidcraft* 3/day each: *entangle*, *goodberry* 1/day each: *barkskin*, *pass without trace*, *shillelagh*', '***Magic Resistance.*** The dryad has advantage on saving throws against spells and other magical effects.', '***Speak with Beasts and Plants.*** The dryad can communicate with beasts and plants as if they shared a language.', '***Tree Stride.*** Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.', '**Actions**', '***Club.** Melee Weapon Attack:* +2 to hit (+6 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with *shillelagh*.', '***Fey Charm.*** The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can.', 'Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.', 'The dryad can have no more than one humanoid and up to three beasts charmed at a time.']}, Duergar: {content: ['*Medium humanoid (dwarf), lawful evil*', '**Armor Class** 16 (scale mail, shield)', '**Hit Points** 26 (4d8 + 8)', '**Speed** 25 ft.', {table: {STR: ['14 (+2)'], DEX: ['11 (+0)'], CON: ['14 (+2)'], INT: ['11 (+0)'], WIS: ['10 (+0)'], CHA: ['9 (−1)']}}, '**Damage Resistances** poison', '**Senses** darkvision 120 ft., passive Perception 10', '**Languages** Dwarvish, Undercommon', '**Challenge** 1 (200 XP)', '***Duergar Resilience.*** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.', '***Sunlight Sensitivity.*** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.', '***War Pick.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.', '***Javelin.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.', '***Invisibility (Recharges after a Short or Long Rest).*** The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.']}}} - 'Monsters (E)': {Elementals: {'Air Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 15', '**Hit Points** 90 (12d10 + 24)', '**Speed** 0 ft., fly 90 ft. (hover)', {table: {STR: ['14 (+2)'], DEX: ['20 (+5)'], CON: ['14 (+2)'], INT: ['6 (−2)'], WIS: ['10 (+0)'], CHA: ['6 (−2)']}}, '**Damage Resistances** lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Auran', '**Challenge** 5 (1,800 XP)', '***Air Form.*** The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.', '**Actions**', '***Multiattack.*** The elemental makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage.', '***Whirlwind (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.', 'If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.']}, 'Earth Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 17 (natural armor)', '**Hit Points** 126 (12d10 + 60)', '**Speed** 30 ft., burrow 30 ft.', {table: {STR: ['20 (+5)'], DEX: ['8 (−1)'], CON: ['20 (+5)'], INT: ['5 (−3)'], WIS: ['10 (+0)'], CHA: ['5 (−3)']}}, '**Damage Vulnerabilities** thunder', '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious', '**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10', '**Languages** Terran', '**Challenge** 5 (1,800 XP)', '***Earth Glide.*** The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.', '***Siege Monster.*** The elemental deals double damage to objects and structures.', '**Actions**', '***Multiattack.*** The elemental makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage.']}, 'Fire Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 13', '**Hit Points** 102 (12d10 + 36)', '**Speed** 50 ft.', {table: {STR: ['10 (+0)'], DEX: ['17 (+3)'], CON: ['16 (+3)'], INT: ['6 (−2)'], WIS: ['10 (+0)'], CHA: ['7 (−2)']}}, '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** fire, poison', '**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Ignan', '**Challenge** 5 (1,800 XP)', '***Fire Form.*** The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.', '***Illumination.*** The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet.', '***Water Susceptibility.*** For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.', '**Actions**', '***Multiattack.*** The elemental makes two touch attacks.', '***Touch.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.']}, 'Water Elemental': {content: ['*Large elemental, neutral*', '**Armor** Class 14 (natural armor)', '**Hit Points** 114 (12d10 + 48)', '**Speed** 30 ft., swim 90 ft.', {table: {STR: ['18 (+4)'], DEX: ['14 (+2)'], CON: ['18 (+4)'], INT: ['5 (−3)'], WIS: ['10 (+0)'], CHA: ['8 (−1)']}}, '**Damage Resistances** acid; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Aquan', '**Challenge** 5 (1,800 XP)', '***Water Form.*** The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.', '***Freeze.*** If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.', '**Actions**', '***Multiattack.*** The elemental makes two slam attacks.', '***Slam.*** Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.', '***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8', ['4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.'], 'The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.']}}, 'Elf, Drow': {content: ['*Medium humanoid (elf), neutral evil*', '**Armor Class** 15 (chain shirt)', '**Hit Points** 13 (3d8)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['14 (+2)'], CON: ['10 (+0)'], INT: ['11 (+0)'], WIS: ['11 (+0)'], CHA: ['12 (+1)']}}, '**Skills** Perception +2, Stealth +4', '**Senses** darkvision 120 ft., passive Perception 12', '**Languages** Elvish, Undercommon', '**Challenge** 1/4 (50 XP)', '***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.', '***Innate Spellcasting.*** The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:', 'At will: *dancing lights* 1/day each: *darkness*, *faerie fire*', '***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Shortsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Hand Crossbow.** Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.']}, Ettercap: {content: ['*Medium monstrosity, neutral evil*', '**Armor Class** 13 (natural armor)', '**Hit Points** 44 (8d8 + 8)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['14 (+2)'], DEX: ['15 (+2)'], CON: ['13 (+1)'], INT: ['7 (−2)'], WIS: ['12 (+1)'], CHA: ['8 (−1)']}}, '**Skills** Perception +3, Stealth +4, Survival +3', '**Senses** darkvision 60 ft., passive Perception 13', '**Languages** —', '**Challenge** 2 (450 XP)', '***Spider Climb.*** The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '***Web Sense.*** While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.', '***Web Walker.*** The ettercap ignores movement restrictions caused by webbing.', '**Actions**', '***Multiattack.*** The ettercap makes two attacks: one with its bite and one with its claws.', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage.', '***Web (Recharge 5–6).** Ranged Weapon Attack:* +4 to hit, range 30/60 ft., one Large or smaller creature. *Hit:* The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.']}, Ettin: {content: ['*Large giant, chaotic evil*', '**Armor Class** 12 (natural armor)', '**Hit Points** 85 (10d10 + 30)', '**Speed** 40 ft.', {table: {STR: ['21 (+5)'], DEX: ['8 (−1)'], CON: ['17 (+3)'], INT: ['6 (−2)'], WIS: ['10 (+0)'], CHA: ['8 (−1)']}}, '**Skills** Perception +4', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** Giant, Orc', '**Challenge** 4 (1,100 XP)', '***Two Heads.*** The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.', '***Wakeful.*** When one of the ettin’s heads is asleep, its other head is awake.', '***Actions***', '***Multiattack.*** The ettin makes two attacks: one with its battleaxe and one with its morningstar.', '***Battleaxe.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) slashing damage.', '***Morningstar.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) piercing damage.']}} + 'Monsters (E)': {Elementals: {'Air Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 15', '**Hit Points** 90 (12d10 + 24)', '**Speed** 0 ft., fly 90 ft. (hover)', {table: {STR: ['14 (+2)'], DEX: ['20 (+5)'], CON: ['14 (+2)'], INT: ['6 (−2)'], WIS: ['10 (+0)'], CHA: ['6 (−2)']}}, '**Damage Resistances** lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Auran', '**Challenge** 5 (1,800 XP)', '***Air Form.*** The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.', '**Actions**', '***Multiattack.*** The elemental makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage.', '***Whirlwind (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.', 'If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.']}, 'Earth Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 17 (natural armor)', '**Hit Points** 126 (12d10 + 60)', '**Speed** 30 ft., burrow 30 ft.', {table: {STR: ['20 (+5)'], DEX: ['8 (−1)'], CON: ['20 (+5)'], INT: ['5 (−3)'], WIS: ['10 (+0)'], CHA: ['5 (−3)']}}, '**Damage Vulnerabilities** thunder', '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious', '**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10', '**Languages** Terran', '**Challenge** 5 (1,800 XP)', '***Earth Glide.*** The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.', '***Siege Monster.*** The elemental deals double damage to objects and structures.', '**Actions**', '***Multiattack.*** The elemental makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage.']}, 'Fire Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 13', '**Hit Points** 102 (12d10 + 36)', '**Speed** 50 ft.', {table: {STR: ['10 (+0)'], DEX: ['17 (+3)'], CON: ['16 (+3)'], INT: ['6 (−2)'], WIS: ['10 (+0)'], CHA: ['7 (−2)']}}, '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** fire, poison', '**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Ignan', '**Challenge** 5 (1,800 XP)', '***Fire Form.*** The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.', '***Illumination.*** The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet.', '***Water Susceptibility.*** For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.', '**Actions**', '***Multiattack.*** The elemental makes two touch attacks.', '***Touch.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.']}, 'Water Elemental': {content: ['*Large elemental, neutral*', '**Armor** Class 14 (natural armor)', '**Hit Points** 114 (12d10 + 48)', '**Speed** 30 ft., swim 90 ft.', {table: {STR: ['18 (+4)'], DEX: ['14 (+2)'], CON: ['18 (+4)'], INT: ['5 (−3)'], WIS: ['10 (+0)'], CHA: ['8 (−1)']}}, '**Damage Resistances** acid; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Aquan', '**Challenge** 5 (1,800 XP)', '***Water Form.*** The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.', '***Freeze.*** If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.', '**Actions**', '***Multiattack.*** The elemental makes two slam attacks.', '***Slam.*** Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.', '***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.', 'The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.']}}, 'Elf, Drow': {content: ['*Medium humanoid (elf), neutral evil*', '**Armor Class** 15 (chain shirt)', '**Hit Points** 13 (3d8)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['14 (+2)'], CON: ['10 (+0)'], INT: ['11 (+0)'], WIS: ['11 (+0)'], CHA: ['12 (+1)']}}, '**Skills** Perception +2, Stealth +4', '**Senses** darkvision 120 ft., passive Perception 12', '**Languages** Elvish, Undercommon', '**Challenge** 1/4 (50 XP)', '***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.', '***Innate Spellcasting.*** The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:', 'At will: *dancing lights* 1/day each: *darkness*, *faerie fire*', '***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Shortsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Hand Crossbow.** Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.']}, Ettercap: {content: ['*Medium monstrosity, neutral evil*', '**Armor Class** 13 (natural armor)', '**Hit Points** 44 (8d8 + 8)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['14 (+2)'], DEX: ['15 (+2)'], CON: ['13 (+1)'], INT: ['7 (−2)'], WIS: ['12 (+1)'], CHA: ['8 (−1)']}}, '**Skills** Perception +3, Stealth +4, Survival +3', '**Senses** darkvision 60 ft., passive Perception 13', '**Languages** —', '**Challenge** 2 (450 XP)', '***Spider Climb.*** The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '***Web Sense.*** While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.', '***Web Walker.*** The ettercap ignores movement restrictions caused by webbing.', '**Actions**', '***Multiattack.*** The ettercap makes two attacks: one with its bite and one with its claws.', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage.', '***Web (Recharge 5–6).** Ranged Weapon Attack:* +4 to hit, range 30/60 ft., one Large or smaller creature. *Hit:* The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.']}, Ettin: {content: ['*Large giant, chaotic evil*', '**Armor Class** 12 (natural armor)', '**Hit Points** 85 (10d10 + 30)', '**Speed** 40 ft.', {table: {STR: ['21 (+5)'], DEX: ['8 (−1)'], CON: ['17 (+3)'], INT: ['6 (−2)'], WIS: ['10 (+0)'], CHA: ['8 (−1)']}}, '**Skills** Perception +4', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** Giant, Orc', '**Challenge** 4 (1,100 XP)', '***Two Heads.*** The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.', '***Wakeful.*** When one of the ettin’s heads is asleep, its other head is awake.', '***Actions***', '***Multiattack.*** The ettin makes two attacks: one with its battleaxe and one with its morningstar.', '***Battleaxe.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) slashing damage.', '***Morningstar.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) piercing damage.']}} 'Monsters (F)': {Fungi: {Shrieker: {content: ['*Medium plant, unaligned*', '**Armor Class** 5', '**Hit Points** 13 (3d8)', '**Speed** 0 ft.', {table: {STR: ['1 (−5)'], DEX: ['1 (−5)'], CON: ['10 (+0)'], INT: ['1 (−5)'], WIS: ['3 (−4)'], CHA: ['1 (−5)']}}, '**Condition Immunities** blinded, deafened, frightened', '**Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6', '**Languages** —', '**Challenge** 0 (10 XP)', '***False Appearance.*** While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.', '**Reactions**', '***Shriek.*** When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.']}, 'Violet Fungus': {content: ['*Medium plant, unaligned*', '**Armor Class** 5', '**Hit Points** 18 (4d8)', '**Speed** 5 ft.', {table: {STR: ['3 (−4)'], DEX: ['1 (−5)'], CON: ['10 (+0)'], INT: ['1 (−5)'], WIS: ['3 (−4)'], CHA: ['1 (−5)']}}, '**Condition Immunities** blinded, deafened, frightened', '**Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6', '**Languages** —', '**Challenge** 1/4 (50 XP)', '***False Appearance.*** While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.', '**Actions**', '***Multiattack.*** The fungus makes 1d4 Rotting Touch attacks.', '***Rotting Touch.** Melee Weapon Attack:* +2 to hit, reach 10 ft., one creature. *Hit:* 4 (1d8) necrotic damage.']}}} 'Monsters (G)': {Gargoyle: {content: ['*Medium elemental, chaotic evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 52 (7d8 + 21)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['15 (+2)'], DEX: ['11 (+0)'], CON: ['16 (+3)'], INT: ['6 (−2)'], WIS: ['11 (+0)'], CHA: ['7 (−2)']}}, '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, petrified, poisoned', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Terran', '**Challenge** 2 (450 XP)', '***False Appearance.*** While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.', '**Actions**', '***Multiattack.*** The gargoyle makes two attacks: one with its bite and one with its claws.', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.']}, Genies: {Djinni: {content: ['*Large elemental, chaotic good*', '**Armor Class** 17 (natural armor)', '**Hit Points** 161 (14d10 + 84)', '**Speed** 30 ft., fly 90 ft.', {table: {STR: ['21 (+5)'], DEX: ['15 (+2)'], CON: ['22 (+6)'], INT: ['15 (+2)'], WIS: ['16 (+3)'], CHA: ['20 (+5)']}}, '**Saving Throws** Dex +6, Wis +7, Cha +9', '**Damage Immunities** lightning, thunder', '**Senses** darkvision 120 ft., passive Perception 13', '**Languages** Auran', '**Challenge** 11 (7,200 XP)', '***Elemental Demise.*** If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.', '***Innate Spellcasting.*** The djinni’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:', 'At will: *detect evil and good*, *detect magic*, *thunderwave* 3/day each: *create food and water* (can create wine instead of water), *tongues*, *wind walk* 1/day each: *conjure elemental* (air elemental only), *creation*, *gaseous form*, *invisibility*, *major image*, *plane shift*', '**Actions**', '***Multiattack.*** The djinni makes three scimitar attacks.', '***Scimitar.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni’s choice).', '***Create Whirlwind.*** A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.', 'A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.']}, Efreeti: {content: ['*Large elemental, lawful evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 200 (16d10 + 112)', '**Speed** 40 ft., fly 60 ft.', {table: {STR: ['22 (+6)'], DEX: ['12 (+1)'], CON: ['24 (+7)'], INT: ['16 (+3)'], WIS: ['15 (+2)'], CHA: ['16 (+3)']}}, '**Saving Throws** Int +7, Wis +6, Cha +7', '**Damage Immunities** fire', '**Senses** darkvision 120 ft., passive Perception 12', '**Languages** Ignan', '**Challenge** 11 (7,200 XP)', '***Elemental Demise.*** If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.', '***Innate Spellcasting.*** The efreeti’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:', 'At will: *detect magic* 3/day: *enlarge/reduce*, *tongues* 1/day each: *conjure elemental* (fire elemental only), *gaseous form, invisibility*, *major image*, *plane shift*, *wall of fire*', '**Actions**', '***Multiattack.*** The efreeti makes two scimitar attacks or uses its Hurl Flame twice.', '***Scimitar.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.', '***Hurl Flame.** Ranged Spell Attack:* +7 to hit, range 120 ft., one target. *Hit:* 17 (5d6) fire damage.']}}, Ghost: {content: ['*Medium undead, any alignment*', '**Armor Class** 11', '**Hit Points** 45 (10d8)', '**Speed** 0 ft., fly 40 ft. (hover)', {table: {STR: ['7 (−2)'], DEX: ['13 (+1)'], CON: ['10 (+0)'], INT: ['10 (+0)'], WIS: ['12 (+1)'], CHA: ['17 (+3)']}}, '**Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** cold, necrotic, poison', '**Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained', '**Senses** darkvision 60 ft., passive Perception 11', '**Languages** any languages it knew in life', '**Challenge** 4 (1,100 XP)', '***Ethereal Sight.*** The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.', '***Incorporeal Movement.*** The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.', '***Actions***', '***Withering Touch.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 17 (4d6 + 3) necrotic damage.', '***Etherealness.*** The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.', '***Horrifying Visage.*** Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a *greater restoration* spell, but only within 24 hours of it occurring.', '***Possession (Recharge 6).*** One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.', 'The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the *dispel evil and good* spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.']}, Ghouls: {Ghast: {content: ['*Medium undead, chaotic evil*', '**Armor Class** 13', '**Hit Points** 36 (8d8)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['17 (+3)'], CON: ['10 (+0)'], INT: ['11 (+0)'], WIS: ['10 (+0)'], CHA: ['8 (−1)']}}, '**Damage Resistances** necrotic', '**Damage Immunities** poison', '**Condition Immunities** charmed, exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Common', '**Challenge** 2 (450 XP)', '***Stench.*** Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast’s Stench for 24 hours.', '***Turning Defiance.*** The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.', '**Actions**', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 12 (2d8 + 3) piercing damage.', '***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}, Ghoul: {content: ['*Medium undead, chaotic evil*', '**Armor Class** 12', '**Hit Points** 22 (5d8)', '**Speed** 30 ft.', {table: {STR: ['13 (+1)'], DEX: ['15 (+2)'], CON: ['10 (+0)'], INT: ['7 (−2)'], WIS: ['10 (+0)'], CHA: ['6 (−2)']}}, '**Damage Immunities** poison', '**Condition Immunities** charmed, exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Common', '**Challenge** 1 (200 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) piercing damage.', '***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}}, Giants: {'Cloud Giant': {content: ['*Huge giant, neutral good (50%) or neutral evil (50%)*', '**Armor Class** 14 (natural armor)', '**Hit Points** 200 (16d12 + 96)', '**Speed** 40 ft.', {table: {STR: ['27 (+8)'], DEX: ['10 (+0)'], CON: ['22 (+6)'], INT: ['12 (+1)'], WIS: ['16 (+3)'], CHA: ['16 (+3)']}}, '**Saving Throws** Con +10, Wis +7, Cha +7', '**Skills** Insight +7, Perception +7', '**Senses** passive Perception 17', '**Languages** Common, Giant', '**Challenge** 9 (5,000 XP)', '***Keen Smell.*** The giant has advantage on Wisdom (Perception) checks that rely on smell.', '***Innate Spellcasting.*** The giant’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:', 'At will: *detect magic*, *fog cloud*, *light* 3/day each: *feather fall*, *fly*, *misty step*, *telekinesis* 1/day each: *control weather*, *gaseous form*', '**Actions**', '***Multiattack.*** The giant makes two morningstar attacks.', '***Morningstar.** Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 21 (3d8 + 8) piercing damage.', '***Rock.** Ranged Weapon Attack:* +12 to hit, range 60/240 ft., one target. *Hit:* 30 (4d10 + 8) bludgeoning damage.']}, 'Fire Giant': {content: ['*Huge giant, lawful evil*', '**Armor Class** 18 (plate)', '**Hit Points** 162 (13d12 + 78)', '**Speed** 30 ft.', {table: {STR: ['25 (+7)'], DEX: ['9 (−1)'], CON: ['23 (+6)'], INT: ['10 (+0)'], WIS: ['14 (+2)'], CHA: ['13 (+1)']}}, '**Saving Throws** Dex +3, Con +10, Cha +5', '**Skills** Athletics +11, Perception +6', '**Damage Immunities** fire', '**Senses** passive Perception 16', '**Languages** Giant', '**Challenge** 9 (5,000 XP)', '**Actions**', '***Multiattack.*** The giant makes two greatsword attacks.', '***Greatsword.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 28 (6d6 + 7) slashing damage.', '***Rock.** Ranged Weapon Attack:* +11 to hit, range 60/240 ft., one target. *Hit:* 29 (4d10 + 7) bludgeoning damage.']}, 'Frost Giant': {content: ['*Huge giant, neutral evil*', '**Armor Class** 15 (patchwork armor)', '**Hit Points** 138 (12d12 + 60)', '**Speed** 40 ft.', {table: {STR: ['23 (+6)'], DEX: ['9 (−1)'], CON: ['21 (+5)'], INT: ['9 (−1)'], WIS: ['10 (+0)'], CHA: ['12 (+1)']}}, '**Saving Throws** Con +8, Wis +3, Cha +4', '**Skills** Athletics +9, Perception +3', '**Damage Immunities** cold', '**Senses** passive Perception 13', '**Languages** Giant', '**Challenge** 8 (3,900 XP)', '**Actions**', '***Multiattack.*** The giant makes two greataxe attacks.', '***Greataxe.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 25 (3d12 + 6) slashing damage.', '***Rock.** Ranged Weapon Attack:* +9 to hit, range 60/240 ft., one target. *Hit:* 28 (4d10 + 6) bludgeoning damage.']}, 'Hill Giant': {content: ['*Huge giant, chaotic evil*', '**Armor Class** 13 (natural armor)', '**Hit Points** 105 (10d12 + 40)', '**Speed** 40 ft.', {table: {STR: ['21 (+5)'], DEX: ['8 (−1)'], CON: ['19 (+4)'], INT: ['5 (−3)'], WIS: ['9 (−1)'], CHA: ['6 (−2)']}}, '**Skills** Perception +2', '**Senses** passive Perception 12', '**Languages** Giant', '**Challenge** 5 (1,800 XP)', '**Actions**', '***Multiattack.*** The giant makes two greatclub attacks.', '***Greatclub.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18 (3d8 + 5) bludgeoning damage.', '***Rock.** Ranged Weapon Attack:* +8 to hit, range 60/240 ft., one target. *Hit:* 21 (3d10 + 5) bludgeoning damage.']}, 'Stone Giant': {content: ['*Huge giant, neutral*', '**Armor Class** 17 (natural armor)', '**Hit Points** 126 (11d12 + 55)', '**Speed** 40 ft.', {table: {STR: ['23 (+6)'], DEX: ['15 (+2)'], CON: ['20 (+5)'], INT: ['10 (+0)'], WIS: ['12 (+1)'], CHA: ['9 (−1)']}}, '**Saving Throws** Dex +5, Con +8, Wis +4', '**Skills** Athletics +12, Perception +4', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** Giant', '**Challenge** 7 (2,900 XP)', '***Stone Camouflage.*** The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.', '**Actions**', '***Multiattack.*** The giant makes two greatclub attacks.', '***Greatclub.** Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage.', '***Rock.** Ranged Weapon Attack:* +9 to hit, range 60/240 ft., one target. *Hit:* 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.', '**Reactions**', '***Rock Catching.*** If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.']}, 'Storm Giant': {content: ['*Huge giant, chaotic good*', '**Armor Class** 16 (scale mail)', '**Hit Points** 230 (20d12 + 100)', '**Speed** 50 ft., swim 50 ft.', {table: {STR: ['29 (+9)'], DEX: ['14 (+2)'], CON: ['20 (+5)'], INT: ['16 (+3)'], WIS: ['18 (+4)'], CHA: ['18 (+4)']}}, '**Saving Throws** Str +14, Con +10, Wis +9, Cha +9', '**Skills** Arcana +8, Athletics +14, History +8, Perception +9', '**Damage Resistances** cold', '**Damage Immunities** lightning, thunder', '**Senses** passive Perception 19', '**Languages** Common, Giant', '**Challenge** 13 (10,000 XP)', '***Amphibious.*** The giant can breathe air and water.', '***Innate Spellcasting.*** The giant’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:', 'At will: *detect magic*, *feather fall*, *levitate*, *light* 3/day each: *control weather*, *water breathing*', '**Actions**', '***Multiattack.*** The giant makes two greatsword attacks.', '***Greatsword.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 30 (6d6 + 9) slashing damage.', '***Rock.** Ranged Weapon Attack:* +14 to hit, range 60/240 ft., one target. *Hit:* 35 (4d12 + 9) bludgeoning damage.', '***Lightning Strike (Recharge 5–6).*** The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.']}}, 'Gibbering Mouther': {content: ['*Medium aberration, neutral*', '**Armor Class** 9', '**Hit Points** 67 (9d8 + 27)', '**Speed** 10 ft., swim 10 ft.', {table: {STR: ['10 (+0)'], DEX: ['8 (−1)'], CON: ['16 (+3)'], INT: ['3 (−4)'], WIS: ['10 (+0)'], CHA: ['6 (−2)']}}, '**Condition Immunities** prone', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** —', '**Challenge** 2 (450 XP)', '***Aberrant Ground.*** The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.', '***Gibbering.*** The mouther babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.', '**Actions**', '***Multiattack.*** The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.', '***Bites.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.', '***Blinding Spittle (Recharge 5–6).*** The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther’s next turn.']}, Gnoll: {content: ['*Medium humanoid (gnoll), chaotic evil*', '**Armor Class** 15 (hide armor, shield)', '**Hit Points** 22 (5d8)', '**Speed** 30 ft.', {table: {STR: ['14 (+2)'], DEX: ['12 (+1)'], CON: ['11 (+0)'], INT: ['6 (−2)'], WIS: ['10 (+0)'], CHA: ['7 (−2)']}}, '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Gnoll', '**Challenge** 1/2 (100 XP)', '***Rampage.*** When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4 + 2) piercing damage.', '***Spear.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.', '***Longbow.** Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.']}, 'Gnome, Deep (Svirfneblin)': {content: ['*Small humanoid (gnome), neutral good*', '**Armor Class** 15 (chain shirt)', '**Hit Points** 16 (3d6 + 6)', '**Speed** 20 ft.', {table: {STR: ['15 (+2)'], DEX: ['14 (+2)'], CON: ['14 (+2)'], INT: ['12 (+1)'], WIS: ['10 (+0)'], CHA: ['9 (−1)']}}, '**Skills** Investigation +3, Perception +2, Stealth +4', '**Senses** darkvision 120 ft., passive Perception 12', '**Languages** Gnomish, Terran, Undercommon', '**Challenge** 1/2 (100 XP)', '***Stone Camouflage.*** The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.', '***Gnome Cunning.*** The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.', '***Innate Spellcasting.*** The gnome’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:', 'At will: *nondetection* (self only) 1/day each: *blindness/deafness*, *blur*, *disguise self*', '**Actions**', '***War Pick.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.', '***Poisoned Dart.** Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}, Goblin: {content: ['*Small humanoid (goblinoid), neutral evil*', '**Armor Class** 15 (leather armor, shield)', '**Hit Points** 7 (2d6)', '**Speed** 30 ft.', {table: {STR: ['8 (−1)'], DEX: ['14 (+2)'], CON: ['10 (+0)'], INT: ['10 (+0)'], WIS: ['8 (−1)'], CHA: ['8 (−1)']}}, '**Skills** Stealth +6', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** Common, Goblin', '**Challenge** 1/4 (50 XP)', '***Nimble Escape.*** The goblin can take the Disengage or Hide action as a bonus action on each of its turns.', '**Actions**', '***Scimitar.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.', '***Shortbow.** Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.']}, Golems: {'Clay Golem': {content: ['*Large construct, unaligned*', '**Armor Class** 14 (natural armor)', '**Hit Points** 133 (14d10 + 56)', '**Speed** 20 ft.', {table: {STR: ['20 (+5)'], DEX: ['9 (−1)'], CON: ['18 (+4)'], INT: ['3 (−4)'], WIS: ['8 (−1)'], CHA: ['1 (−5)']}}, '**Damage Immunities** acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine', '**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** understands the languages of its creator but can’t speak', '**Challenge** 9 (5,000 XP)', '***Acid Absorption***. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.', '***Berserk.*** Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.', '***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.', '***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The golem’s weapon attacks are magical.', '**Actions**', '***Multiattack.*** The golem makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the *greater restoration* spell or other magic.', '***Haste (Recharge 5–6).*** Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.']}, 'Flesh Golem': {content: ['*Medium construct, neutral*', '**Armor Class** 9', '**Hit Points** 93 (11d8 + 44)', '**Speed** 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['9 (−1)'], CON: ['18 (+4)'], INT: ['6 (−2)'], WIS: ['10 (+0)'], CHA: ['5 (−3)']}}, '**Damage Immunities** lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine', '**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** understands the languages of its creator but can’t speak', '**Challenge** 5 (1,800 XP)', '***Berserk.*** Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.', 'The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.', '***Aversion of Fire.*** If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.', '***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.', '***Lightning Absorption***. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.', '***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The golem’s weapon attacks are magical.', '***Actions***', '***Multiattack.*** The golem makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.']}, 'Iron Golem': {content: ['*Large construct, unaligned*', '**Armor Class** 20 (natural armor)', '**Hit Points** 210 (20d10 + 100)', '**Speed** 30 ft.', {table: {STR: ['24 (+7)'], DEX: ['9 (−1)'], CON: ['20 (+5)'], INT: ['3 (−4)'], WIS: ['11 (+0)'], CHA: ['1 (−5)']}}, '**Damage Immunities** fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine', '**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned', '**Senses** darkvision 120 ft., passive Perception 10', '**Languages** understands the languages of its creator but can’t speak', '**Challenge** 16 (15,000 XP)', '***Fire Absorption***. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.', '***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.', '***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The golem’s weapon attacks are magical.', '**Actions**', '***Multiattack.*** The golem makes two melee attacks.', '***Slam.** Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 20 (3d8 + 7) bludgeoning damage.', '***Sword.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 23 (3d10 + 7) slashing damage.', '***Poison Breath (Recharge 6).*** The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.']}, 'Stone Golem': {content: ['*Large construct, unaligned*', '**Armor Class** 17 (natural armor)', '**Hit Points** 178 (17d10 + 85)', '**Speed** 30 ft.', {table: {STR: ['22 (+6)'], DEX: ['9 (−1)'], CON: ['20 (+5)'], INT: ['3 (−4)'], WIS: ['11 (+0)'], CHA: ['1 (−5)']}}, '**Damage Immunities** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine', '**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned', '**Senses** darkvision 120 ft., passive Perception 10', '**Languages** understands the languages of its creator but can’t speak', '**Challenge** 10 (5,900 XP)', '***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.', '***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The golem’s weapon attacks are magical.', '**Actions**', '***Multiattack.*** The golem makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage.', '***Slow (Recharge 5–6).*** The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}}, Gorgon: {content: ['*Large monstrosity, unaligned*', '**Armor Class** 19 (natural armor)', '**Hit Points** 114 (12d10 + 48)', '**Speed** 40 ft.', {table: {STR: ['20 (+5)'], DEX: ['11 (+0)'], CON: ['18 (+4)'], INT: ['2 (−4)'], WIS: ['12 (+1)'], CHA: ['7 (−2)']}}, '**Skills** Perception +4', '**Condition Immunities** petrified', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** —', '**Challenge** 5 (1,800 XP)', '***Trampling Charge.*** If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.', '**Actions**', '***Gore.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 18 (2d12 + 5) piercing damage.', '***Hooves.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16 (2d10 + 5) bludgeoning damage.', '***Petrifying Breath (Recharge 5–6).*** The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the *greater restoration* spell or other magic.']}, Grick: {content: ['*Medium monstrosity, neutral*', '**Armor Class** 14 (natural armor)', '**Hit Points** 27 (6d8)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['14 (+2)'], DEX: ['14 (+2)'], CON: ['11 (+0)'], INT: ['3 (−4)'], WIS: ['14 (+2)'], CHA: ['5 (−3)']}}, '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Senses** darkvision 60 ft., passive Perception 12', '**Languages** —', '**Challenge** 2 (450 XP)', '***Stone Camouflage.*** The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.', '**Actions**', '***Multiattack.*** The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.', '***Tentacles.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) slashing damage.', '***Beak.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.']}, Griffon: {content: ['*Large monstrosity, unaligned*', '**Armor Class** 12', '**Hit Points** 59 (7d10 + 21)', '**Speed** 30 ft., fly 80 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['2 (−4)'], WIS: ['13 (+1)'], CHA: ['8 (−1)']}}, '**Skills** Perception +5', '**Senses** darkvision 60 ft., passive Perception 15', '**Languages** —', '**Challenge** 2 (450 XP)', '***Keen Sight.*** The griffon has advantage on Wisdom (Perception) checks that rely on sight.', '***Actions***', '***Multiattack.*** The griffon makes two attacks: one with its beak and one with its claws.', '***Beak.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.', '***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.']}, Grimlock: {content: ['*Medium humanoid (grimlock), neutral evil*', '**Armor Class** 11', '**Hit Points** 11 (2d8 + 2)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['12 (+1)'], CON: ['12 (+1)'], INT: ['9 (−1)'], WIS: ['8 (−1)'], CHA: ['6 (−2)']}}, '**Skills** Athletics +5, Perception +3, Stealth +3', '**Condition Immunities** blinded', '**Senses** blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13', '**Languages** Undercommon', '**Challenge** 1/4 (50 XP)', '***Blind Senses.*** The grimlock can’t use its blindsight while deafened and unable to smell.', '***Keen Hearing and Smell.*** The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.', '***Stone Camouflage.*** The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.', '**Actions**', '***Spiked Bone Club.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.']}} 'Monsters (H)': {Hags: {'Green Hag': {content: ['*Medium fey, neutral evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 82 (11d8 + 33)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['12 (+1)'], CON: ['16 (+3)'], INT: ['13 (+1)'], WIS: ['14 (+2)'], CHA: ['14 (+2)']}}, '**Skills** Arcana +3, Deception +4, Perception +4, Stealth +3', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** Common, Draconic, Sylvan', '**Challenge** 3 (700 XP)', '***Amphibious.*** The hag can breathe air and water.', '***Innate Spellcasting.*** The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:', 'At will: *dancing lights*, *minor illusion*, *vicious mockery*', '***Mimicry.*** The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.', '***Actions***', '***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.', '***Illusory Appearance.*** The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.', 'The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.', '***Invisible Passage.*** The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.']}, 'Night Hag': {content: ['*Medium fiend, neutral evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 112 (15d8 + 45)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['16 (+3)'], WIS: ['14 (+2)'], CHA: ['16 (+3)']}}, '**Skills** Deception +7, Insight +6, Perception +6, Stealth +6', '**Damage Resistances** cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons', '**Condition Immunities** charmed', '**Senses** darkvision 120 ft., passive Perception 16', '**Languages** Abyssal, Common, Infernal, Primordial', '**Challenge** 5 (1,800 XP)', '***Innate Spellcasting.*** The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:', 'At will: *detect magic*, *magic missile* 2/day each: *plane shift* (self only), *ray of enfeeblement*, *sleep*', '***Magic Resistance.*** The hag has advantage on saving throws against spells and other magical effects.', '***Actions***', '***Claws (Hag Form Only).** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.', '***Change Shape.*** The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.', '***Etherealness.*** The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a *heartstone* in her possession.', '***Nightmare Haunting (1/Day).*** While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A *protection from evil and good* spell cast on the target prevents this contact, as does a *magic circle*. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target’s hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag’s *soul bag*. The reduction to the target’s hit point maximum lasts until removed by the *greater restoration* spell or similar magic.']}, 'Sea Hag': {content: ['*Medium fey, chaotic evil*', '**Armor Class** 14 (natural armor)', '**Hit Points** 52 (7d8 + 21)', '**Speed** 30 ft., swim 40 ft.', {table: {STR: ['16 (+3)'], DEX: ['13 (+1)'], CON: ['16 (+3)'], INT: ['12 (+1)'], WIS: ['12 (+1)'], CHA: ['13 (+1)']}}, '**Senses** darkvision 60 ft., passive Perception 11', '**Languages** Aquan, Common, Giant', '**Challenge** 2 (450 XP)', '***Amphibious.*** The hag can breathe air and water.', '***Horrific Appearance.*** Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Appearance for the next 24 hours.', 'Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.', '**Actions**', '***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.', '***Death Glare.*** The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.', '***Illusory Appearance.*** The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.', 'The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.']}}, 'Half-Dragon Template': {content: ['A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its statistics, except as follows.', '***Challenge.*** To avoid recalculating the creature’s challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, recalculate the rating after you apply the template.', '***Senses.*** The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet.', '***Resistances.*** The half-dragon gains resistance to a type of damage based on its color.', {table: {Color: ['Black or copper', 'Blue or bronze', 'Brass, gold, or red', Green, 'Silver or white'], 'Damage Resistance': [Acid, Lightning, Fire, Poison, Cold]}}, '***Languages.*** The half-dragon speaks Draconic in addition to any other languages it knows.', '***New Action: Breath Weapon.*** The half-dragon has the breath weapon of its dragon half. The half- dragon’s size determines how this action functions.', {table: {Size: ['Large or smaller', Huge, Gargantuan], 'Breath Weapon': ['As a wyrmling', 'As a young dragon', 'As an adult dragon'], 'Optional Prerequisite': ['Challenge 2 or higher', 'Challenge 7 or higher', 'Challenge 8 or higher']}}], 'Half-Red Dragon Veteran': {content: ['*Medium humanoid (human), any alignment*', '**Armor Class** 18 (plate)', '**Hit Points** 65 (10d8 + 20)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['13 (+1)'], CON: ['14 (+2)'], INT: ['10 (+0)'], WIS: ['11 (+0)'], CHA: ['10 (+0)']}}, '**Skills** Athletics +5, Perception +2', '**Damage Resistances** fire', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 12', '**Languages** Common, Draconic', '**Challenge** 5 (1,800 XP)', '**Actions**', '***Multiattack.*** The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.', '***Longsword.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.', '***Shortsword.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.', '***Heavy Crossbow.** Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage.', '***Fire Breath (Recharge 5–6).*** The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.']}}, Harpy: {content: ['*Medium monstrosity, chaotic evil*', '**Armor Class** 11', '**Hit Points** 38 (7d8 + 7)', '**Speed** 20 ft., fly 40 ft.', {table: {STR: ['12 (+1)'], DEX: ['13 (+1)'], CON: ['12 (+1)'], INT: ['7 (−2)'], WIS: ['10 (+0)'], CHA: ['13 (+1)']}}, '**Senses** passive Perception 10', '**Languages** Common', '**Challenge** 1 (200 XP)', '**Actions**', '***Multiattack.*** The harpy makes two attacks: one with its claws and one with its club.', '***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4 + 1) slashing damage.', '***Club.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage.', '***Luring Song.*** The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.', 'While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.', 'A target that successfully saves is immune to this harpy’s song for the next 24 hours.']}, 'Hell Hound': {content: ['*Medium fiend, lawful evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 45 (7d8 + 14)', '**Speed** 50 ft.', {table: {STR: ['17 (+3)'], DEX: ['12 (+1)'], CON: ['14 (+2)'], INT: ['6 (−2)'], WIS: ['13 (+1)'], CHA: ['6 (−2)']}}, '**Skills** Perception +5', '**Damage Immunities** fire', '**Senses** darkvision 60 ft., passive Perception 15', '**Languages** understands Infernal but can’t speak it', '**Challenge** 3 (700 XP)', '***Keen Hearing and Smell.*** The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.', '***Pack Tactics.*** The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.', '***Fire Breath (Recharge 5–6).*** The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.']}, Hippogriff: {content: ['*Large monstrosity, unaligned*', '**Armor Class** 11', '**Hit Points** 19 (3d10 + 3)', '**Speed** 40 ft., fly 60 ft.', {table: {STR: ['17 (+3)'], DEX: ['13 (+1)'], CON: ['13 (+1)'], INT: ['2 (−4)'], WIS: ['12 (+1)'], CHA: ['8 (−1)']}}, '**Skills** Perception +5', '**Senses** passive Perception 15', '**Languages** —', '**Challenge** 1 (200 XP)', '***Keen Sight.*** The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Multiattack.*** The hippogriff makes two attacks: one with its beak and one with its claws.', '***Beak.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) piercing damage.', '***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.']}, Hobgoblin: {content: ['*Medium humanoid (goblinoid), lawful evil*', '**Armor Class** 18 (chain mail, shield)', '**Hit Points** 11 (2d8 + 2)', '**Speed** 30 ft.', {table: {STR: ['13 (+1)'], DEX: ['12 (+1)'], CON: ['12 (+1)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['9 (−1)']}}, '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Common, Goblin', '**Challenge** 1/2 (100 XP)', '***Martial Advantage.*** Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.', '**Actions**', '***Longsword.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.', '***Longbow.** Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.']}, Homunculus: {content: ['*Tiny construct, neutral*', '**Armor Class** 13 (natural armor)', '**Hit Points** 5 (2d4)', '**Speed** 20 ft., fly 40 ft.', {table: {STR: ['4 (−3)'], DEX: ['15 (+2)'], CON: ['11 (+0)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['7 (−2)']}}, '**Damage Immunities** poison', '**Condition Immunities** charmed, poisoned', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** understands the languages of its creator but can’t speak', '**Challenge** 0 (10 XP)', '***Telepathic Bond.*** While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.']}, Hydra: {content: ['*Huge monstrosity, unaligned*', '**Armor Class** 15 (natural armor)', '**Hit Points** 172 (15d12 + 75)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['20 (+5)'], DEX: ['12 (+1)'], CON: ['20 (+5)'], INT: ['2 (−4)'], WIS: ['10 (+0)'], CHA: ['7 (−2)']}}, '**Skills** Perception +6', '**Senses** darkvision 60 ft., passive Perception 16', '**Languages** —', '**Challenge** 8 (3,900 XP)', '***Hold Breath.*** The hydra can hold its breath for 1 hour.', '***Multiple Heads.*** The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.', 'Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.', 'At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.', '***Reactive Heads.*** For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.', '***Wakeful.*** While the hydra sleeps, at least one of its heads is awake.', '**Actions**', '***Multiattack.*** The hydra makes as many bite attacks as it has heads.', '***Bite.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 10 (1d10 + 5) piercing damage.']}} diff --git a/json/02 classes.json b/json/02 classes.json index ef89b45..cb0b7a4 100644 --- a/json/02 classes.json +++ b/json/02 classes.json @@ -1389,6 +1389,14 @@ "You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots." ] }, + "Spellcasting Ability": { + "content": [ + "Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.", + "**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier", + "**Spell attack modifier** = your proficiency bonus + your Wisdom modifier" + ] + }, + "Ritual Casting": "You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.", "Spellcasting Focus": "You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells." }, "Wild Shape": { @@ -1399,19 +1407,7 @@ "Beast Shapes": { "content": [ "For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds,* you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.", - "You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list." - ] - }, - "Spellcasting Ability": { - "content": [ - "Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.", - "**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier", - "**Spell attack modifier** = your proficiency bonus + your Wisdom modifier" - ] - }, - "Ritual Casting": { - "content": [ - "You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.", + "You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.", { "table": { "Max.": [ diff --git a/json/03 beyond1st.json b/json/03 beyond1st.json index 1a58a25..8ab88a0 100644 --- a/json/03 beyond1st.json +++ b/json/03 beyond1st.json @@ -401,105 +401,105 @@ ] } } - }, - "Alignment": { + } + }, + "Alignment": { + "content": [ + "A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.", + "These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.", + [ + "**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.", + "**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.", + "**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.", + "**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.", + "**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.", + "**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.", + "**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.", + "**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.", + "**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil." + ] + ], + "Alignment in the Multiverse": { "content": [ - "A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.", - "These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.", - [ - "**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.", - "**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.", - "**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.", - "**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.", - "**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.", - "**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.", - "**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.", - "**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.", - "**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil." - ] - ], - "Alignment in the Multiverse": { - "content": [ - "For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.", - "The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god’s influence.)", - "Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.", - "Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment." + "For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.", + "The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god’s influence.)", + "Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.", + "Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment." + ] + } + }, + "Languages": { + "content": [ + "Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.", + "Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.", + "Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another." + ], + "Standard Languages": { + "table": { + "Language": [ + "Common", + "Dwarvish", + "Elvish", + "Giant", + "Gnomish", + "Goblin", + "Halfling", + "Orc" + ], + "Typical Speakers": [ + "Humans", + "Dwarves", + "Elves", + "Ogres, giants", + "Gnomes", + "Goblinoids", + "Halflings", + "Orcs" + ], + "Script": [ + "Common", + "Dwarvish", + "Elvish", + "Dwarvish", + "Dwarvish", + "Dwarvish", + "Common", + "Dwarvish" ] } }, - "Languages": { - "content": [ - "Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.", - "Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.", - "Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another." - ], - "Standard Languages": { - "table": { - "Language": [ - "Common", - "Dwarvish", - "Elvish", - "Giant", - "Gnomish", - "Goblin", - "Halfling", - "Orc" - ], - "Typical Speakers": [ - "Humans", - "Dwarves", - "Elves", - "Ogres, giants", - "Gnomes", - "Goblinoids", - "Halflings", - "Orcs" - ], - "Script": [ - "Common", - "Dwarvish", - "Elvish", - "Dwarvish", - "Dwarvish", - "Dwarvish", - "Common", - "Dwarvish" - ] - } - }, - "Exotic Languages": { - "table": { - "Language": [ - "Abyssal", - "Celestial", - "Draconic", - "Deep Speech", - "Infernal", - "Primordial", - "Sylvan", - "Undercommon" - ], - "Typical Speakers": [ - "Demons", - "Celestials", - "Dragons, dragonborn", - "Aboleths, cloakers", - "Devils", - "Elementals", - "Fey creatures", - "Underworld traders" - ], - "Script": [ - "Infernal", - "Celestial", - "Draconic", - "—", - "Infernal", - "Dwarvish", - "Elvish", - "Elvish" - ] - } + "Exotic Languages": { + "table": { + "Language": [ + "Abyssal", + "Celestial", + "Draconic", + "Deep Speech", + "Infernal", + "Primordial", + "Sylvan", + "Undercommon" + ], + "Typical Speakers": [ + "Demons", + "Celestials", + "Dragons, dragonborn", + "Aboleths, cloakers", + "Devils", + "Elementals", + "Fey creatures", + "Underworld traders" + ], + "Script": [ + "Infernal", + "Celestial", + "Draconic", + "—", + "Infernal", + "Dwarvish", + "Elvish", + "Elvish" + ] } } }, diff --git a/json/06 mechanics.json b/json/06 mechanics.json index df576d3..004cc01 100644 --- a/json/06 mechanics.json +++ b/json/06 mechanics.json @@ -355,7 +355,9 @@ "The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.", "The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect." ] - }, + } + }, + "Adventuring": { "Time": { "content": [ "In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.", diff --git a/json/11 monsters.json b/json/11 monsters.json index 899723f..2b097e3 100644 --- a/json/11 monsters.json +++ b/json/11 monsters.json @@ -4405,10 +4405,7 @@ "**Actions**", "***Multiattack.*** The elemental makes two slam attacks.", "***Slam.*** Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.", - "***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8", - [ - "4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space." - ], + "***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.", "The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding." ] } diff --git a/markdown/02 classes.md b/markdown/02 classes.md index d971432..c475ecd 100644 --- a/markdown/02 classes.md +++ b/markdown/02 classes.md @@ -615,6 +615,18 @@ The Druid table shows how many spell slots you have to cast your spells of 1st l You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. +#### Spellcasting Ability + +Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. + +**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier + +**Spell attack modifier** = your proficiency bonus + your Wisdom modifier + +#### Ritual Casting + +You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. + #### Spellcasting Focus You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells. @@ -631,18 +643,6 @@ For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-l You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. -#### Spellcasting Ability - -Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier - -**Spell attack modifier** = your proficiency bonus + your Wisdom modifier - -#### Ritual Casting - -You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. - | Max. | Level | CR Limitations | Example | |------|-------|-----------------------------|-------------| | 2nd | 1/4 | No flying or swimming speed | Wolf | diff --git a/markdown/03 beyond1st.md b/markdown/03 beyond1st.md index 1e363c8..eb881ac 100644 --- a/markdown/03 beyond1st.md +++ b/markdown/03 beyond1st.md @@ -158,7 +158,8 @@ For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th | 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | -### Alignment +Alignment +--------- A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations. @@ -183,7 +184,8 @@ Alignment is an essential part of the nature of celestials and fiends. A devil d Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. -### Languages +Languages +--------- Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet. diff --git a/markdown/06 mechanics.md b/markdown/06 mechanics.md index adb27d0..744c45c 100644 --- a/markdown/06 mechanics.md +++ b/markdown/06 mechanics.md @@ -393,6 +393,9 @@ The Difficulty Class for a saving throw is determined by the effect that causes The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect. +Adventuring +=========== + Time ---- diff --git a/markdown/11 monsters.md b/markdown/11 monsters.md index ca55957..2829ea3 100644 --- a/markdown/11 monsters.md +++ b/markdown/11 monsters.md @@ -4275,9 +4275,7 @@ If the saving throw is successful, the target takes half the bludgeoning damage ***Slam.*** Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage. -***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 -+ 4) bludgeoning damage. If it is Large or smaller, it is also grappled -(escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space. +***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding. diff --git a/yaml/02 classes.yaml b/yaml/02 classes.yaml index b5b4cb4..51e3ea7 100644 --- a/yaml/02 classes.yaml +++ b/yaml/02 classes.yaml @@ -5,7 +5,7 @@ Bard: Cleric: 'Class Features': {content: 'As a cleric, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d8 per cleric level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per cleric level after 1st']}, Proficiencies: {content: ['**Armor:** Light armor, medium armor, shields', '**Weapons:** Simple weapons', '**Tools:** None', '**Saving Throws:** Wisdom, Charisma', '**Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a mace or (*b*) a warhammer (if proficient)', '(*a*) scale mail, (*b*) leather armor, or (*c*) chain mail (if proficient)', '(*a*) a light crossbow and 20 bolts or (*b*) any simple weapon', '(*a*) a priest’s pack or (*b*) an explorer’s pack', 'A shield and a holy symbol']]}, 'The Cleric': {content: ['**Proficiency Cantrips** ̶**Spell Slots per Spell Level**̶', {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Spellcasting, Divine Domain', 'Channel Divinity (1/rest), Divine Domain Feature', '-', 'Ability Score Improvement', 'Destroy Undead (CR 1/2)', 'Channel Divinity (2/rest), Divine Domain Feature', '-', 'Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature', '-', 'Divine Intervention', 'Destroy Undead (CR 2)', 'Ability Score Improvement', '-', 'Destroy Undead (CR 3)', '-', 'Ability Score Improvement', 'Destroy Undead (CR 4), Divine Domain Feature', 'Channel Divinity (3/rest)', 'Ability Score Improvement', 'Divine Intervention improvement'], 'Cantrips Known': ['3', '3', '3', '4', '4', '4', '4', '4', '4', '5', '5', '5', '5', '5', '5', '5', '5', '5', '5', '5'], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '2'], 8th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1'], 9th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1']}}]}, Spellcasting: {content: 'As a conduit for divine power, you can cast cleric spells.', Cantrips: 'At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.', 'Preparing and Casting Spells': {content: ['The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.', 'You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.', 'For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.', 'You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.']}, 'Spellcasting Ability': {content: ['Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.', '**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier', '**Spell attack modifier** = your proficiency bonus + your Wisdom modifier']}, 'Ritual Casting': 'You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.', 'Spellcasting Focus': 'You can use a holy symbol (see chapter 5, “Equipment”) as a spellcasting focus for your cleric spells.'}, 'Divine Domain': {content: 'Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.', 'Domain Spells': {content: ['Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.', 'If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.']}}, 'Channel Divinity': {content: ['At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.', 'When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.', 'Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.', 'Beginning at 6th level, you can use your Channel', 'Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.'], 'Channel Divinity: Turn Undead': {content: ['As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.', 'A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.']}}, 'Ability Score Improvement': 'When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.', 'Destroy Undead': {content: 'Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.', 'Destroy Undead': {table: {'Cleric Level': [5th, 8th, 11th, 14th, 17th], 'Destroys Undead of CR...': ['1/2 or lower', '1 or lower', '2 or lower', '3 or lower', '4 or lower']}}}, 'Divine Intervention': {content: ['Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.', 'Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.', 'If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.', 'At 20th level, your call for intervention succeeds automatically, no roll required.']}, 'Life Domain': {content: 'The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).', 'Life Domain Spells': {table: {'Cleric Level': [1st, 3rd, 5th, 7th, 9th], Spells: ['bless, cure wounds', 'lesser restoration, spiritual weapon', 'beacon of hope, revivify', 'death ward, guardian of faith', 'mass cure wounds, raise dead']}}, 'Bonus Proficiency': 'When you choose this domain at 1st level, you gain proficiency with heavy armor.', 'Disciple of Life': 'Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.', 'Channel Divinity: Preserve Life': {content: ['Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.', 'As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.']}, 'Blessed Healer': 'Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.', 'Divine Strike': 'At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.', 'Supreme Healing': 'Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.'}} Druid: - 'Class Features': {content: 'As a druid, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d8 per druid level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st']}, Proficiencies: {content: ['**Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)', '**Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears', '**Tools:** Herbalism kit', '**Saving Throws:** Intelligence, Wisdom', '**Skills:** Choose two from Arcana, Animal Handling,', 'Insight, Medicine, Nature, Perception, Religion, and Survival']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a wooden shield or (*b*) any simple weapon', '(*a*) a scimitar or (*b*) any simple melee weapon', 'Leather armor, an explorer’s pack, and a druidic focus']]}, 'The Druid': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Druidic, Spellcasting', 'Wild Shape, Druid Circle', '-', 'Wild Shape Improvement, Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Wild Shape Improvement, Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Ability Score Improvement', '-', 'Timeless Body, Beast Spells', 'Ability Score Improvement', Archdruid], 'Cantrips Known': ['2', '2', '2', '3', '3', '3', '3', '3', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '2'], 8th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1'], 9th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1']}}, Druidic: 'You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.', Spellcasting: {content: 'Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.', Cantrips: 'At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.', 'Preparing and Casting Spells': {content: ['The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.', 'You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.']}, 'Spellcasting Focus': 'You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells.'}, 'Wild Shape': {content: ['Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.', 'Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.'], 'Beast Shapes': {content: ['For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds,* you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.', 'You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.']}, 'Spellcasting Ability': {content: ['Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.', '**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier', '**Spell attack modifier** = your proficiency bonus + your Wisdom modifier']}, 'Ritual Casting': {content: ['You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.', {table: {Max.: [2nd, 4th, 8th], Level: [1/4, 1/2, '1'], 'CR Limitations': ['No flying or swimming speed', 'No flying speed', —], Example: [Wolf, Crocodile, 'Giant eagle']}}, 'You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.', 'While you are transformed, the following rules apply:', ['Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.', 'When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.', 'You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as *call lightning*, that you’ve already cast.', 'You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.', 'You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.']]}}, 'Druid Circle': 'At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.', 'Ability Score Improvement': 'When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.', 'Timeless Body': 'Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.', 'Beast Spells': 'Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.', Archdruid: {content: ['At 20th level, you can use your Wild Shape an unlimited number of times.', 'Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.']}, 'Circle of the Land': {content: 'The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.', 'Bonus Cantrip': 'When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.', 'Natural Recovery': {content: ['Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.', 'For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.']}, 'Circle Spells': {content: ['Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, or swamp—and consult the associated list of spells.', 'Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.'], Arctic: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['hold person, spike growth', 'sleet storm, slow', 'freedom of movement, ice storm', 'commune with nature, cone of cold']}}, Coast: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['mirror image, misty step', 'water breathing, water walk', 'control water, freedom of movement', 'conjure elemental, scrying']}}, Desert: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['blur, silence', 'create food and water, protection from energy', 'blight, hallucinatory terrain', 'insect plague, wall of stone']}}, Forest: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['barkskin, spider climb', 'call lightning, plant growth', 'divination, freedom of movement', 'commune with nature, tree stride']}}, Grassland: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['invisibility, pass without trace', 'daylight, haste', 'divination, freedom of movement', 'dream, insect plague']}}, Mountain: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['spider climb, spike growth', 'lightning bolt, meld into stone', 'stone shape, stoneskin', 'passwall, wall of stone']}}, Swamp: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['acid arrow, darkness', 'water walk, stinking cloud', 'freedom of movement, locate creature', 'insect plague, scrying']}}}, 'Land’s Stride': {content: ['Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.', 'In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell.']}, 'Nature’s Ward': 'When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.', 'Nature’s Sanctuary': {content: ['When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.', 'The creature is aware of this effect before it makes its attack against you.']}}, 'Sacred Plants and Wood': {content: ['A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.', 'Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.', 'Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.']}, 'Druids and the Gods': 'Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.'} + 'Class Features': {content: 'As a druid, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d8 per druid level', '**Hit Points at 1st Level:** 8 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st']}, Proficiencies: {content: ['**Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)', '**Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears', '**Tools:** Herbalism kit', '**Saving Throws:** Intelligence, Wisdom', '**Skills:** Choose two from Arcana, Animal Handling,', 'Insight, Medicine, Nature, Perception, Religion, and Survival']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) a wooden shield or (*b*) any simple weapon', '(*a*) a scimitar or (*b*) any simple melee weapon', 'Leather armor, an explorer’s pack, and a druidic focus']]}, 'The Druid': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Druidic, Spellcasting', 'Wild Shape, Druid Circle', '-', 'Wild Shape Improvement, Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Wild Shape Improvement, Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Ability Score Improvement', '-', 'Druid Circle feature', '-', 'Ability Score Improvement', '-', 'Timeless Body, Beast Spells', 'Ability Score Improvement', Archdruid], 'Cantrips Known': ['2', '2', '2', '3', '3', '3', '3', '3', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: ['-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: ['-', '-', '-', '-', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: ['-', '-', '-', '-', '-', '-', '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: ['-', '-', '-', '-', '-', '-', '-', '-', '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1', '1', '2'], 8th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1', '1', '1'], 9th: ['-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '-', '1', '1', '1', '1']}}, Druidic: 'You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.', Spellcasting: {content: 'Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.', Cantrips: 'At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.', 'Preparing and Casting Spells': {content: ['The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.', 'You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.']}, 'Spellcasting Ability': {content: ['Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.', '**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier', '**Spell attack modifier** = your proficiency bonus + your Wisdom modifier']}, 'Ritual Casting': 'You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.', 'Spellcasting Focus': 'You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells.'}, 'Wild Shape': {content: ['Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.', 'Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.'], 'Beast Shapes': {content: ['For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds,* you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.', 'You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.', {table: {Max.: [2nd, 4th, 8th], Level: [1/4, 1/2, '1'], 'CR Limitations': ['No flying or swimming speed', 'No flying speed', —], Example: [Wolf, Crocodile, 'Giant eagle']}}, 'You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.', 'While you are transformed, the following rules apply:', ['Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.', 'When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.', 'You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as *call lightning*, that you’ve already cast.', 'You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.', 'You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.']]}}, 'Druid Circle': 'At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.', 'Ability Score Improvement': 'When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.', 'Timeless Body': 'Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.', 'Beast Spells': 'Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.', Archdruid: {content: ['At 20th level, you can use your Wild Shape an unlimited number of times.', 'Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.']}, 'Circle of the Land': {content: 'The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.', 'Bonus Cantrip': 'When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.', 'Natural Recovery': {content: ['Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.', 'For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.']}, 'Circle Spells': {content: ['Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, or swamp—and consult the associated list of spells.', 'Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.'], Arctic: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['hold person, spike growth', 'sleet storm, slow', 'freedom of movement, ice storm', 'commune with nature, cone of cold']}}, Coast: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['mirror image, misty step', 'water breathing, water walk', 'control water, freedom of movement', 'conjure elemental, scrying']}}, Desert: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['blur, silence', 'create food and water, protection from energy', 'blight, hallucinatory terrain', 'insect plague, wall of stone']}}, Forest: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['barkskin, spider climb', 'call lightning, plant growth', 'divination, freedom of movement', 'commune with nature, tree stride']}}, Grassland: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['invisibility, pass without trace', 'daylight, haste', 'divination, freedom of movement', 'dream, insect plague']}}, Mountain: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['spider climb, spike growth', 'lightning bolt, meld into stone', 'stone shape, stoneskin', 'passwall, wall of stone']}}, Swamp: {table: {'Druid Level': [3rd, 5th, 7th, 9th], 'Circle Spells': ['acid arrow, darkness', 'water walk, stinking cloud', 'freedom of movement, locate creature', 'insect plague, scrying']}}}, 'Land’s Stride': {content: ['Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.', 'In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell.']}, 'Nature’s Ward': 'When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.', 'Nature’s Sanctuary': {content: ['When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.', 'The creature is aware of this effect before it makes its attack against you.']}}, 'Sacred Plants and Wood': {content: ['A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.', 'Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.', 'Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.']}, 'Druids and the Gods': 'Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.'} Fighter: 'Class Features': {content: 'As a fighter, you gain the following class features.', 'Hit Points': {content: ['**Hit Dice:** 1d10 per fighter level', '**Hit Points at 1st Level:** 10 + your Constitution modifier', '**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per fighter level after 1st']}, Proficiencies: {content: ['**Armor:** All armor, shields', '**Weapons:** Simple weapons, martial weapons', '**Tools:** None', '**Saving Throws:** Strength, Constitution', '**Skills:** Choose two skills from Acrobatics, Animal', 'Handling, Athletics, History, Insight, Intimidation, Perception, and Survival']}, Equipment: {content: ['You start with the following equipment, in addition to the equipment granted by your background:', ['(*a*) chain mail or (*b*) leather armor, longbow, and 20 arrows', '(*a*) a martial weapon and a shield or (*b*) two martial weapons', '(*a*) a light crossbow and 20 bolts or (*b*) two handaxes', '(*a*) a dungeoneer’s pack or (*b*) an explorer’s pack']]}, 'The Fighter': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6'], Features: ['Fighting Style, Second Wind', 'Action Surge (one use)', 'Martial Archetype', 'Ability Score Improvement', 'Extra Attack', 'Ability Score Improvement', 'Martial Archetype Feature', 'Ability Score Improvement', 'Indomitable (one use)', 'Martial Archetype Feature', 'Extra Attack (2)', 'Ability Score Improvement', 'Indomitable (two uses)', 'Ability Score Improvement', 'Martial Archetype Feature', 'Ability Score Improvement', 'Action Surge (two uses), Indomitable (three uses)', 'Martial Archetype Feature', 'Ability Score Improvement', 'Extra Attack (3)']}}, 'Fighting Style': {content: 'You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.', Archery: 'You gain a +2 bonus to attack rolls you make with ranged weapons.', Defense: 'While you are wearing armor, you gain a +1 bonus to AC.', Dueling: 'When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.', 'Great Weapon Fighting': 'When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.', Protection: 'When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.', 'Two-Weapon Fighting': 'When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.'}, 'Second Wind': 'You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.', 'Action Surge': {content: ['Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.', 'Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.']}, 'Martial Archetype': 'At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.', 'Ability Score Improvement': 'When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.', 'Extra Attack': {content: ['Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.', 'The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.']}, Indomitable: {content: ['Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.', 'You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.']}} 'Martial Archetypes': {content: 'Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.', Champion: {content: 'The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.', 'Improved Critical': 'Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.', 'Remarkable Athlete': {content: ['Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.', 'In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.']}, 'Additional Fighting Style': 'At 10th level, you can choose a second option from the Fighting Style class feature.', 'Superior Critical': 'Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.', Survivor: 'At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.'}} diff --git a/yaml/03 beyond1st.yaml b/yaml/03 beyond1st.yaml index 3666b36..f249c4c 100644 --- a/yaml/03 beyond1st.yaml +++ b/yaml/03 beyond1st.yaml @@ -1,6 +1,8 @@ 'Beyond 1st Level': content: ['As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called **gaining a level**.', 'When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels.', 'Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).', 'When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 18, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.', 'The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character’s class description to see what other improvements you gain at each level.'] 'Character Advancement': {table: {'Experience Points': ['0', '300', '900', '2,700', '6,500', '14,000', '23,000', '34,000', '48,000', '64,000', '85,000', '100,000', '120,000', '140,000', '165,000', '195,000', '225,000', '265,000', '305,000', '355,000'], Level: ['1', '2', '3', '4', '5', '6', '7', '8', '9', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '20'], 'Proficiency Bonus': ['+2', '+2', '+2', '+2', '+3', '+3', '+3', '+3', '+4', '+4', '+4', '+4', '+5', '+5', '+5', '+5', '+6', '+6', '+6', '+6']}} - Multiclassing: {content: ['Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.', 'With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character.', 'As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility.'], Prerequisites: {content: 'To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores.', 'Multiclassing Prerequisites': {table: {Class: [Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard], 'Ability Score Minimum': ['Strength 13', 'Charisma 13', 'Wisdom 13', 'Wisdom 13', 'Strength 13 or Dexterity 13', 'Dexterity 13 and Wisdom 13', 'Strength 13 and Charisma 13', 'Dexterity 13 and Wisdom 13', 'Dexterity 13', 'Charisma 13', 'Charisma 13', 'Intelligence 13']}}}, 'Experience Points': 'The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.', 'Hit Points and Hit Dice': {content: ['You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.', 'You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.']}, 'Multiclassing Proficiency Bonus': 'Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3.', 'Multiclassing Proficiencies': {content: 'When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.', 'Multiclassing Proficiencies': {table: {Class: [Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard], 'Proficiencies Gained': ['Shields, simple weapons, martial weapons', 'Light armor, one skill of your choice, one musical instrument of your choice', 'Light armor, medium armor, shields', 'Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)', 'Light armor, medium armor, shields, simple weapons, martial weapons', 'Simple weapons, shortswords', 'Light armor, medium armor, shields, simple weapons, martial weapons', 'Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list', 'Light armor, one skill from the class’s skill list, thieves’ tools', —, 'Light armor, simple weapons', —]}}}, 'Multiclassing Class Features': {content: 'When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.', 'Channel Divinity': 'If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.', 'Extra Attack': 'If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of Extra Attack does). Similarly, the warlock’s eldritch invocation Thirsting Blade doesn’t give you additional attacks if you also have Extra Attack.', 'Unarmored Defense': 'If you already have the Unarmored Defense feature, you can’t gain it again from another class.', Spellcasting: {content: ['Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.', '***Spells Known and Prepared.*** You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.', 'Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.', '***Spell Slots.*** You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.', 'If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like *burning hands*, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don’t have any spells of that higher level.', 'For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don’t know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know—and potentially enhance their effects.', '***Pact Magic.*** If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.']}, 'Multiclass Spellcaster: Spell Slots per Spell Level': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: [—, —, '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: [—, —, —, —, '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: [—, —, —, —, —, —, '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: [—, —, —, —, —, —, —, —, '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: [—, —, —, —, —, —, —, —, —, —, '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: [—, —, —, —, —, —, —, —, —, —, —, —, '1', '1', '1', '1', '1', '1', '1', '2'], 8th: [—, —, —, —, —, —, —, —, —, —, —, —, —, —, '1', '1', '1', '1', '1', '1'], 9th: [—, —, —, —, —, —, —, —, —, —, —, —, —, —, —, —, '1', '1', '1', '1']}}}, Alignment: {content: ['A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.', 'These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.', ['**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.', '**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.', '**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.', '**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.', '**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.', '**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.', '**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.', '**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.', '**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.']], 'Alignment in the Multiverse': {content: ['For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.', 'The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god’s influence.)', 'Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.', 'Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.']}}, Languages: {content: ['Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.', 'Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.', 'Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.'], 'Standard Languages': {table: {Language: [Common, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc], 'Typical Speakers': [Humans, Dwarves, Elves, 'Ogres, giants', Gnomes, Goblinoids, Halflings, Orcs], Script: [Common, Dwarvish, Elvish, Dwarvish, Dwarvish, Dwarvish, Common, Dwarvish]}}, 'Exotic Languages': {table: {Language: [Abyssal, Celestial, Draconic, 'Deep Speech', Infernal, Primordial, Sylvan, Undercommon], 'Typical Speakers': [Demons, Celestials, 'Dragons, dragonborn', 'Aboleths, cloakers', Devils, Elementals, 'Fey creatures', 'Underworld traders'], Script: [Infernal, Celestial, Draconic, —, Infernal, Dwarvish, Elvish, Elvish]}}}} + Multiclassing: {content: ['Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.', 'With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character.', 'As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility.'], Prerequisites: {content: 'To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores.', 'Multiclassing Prerequisites': {table: {Class: [Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard], 'Ability Score Minimum': ['Strength 13', 'Charisma 13', 'Wisdom 13', 'Wisdom 13', 'Strength 13 or Dexterity 13', 'Dexterity 13 and Wisdom 13', 'Strength 13 and Charisma 13', 'Dexterity 13 and Wisdom 13', 'Dexterity 13', 'Charisma 13', 'Charisma 13', 'Intelligence 13']}}}, 'Experience Points': 'The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.', 'Hit Points and Hit Dice': {content: ['You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.', 'You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.']}, 'Multiclassing Proficiency Bonus': 'Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3.', 'Multiclassing Proficiencies': {content: 'When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.', 'Multiclassing Proficiencies': {table: {Class: [Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard], 'Proficiencies Gained': ['Shields, simple weapons, martial weapons', 'Light armor, one skill of your choice, one musical instrument of your choice', 'Light armor, medium armor, shields', 'Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)', 'Light armor, medium armor, shields, simple weapons, martial weapons', 'Simple weapons, shortswords', 'Light armor, medium armor, shields, simple weapons, martial weapons', 'Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list', 'Light armor, one skill from the class’s skill list, thieves’ tools', —, 'Light armor, simple weapons', —]}}}, 'Multiclassing Class Features': {content: 'When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.', 'Channel Divinity': 'If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.', 'Extra Attack': 'If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of Extra Attack does). Similarly, the warlock’s eldritch invocation Thirsting Blade doesn’t give you additional attacks if you also have Extra Attack.', 'Unarmored Defense': 'If you already have the Unarmored Defense feature, you can’t gain it again from another class.', Spellcasting: {content: ['Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.', '***Spells Known and Prepared.*** You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.', 'Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.', '***Spell Slots.*** You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.', 'If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like *burning hands*, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don’t have any spells of that higher level.', 'For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don’t know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know—and potentially enhance their effects.', '***Pact Magic.*** If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.']}, 'Multiclass Spellcaster: Spell Slots per Spell Level': {table: {Level: [1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th], 1st: ['2', '3', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4', '4'], 2nd: [—, —, '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 3rd: [—, —, —, —, '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 4th: [—, —, —, —, —, —, '1', '2', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3', '3'], 5th: [—, —, —, —, —, —, —, —, '1', '2', '2', '2', '2', '2', '2', '2', '2', '3', '3', '3'], 6th: [—, —, —, —, —, —, —, —, —, —, '1', '1', '1', '1', '1', '1', '1', '1', '2', '2'], 7th: [—, —, —, —, —, —, —, —, —, —, —, —, '1', '1', '1', '1', '1', '1', '1', '2'], 8th: [—, —, —, —, —, —, —, —, —, —, —, —, —, —, '1', '1', '1', '1', '1', '1'], 9th: [—, —, —, —, —, —, —, —, —, —, —, —, —, —, —, —, '1', '1', '1', '1']}}}} + Alignment: {content: ['A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.', 'These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.', ['**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.', '**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.', '**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.', '**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.', '**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.', '**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.', '**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.', '**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.', '**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.']], 'Alignment in the Multiverse': {content: ['For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.', 'The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god’s influence.)', 'Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.', 'Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.']}} + Languages: {content: ['Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.', 'Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.', 'Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.'], 'Standard Languages': {table: {Language: [Common, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc], 'Typical Speakers': [Humans, Dwarves, Elves, 'Ogres, giants', Gnomes, Goblinoids, Halflings, Orcs], Script: [Common, Dwarvish, Elvish, Dwarvish, Dwarvish, Dwarvish, Common, Dwarvish]}}, 'Exotic Languages': {table: {Language: [Abyssal, Celestial, Draconic, 'Deep Speech', Infernal, Primordial, Sylvan, Undercommon], 'Typical Speakers': [Demons, Celestials, 'Dragons, dragonborn', 'Aboleths, cloakers', Devils, Elementals, 'Fey creatures', 'Underworld traders'], Script: [Infernal, Celestial, Draconic, —, Infernal, Dwarvish, Elvish, Elvish]}}} Inspiration: {content: 'Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.', 'Gaining Inspiration': {content: ['Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.', 'You either have inspiration or you don’t - you can’t stockpile multiple “inspirations” for later use.']}, 'Using Inspiration': {content: ['If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.', 'Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.']}} Backgrounds: {content: ['Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.', 'Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is *what changed*? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don’t you have *more* money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?', 'The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.'], Proficiencies: {content: ['Each background gives a character proficiency in two skills (described in “Using Ability Scores”).', 'In addition, most backgrounds give a character proficiency with one or more tools (detailed in “Equipment”).', 'If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.']}, Languages: 'Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages.”', Equipment: 'Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background.', 'Suggested Characteristics': 'A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.', 'Customizing a Background': 'You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can’t also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t find a feature that matches your desired background, work with your GM to create one.', Acolyte: {content: ['You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.', 'Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in "Fantasy-Historical Pantheons" or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.', '**Skill Proficiencies:** Insight, Religion', '**Languages:** Two of your choice', '**Equipment:** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp'], 'Feature: Shelter of the Faithful': {content: ['As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.', 'You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.']}, 'Suggested Characteristics': {content: ['Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.', {table: {d8: ['1', '2', '3', '4', '5', '6', '7', '8'], 'Personality Trait': ['I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.', 'I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.', 'I see omens in every event and action. The gods try to speak to us, we just need to listen', 'Nothing can shake my optimistic attitude.', 'I quote (or misquote) sacred texts and proverbs in almost every situation.', 'I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.', 'I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.', 'I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.']}}, {table: {d6: ['1', '2', '3', '4', '5', '6'], Ideal: ['Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)', 'Charity. I always try to help those in need, no matter what the personal cost. (Good)', 'Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)', 'Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)', 'Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)', 'Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)']}}, {table: {d6: ['1', '2', '3', '4', '5', '6'], Bond: ['I would die to recover an ancient relic of my faith that was lost long ago.', 'I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.', 'I owe my life to the priest who took me in when my parents died.', 'Everything I do is for the common people.', 'I will do anything to protect the temple where I served.', 'I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.']}}, {table: {d6: ['1', '2', '3', '4', '5', '6'], Flaw: ['I judge others harshly, and myself even more severely.', 'I put too much trust in those who wield power within my temple’s hierarchy.', 'My piety sometimes leads me to blindly trust those that profess faith in my god.', 'I am inflexible in my thinking.', 'I am suspicious of strangers and expect the worst of them.', 'Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.']}}]}}} diff --git a/yaml/06 mechanics.yaml b/yaml/06 mechanics.yaml index 7007527..8cbb316 100644 --- a/yaml/06 mechanics.yaml +++ b/yaml/06 mechanics.yaml @@ -6,6 +6,7 @@ 'Ability Checks': {content: ['An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.', 'For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class.', 'The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.'], 'Typical Difficulty Classes': {content: [{table: {'Task Difficulty': ['Very easy', Easy, Medium, Hard, 'Very hard', 'Nearly impossible'], DC: ['5', '10', '15', '20', '25', '30']}}, 'To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success—the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.']}, Contests: {content: ['Sometimes one character’s or monster’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal— for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.', 'Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.', 'If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.']}, Skills: {content: ['Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the monster’s stat block.)', 'For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.', 'The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability’s description in the later sections of this section for examples of how to use a skill associated with an ability.'], Strength: [Athletics], Dexterity: [Acrobatics, 'Sleight of Hand', Stealth], Intelligence: [Arcana, History, Investigation, Nature, Religion], Wisdom: ['Animal Handling', Insight, Medicine, Perception, Survival], Charisma: {content: [[Deception, Intimidation, Performance, Persuasion], 'Sometimes, the GM might ask for an ability check using a specific skill—for example, “Make a Wisdom (Perception) check.” At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.', 'For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character’s proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.']}, 'Variant: Skills with Different Abilities': 'Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you’re proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.'}, 'Passive Checks': {content: ['A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.', 'Here’s how to determine a character’s total for a passive check:', '10 + all modifiers that normally apply to the check', 'If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a **score**.', 'For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.', 'The rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules.']}, 'Working Together': {content: ['Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—or the one with the highest ability modifier—can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.', 'A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.'], 'Group Checks': {content: ['When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t.', 'To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.', 'Group checks don’t come up very often, and they’re most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.']}}} 'Using Each Ability': {content: 'Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.', Strength: {content: 'Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.', 'Strength Checks': {content: ['A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.', '***Athletics.*** Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:', ['You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.', 'You try to jump an unusually long distance or pull off a stunt midjump.', 'You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.'], '***Other Strength Checks.*** The GM might also call for a Strength check when you try to accomplish tasks like the following:', ['Force open a stuck, locked, or barred door', 'Break free of bonds', 'Push through a tunnel that is too small', 'Hang on to a wagon while being dragged behind it', 'Tip over a statue', 'Keep a boulder from rolling']]}, 'Attack Rolls and Damage': 'You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand- to-hand combat, and some of them can be thrown to make a ranged attack.', 'Lifting and Carrying': {content: ['Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.', '***Carrying Capacity.*** Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it.', '***Push, Drag, or Lift.*** You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.', '***Size and Strength.*** Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.'], 'Variant: Encumbrance': {content: ['The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.', 'If you carry weight in excess of 5 times your Strength score, you are **encumbered**, which means your speed drops by 10 feet.', 'If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead **heavily encumbered**, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.']}}}, Dexterity: {content: 'Dexterity measures agility, reflexes, and balance.', 'Dexterity Checks': {content: ['A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.', '***Acrobatics.*** Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.', '***Sleight of Hand.*** Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.', '***Stealth.*** Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.', '***Other Dexterity Checks.*** The GM might call for a Dexterity check when you try to accomplish tasks like the following:', ['Control a heavily laden cart on a steep descent', 'Steer a chariot around a tight turn', 'Pick a lock', 'Disable a trap', 'Securely tie up a prisoner', 'Wriggle free of bonds', 'Play a stringed instrument', 'Craft a small or detailed object']]}, 'Attack Rolls and Damage': 'You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.', 'Armor Class': 'Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.', Initiative: 'At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat.', Hiding: {content: ['The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.', 'You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.', 'An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.', 'In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.', '***Passive Perception.*** When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.', '***What Can You See?*** One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be **lightly** or **heavily obscured**, as explained in chapter 8, “Adventuring.”']}}, Constitution: {content: 'Constitution measures health, stamina, and vital force.', 'Constitution Checks': {content: ['Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.', 'The GM might call for a Constitution check when you try to accomplish tasks like the following:', ['Hold your breath', 'March or labor for hours without rest', 'Go without sleep', 'Survive without food or water', 'Quaff an entire stein of ale in one go']]}, 'Hit Points': {content: ['Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.', 'If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you’re 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.']}}, Intelligence: {content: 'Intelligence measures mental acuity, accuracy of recall, and the ability to reason.', 'Intelligence Checks': {content: ['An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.', '***Arcana.*** Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.', '***History.*** Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.', '***Investigation.*** When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.', '***Nature.*** Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.', '***Religion.*** Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.', '***Other Intelligence Checks.*** The GM might call for an Intelligence check when you try to accomplish tasks like the following:', ['Communicate with a creature without using words', 'Estimate the value of a precious item', 'Pull together a disguise to pass as a city guard', 'Forge a document', 'Recall lore about a craft or trade', 'Win a game of skill']]}, 'Spellcasting Ability': 'Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.'}, Wisdom: {content: 'Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.', 'Wisdom Checks': {content: ['A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.', '***Animal Handling.*** When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.', '***Insight.*** Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.', '***Medicine.*** A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.', '***Perception.*** Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.', '***Survival.*** The GM might ask you to make a', 'Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.', '***Other Wisdom Checks.*** The GM might call for a', 'Wisdom check when you try to accomplish tasks like the following:', ['Get a gut feeling about what course of action to follow', 'Discern whether a seemingly dead or living creature is undead']]}, 'Spellcasting Ability': 'Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.'}, Charisma: {content: 'Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.', 'Charisma Checks': {content: ['A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.', '***Deception.*** Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast- talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.', '***Intimidation.*** When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.', '***Performance.*** Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.', '***Persuasion.*** When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.', '***Other Charisma Checks.*** The GM might call for a Charisma check when you try to accomplish tasks like the following:', ['Find the best person to talk to for news, rumors, and gossip', 'Blend into a crowd to get the sense of key topics of conversation']]}, 'Spellcasting Ability': 'Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.'}} 'Saving Throws': {content: ['A saving throw—also called a save—represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.', 'To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.', 'A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.', 'Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.', 'The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.', 'The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.']} +Adventuring: Time: {content: ['In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.', 'In a city or wilderness, a scale of **hours** is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time.', 'For long journeys, a scale of **days** works best.', 'Following the road from Baldur’s Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey.', 'In combat and other fast-paced situations, the game relies on **rounds**, a 6-second span of time.']} Movement: {content: ['Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope—all sorts of movement play a key role in fantasy gaming adventures.', 'The GM can summarize the adventurers’ movement without calculating exact distances or travel times: “You travel through the forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.”', 'Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over.'], Speed: {content: ['Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life- threatening situation.', 'The following rules determine how far a character or monster can move in a minute, an hour, or a day.'], 'Travel Pace': {content: ['While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.', '***Forced March.*** The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.', 'For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix A).', '***Mounts and Vehicles.*** For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.', 'Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.', 'Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a *carpet of flying*, allow you to travel more swiftly.'], 'Travel Pace': {table: {Pace: [Fast, Normal, Slow], 'Distance per: Minute': ['400 feet', '300 feet', '200 feet'], Hour: ['4 miles', '3 miles', '2 miles'], Day: ['30 miles', '18 miles', '24 miles'], Effect: ['−5 penalty to passive Wisdom (Perception) scores', —, 'Able to use stealth']}}}, 'Difficult Terrain': {content: ['The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain.', 'You move at half speed in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.']}}, 'Special Types of Movement': {content: 'Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.', 'Climbing, Swimming, and Crawling': 'While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.', Jumping: {content: ['Your Strength determines how far you can jump.', '***Long Jump.*** When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.', 'This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.', 'When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.', '***High Jump.*** When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.', 'You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.']}}} 'The Environment': {content: 'By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.', Falling: 'A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.', Suffocating: {content: ['A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).', 'When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.', 'For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.']}, 'Vision and Light': {content: ['The most fundamental tasks of adventuring— noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few—rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.', 'A given area might be lightly or heavily obscured. In a **lightly obscured** area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.', 'A **heavily obscured** area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix A) when trying to see something in that area.', 'The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.', '**Bright light** lets most creatures see normally.', 'Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.', '**Dim light**, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.', '**Darkness** creates a heavily obscured area.', 'Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.'], Blindsight: 'A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.', Darkvision: 'Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.', Truesight: 'A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.'}, 'Food and Water': {content: 'Characters who don’t eat or drink suffer the effects of exhaustion (see appendix A). Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.', Food: {content: ['A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.', 'A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.', 'A normal day of eating resets the count of days without food to zero.']}, Water: {content: ['A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.', 'If the character already has one or more levels of exhaustion, the character takes two levels in either case.']}}, 'Interacting with Objects': {content: ['A character’s interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens.', 'For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.', 'Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object’s Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It’s hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks.', 'A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.']}} diff --git a/yaml/11 monsters.yaml b/yaml/11 monsters.yaml index 201f26e..be0b735 100644 --- a/yaml/11 monsters.yaml +++ b/yaml/11 monsters.yaml @@ -24,7 +24,7 @@ Monsters: 'Monsters (B)': {Basilisk: {content: ['*Medium monstrosity, unaligned*', '**Armor Class** 15 (natural armor)', '**Hit Points** 52 (8d8 + 16)', '**Speed** 20 ft.', {table: {STR: ['16 (+3)'], DEX: ['8 (−1)'], CON: ['15 (+2)'], INT: ['2 (−4)'], WIS: ['8 (−1)'], CHA: ['7 (−2)']}}, '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** —', '**Challenge** 3 (700 XP)', '**Petrifying Gaze.** If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the *greater restoration* spell or other magic.', 'A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.', 'If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. H*it:* 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.']}, Behir: {content: ['*Huge monstrosity, neutral evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 168 (16d12 + 64)', '**Speed** 50 ft., climb 40 ft.', {table: {STR: ['23 (+6)'], DEX: ['16 (+3)'], CON: ['18 (+4)'], INT: ['7 (−2)'], WIS: ['14 (+2)'], CHA: ['12 (+1)']}}, '**Skills** Perception +6, Stealth +7', '**Damage Immunities** lightning', '**Senses** darkvision 90 ft., passive Perception 16', '**Languages** Draconic', '**Challenge** 11 (7,200 XP)', '**Actions**', '***Multiattack.*** The behir makes two attacks: one with its bite and one to constrict.', '***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 22 (3d10 + 6) piercing damage.', '***Constrict.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one Large or smaller creature. *Hit:* 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn’t already constricting a creature, and the target is restrained until this grapple ends.', '***Lightning Breath (Recharge 5–6).*** The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.', '***Swallow.*** The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir’s turns. A behir can have only one creature swallowed at a time.', 'If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.']}, Bugbear: {content: ['*Medium humanoid (goblinoid), chaotic evil*', '**Armor Class** 16 (hide armor, shield)', '**Hit Points** 27 (5d8 + 5)', '**Speed** 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['14 (+2)'], CON: ['13 (+1)'], INT: ['8 (−1)'], WIS: ['11 (+0)'], CHA: ['9 (−1)']}}, '**Skills** Stealth +6, Survival +2', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Common, Goblin', '**Challenge** 1 (200 XP)', '***Brute.*** A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).', '***Surprise Attack.*** If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.', '**Actions**', '***Morningstar.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 11 (2d8 + 2) piercing damage.', '***Javelin.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.']}, Bulette: {content: ['*Large monstrosity, unaligned*', '**Armor Class** 17 (natural armor)', '**Hit Points** 94 (9d10 + 45)', '**Speed** 40 ft., burrow 40 ft.', {table: {STR: ['19 (+4)'], DEX: ['11 (+0)'], CON: ['21 (+5)'], INT: ['2 (−4)'], WIS: ['10 (+0)'], CHA: ['5 (−3)']}}, '**Skills** Perception +6', '**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 16', '**Languages** —', '**Challenge** 5 (1,800 XP)', '***Standing Leap.*** The bulette’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.', '**Actions**', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 30 (4d12 + 4) piercing damage.', '***Deadly Leap.*** If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the bulette’s space.']}} 'Monsters (C)': {Centaur: {content: ['*Large monstrosity, neutral good*', '**Armor Class** 12', '**Hit Points** 45 (6d10 + 12)', '**Speed** 50 ft.', {table: {STR: ['18 (+4)'], DEX: ['14 (+2)'], CON: ['14 (+2)'], INT: ['9 (−1)'], WIS: ['13 (+1)'], CHA: ['11 (+0)']}}, '**Skills** Athletics +6, Perception +3, Survival +3', '**Senses** passive Perception 13', '**Languages** Elvish, Sylvan', '**Challenge** 2 (450 XP)', '***Charge.*** If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.', '***Actions***', '***Multiattack.*** The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.', '***Pike.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage.', '***Hooves.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.', '***Longbow.** Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.']}, Chimera: {content: ['*Large monstrosity, chaotic evil*', '**Armor Class** 14 (natural armor)', '**Hit Points** 114 (12d10 + 48)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['19 (+4)'], DEX: ['11 (+0)'], CON: ['19 (+4)'], INT: ['3 (−4)'], WIS: ['14 (+2)'], CHA: ['10 (+0)']}}, '**Skills** Perception +8', '**Senses** darkvision 60 ft., passive Perception 18', '**Languages** understands Draconic but can’t speak', '**Challenge** 6 (2,300 XP)', '**Actions**', '***Multiattack.*** The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage.', '***Horns.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12 + 4) bludgeoning damage.', '***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.', '***Fire Breath (Recharge 5–6).*** The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.']}, Chuul: {content: ['*Large aberration, chaotic evil*', '**Armor Class** 16 (natural armor)', '**Hit Points** 93 (11d10 + 33)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['10 (+0)'], CON: ['16 (+3)'], INT: ['5 (−3)'], WIS: ['11 (+0)'], CHA: ['5 (−3)']}}, '**Skills** Perception +4', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** understands Deep Speech but can’t speak', '**Challenge** 4 (1,100 XP)', '***Amphibious.*** The chuul can breathe air and water.', '***Sense Magic.*** The chuul senses magic within 120 feet of it at will. This trait otherwise works like the *detect magic* spell but isn’t itself magical.', '**Actions**', '***Multiattack.*** The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.', '***Pincer.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn’t have two other creatures grappled.', '***Tentacles.*** One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}, Cloaker: {content: ['*Large aberration, chaotic neutral*', '**Armor Class** 14 (natural armor)', '**Hit Points** 78 (12d10 + 12)', '**Speed** 10 ft., fly 40 ft.', {table: {STR: ['17 (+3)'], DEX: ['15 (+2)'], CON: ['12 (+1)'], INT: ['13 (+1)'], WIS: ['12 (+1)'], CHA: ['14 (+2)']}}, '**Skills** Stealth +5', '**Senses** darkvision 60 ft., passive Perception 11', '**Languages** Deep Speech, Undercommon', '**Challenge** 8 (3,900 XP)', '***Damage Transfer.*** While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.', '***False Appearance.*** While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.', '***Light Sensitivity.*** While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Multiattack.*** The cloaker makes two attacks: one with its bite and one with its tail.', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target’s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.', '***Tail.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 7 (1d8 + 3) slashing damage.', '***Moan.*** Each creature within 60 feet of the cloaker that can hear its moan and that isn’t an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker’s next turn. If a creature’s saving throw is successful, the creature is immune to the cloaker’s moan for the next 24 hours', '***Phantasms (Recharges after a Short or Long Rest).*** The cloaker magically creates three illusory duplicates of itself if it isn’t in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.', 'Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can’t see or if it relies on senses other than sight.', 'A duplicate has the cloaker’s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.']}, Cockatrice: {content: ['*Small monstrosity, unaligned*', '**Armor Class** 11', '**Hit Points** 27 (6d6 + 6)', '**Speed** 20 ft., fly 40 ft.', {table: {STR: ['6 (−2)'], DEX: ['12 (+1)'], CON: ['12 (+1)'], INT: ['2 (−4)'], WIS: ['13 (+1)'], CHA: ['5 (−3)']}}, '**Senses** darkvision 60 ft., passive Perception 11', '**Languages** —', '**Challenge** 1/2 (100 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.']}, Couatl: {content: ['*Medium celestial, lawful good*', '**Armor Class** 19 (natural armor)', '**Hit Points** 97 (13d8 + 39)', '**Speed** 30 ft., fly 90 ft.', {table: {STR: ['16 (+3)'], DEX: ['20 (+5)'], CON: ['17 (+3)'], INT: ['18 (+4)'], WIS: ['20 (+5)'], CHA: ['18 (+4)']}}, '**Saving Throws** Con +5, Wis +7, Cha +6', '**Damage Resistances** radiant', '**Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks', '**Senses** truesight 120 ft., passive Perception 15', '**Languages** all, telepathy 120 ft.', '**Challenge** 4 (1,100 XP)', '***Innate Spellcasting.*** The couatl’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:', 'At will: *detect evil and good*, *detect magic*, *detect thoughts* 3/day each: *bless*, *create food and water*, *cure wounds*, *lesser restoration*, *protection from poison*, *sanctuary*, *shield* 1/day each: *dream*, *greater restoration*, *scrying*', '***Magic Weapons.*** The couatl’s weapon attacks are magical.', '***Shielded Mind.*** The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.', '**Actions**', '***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.', '***Constrict.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one Medium or smaller creature. *Hit:* 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can’t constrict another target.', '***Change Shape.*** The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl’s choice).', 'In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.']}} 'Monsters (D)': {Darkmantle: {content: ['*Small monstrosity, unaligned*', '**Armor Class** 11', '**Hit Points** 22 (5d6 + 5)', '**Speed** 10 ft., fly 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['12 (+1)'], CON: ['13 (+1)'], INT: ['2 (−4)'], WIS: ['10 (+0)'], CHA: ['5 (−3)']}}, '**Skills** Stealth +3', '**Senses** blindsight 60 ft., passive Perception 10', '**Languages** —', '**Challenge** 1/2 (100 XP)', '***Echolocation.*** The darkmantle can’t use its blindsight while deafened.', '***False Appearance.*** While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.', '**Actions**', '***Crush.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.', 'While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target.', 'A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.', '***Darkness Aura (1/Day).*** A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.']}, Demons: {Balor: {content: ['*Huge fiend (demon), chaotic evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 262 (21d12 + 126)', '**Speed** 40 ft., fly 80 ft.', {table: {STR: ['26 (+8)'], DEX: ['15 (+2)'], CON: ['22 (+6)'], INT: ['20 (+5)'], WIS: ['16 (+3)'], CHA: ['22 (+6)']}}, '**Saving Throws** Str +14, Con +12, Wis +9, Cha +12', '**Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** truesight 120 ft., passive Perception 13', '**Languages** Abyssal, telepathy 120 ft.', '**Challenge** 19 (22,000 XP)', '***Death Throes.*** When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the balor’s weapons.', '***Fire Aura.*** At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.', '***Magic Resistance.*** The balor has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The balor’s weapon attacks are magical.', '**Actions**', '***Multiattack.*** The balor makes two attacks: one with its longsword and one with its whip.', '***Longsword.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.', '***Whip.** Melee Weapon Attack:* +14 to hit, reach 30 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.', '***Teleport.*** The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.']}, Dretch: {content: ['*Small fiend (demon), chaotic evil*', '**Armor Class** 11 (natural armor)', '**Hit Points** 18 (4d6 + 4)', '**Speed** 20 ft.', {table: {STR: ['11 (+0)'], DEX: ['11 (+0)'], CON: ['12 (+1)'], INT: ['5 (−3)'], WIS: ['8 (−1)'], CHA: ['3 (−4)']}}, '**Damage Resistances** cold, fire, lightning', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)', '**Challenge** 1/4 (50 XP)', '**Actions**', '***Multiattack.*** The dretch makes two attacks: one with its bite and one with its claws.', '***Bite.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage.', '***Claws.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 5 (2d4) slashing damage.', '***Fetid Cloud (1/Day).*** A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.']}, Glabrezu: {content: ['*Large fiend (demon), chaotic evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 157 (15d10 + 75)', '**Speed** 40 ft.', {table: {STR: ['20 (+5)'], DEX: ['15 (+2)'], CON: ['21 (+5)'], INT: ['19 (+4)'], WIS: ['17 (+3)'], CHA: ['16 (+3)']}}, '**Saving Throws** Str +9, Con +9, Wis +7, Cha +7', '**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** truesight 120 ft., passive Perception 13', '**Languages** Abyssal, telepathy 120 ft.', '**Challenge** 9 (5,000 XP)', '***Innate Spellcasting.*** The glabrezu’s spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:', 'At will: *darkness*, *detect magic*, *dispel magic* 1/day each: *confusion*, *fly*, *power word stun*', '***Magic Resistance.*** The glabrezu has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Multiattack.*** The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.', '***Pincer.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.', '***Fist.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) bludgeoning damage.']}, Hezrou: {content: ['*Large fiend (demon), chaotic evil*', '**Armor Class** 16 (natural armor)', '**Hit Points** 136 (13d10 + 65)', '**Speed** 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['17 (+3)'], CON: ['20 (+5)'], INT: ['5 (−3)'], WIS: ['12 (+1)'], CHA: ['13 (+1)']}}, '**Saving Throws** Str +7, Con +8, Wis +4', '**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 11', '**Languages** Abyssal, telepathy 120 ft.', '**Challenge** 8 (3,900 XP)', '***Magic Resistance.*** The hezrou has advantage on saving throws against spells and other magical effects.', '***Stench.*** Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou’s stench for 24 hours.', '**Actions**', '***Multiattack.*** The hezrou makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage.', '***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.']}, Marilith: {content: ['*Large fiend (demon), chaotic evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 189 (18d10 + 90)', '**Speed** 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['20 (+5)'], CON: ['20 (+5)'], INT: ['18 (+4)'], WIS: ['16 (+3)'], CHA: ['20 (+5)']}}, '**Saving Throws** Str +9, Con +10, Wis +8, Cha +10', '**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** truesight 120 ft., passive Perception 13', '**Languages** Abyssal, telepathy 120 ft.', '**Challenge** 16 (15,000 XP)', '***Magic Resistance.*** The marilith has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The marilith’s weapon attacks are magical.', '***Reactive.*** The marilith can take one reaction on every turn in a combat.', '**Actions**', '***Multiattack.*** The marilith makes seven attacks: six with its longswords and one with its tail.', '***Longsword.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.', '***Tail.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one creature. *Hit:* 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can’t make tail attacks against other targets.', '***Teleport.*** The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.', '**Reactions**', '***Parry.*** The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.']}, Nalfeshnee: {content: ['*Large fiend (demon), chaotic evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 184 (16d10 + 96)', '**Speed** 20 ft., fly 30 ft.', {table: {STR: ['21 (+5)'], DEX: ['10 (+0)'], CON: ['22 (+6)'], INT: ['19 (+4)'], WIS: ['12 (+1)'], CHA: ['15 (+2)']}}, '**Saving Throws** Con +11, Int +9, Wis +6, Cha +7', '**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** truesight 120 ft., passive Perception 11', '**Languages** Abyssal, telepathy 120 ft.', '**Challenge** 13 (10,000 XP)', '***Magic Resistance.*** The nalfeshnee has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Multiattack.*** The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 32 (5d10 + 5) piercing damage.', '***Claw.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 15 (3d6 + 5) slashing damage.', '***Horror Nimbus (Recharge 5–6).*** The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee’s Horror Nimbus for the next 24 hours.', '***Teleport.*** The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.']}, Quasit: {content: ['*Tiny fiend (demon, shapechanger), chaotic evil*', '**Armor Class** 13', '**Hit Points** 7 (3d4)', '**Speed** 40 ft.', {table: {STR: ['5 (−3)'], DEX: ['17 (+3)'], CON: ['10 (+0)'], INT: ['7 (−2)'], WIS: ['10 (+0)'], CHA: ['10 (+0)']}}, '**Skills** Stealth +5', '**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 10', '**Languages** Abyssal, Common', '**Challenge** 1 (200 XP)', '***Shapechanger.*** The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.', '***Magic Resistance.*** The quasit has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Claws (Bite in Beast Form).** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Scare (1/Day).*** One creature of the quasit’s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.', '***Invisibility.*** The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.']}, Vrock: {content: ['*Large fiend (demon), chaotic evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 104 (11d10 + 44)', '**Speed** 40 ft., fly 60 ft.', {table: {STR: ['17 (+3)'], DEX: ['15 (+2)'], CON: ['18 (+4)'], INT: ['8 (−1)'], WIS: ['13 (+1)'], CHA: ['8 (−1)']}}, '**Saving Throws** Dex +5, Wis +4, Cha +2', '**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 11', '**Languages** Abyssal, telepathy 120 ft.', '**Challenge** 6 (2,300 XP)', '***Magic Resistance.*** The vrock has advantage on saving throws against spells and other magical effects.', '***Actions***', '***Multiattack.*** The vrock makes two attacks: one with its beak and one with its talons.', '***Beak.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage.', '***Talons.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 14 (2d10 + 3) slashing damage.', '***Spores (Recharge 6).*** A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.', '***Stunning Screech (1/Day).*** The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn’t a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock’s next turn.']}}, Devils: {'Barbed Devil': {content: ['*Medium fiend (devil), lawful evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 110 (13d8 + 52)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['17 (+3)'], CON: ['18 (+4)'], INT: ['12 (+1)'], WIS: ['14 (+2)'], CHA: ['14 (+2)']}}, '**Saving Throws** Str +6, Con +7, Wis +5, Cha +5', '**Skills** Deception +5, Insight +5, Perception +8', '**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 18', '**Languages** Infernal, telepathy 120 ft.', '**Challenge** 5 (1,800 XP)', '***Barbed Hide.*** At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.', '***Devil’s Sight.*** Magical darkness doesn’t impede the devil’s darkvision.', '***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Multiattack.*** The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.', '***Claw.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.', '***Tail.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage.', '***Hurl Flame.** Ranged Spell Attack:* +5 to hit, range 150 ft., one target. *Hit:* 10 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.']}, 'Bearded Devil': {content: ['*Medium fiend (devil), lawful evil*', '**Armor Class** 13 (natural armor)', '**Hit Points** 52 (8d8 + 16)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['15 (+2)'], CON: ['15 (+2)'], INT: ['9 (−1)'], WIS: ['11 (+0)'], CHA: ['11 (+0)']}}, '**Saving Throws** Str +5, Con +4, Wis +2', '**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 10', '**Languages** Infernal, telepathy 120 ft.', '**Challenge** 3 (700 XP)', '***Devil’s Sight.*** Magical darkness doesn’t impede the devil’s darkvision.', '***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.', '***Steadfast.*** The devil can’t be frightened while it can see an allied creature within 30 feet of it.', '**Actions**', '***Multiattack.*** The devil makes two attacks: one with its beard and one with its glaive.', '***Beard.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can’t regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Glaive.** Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.']}, 'Bone Devil': {content: ['*Large fiend (devil), lawful evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 142 (15d10 + 60)', '**Speed** 40 ft., fly 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['16 (+3)'], CON: ['18 (+4)'], INT: ['13 (+1)'], WIS: ['14 (+2)'], CHA: ['16 (+3)']}}, '**Saving Throws** Int +5, Wis +6, Cha +7', '**Skills** Deception +7, Insight +6', '**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 12', '**Languages** Infernal, telepathy 120 ft.', '**Challenge** 9 (5,000 XP)', '***Devil’s Sight.*** Magical darkness doesn’t impede the devil’s darkvision.', '***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Multiattack.*** The devil makes three attacks: two with its claws and one with its sting.', '***Claw.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage.', '***Sting.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}, 'Chain Devil': {content: ['*Medium fiend (devil), lawful evil*', '**Armor Class** 16 (natural armor)', '**Hit Points** 85 (10d8 + 40)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['18 (+4)'], INT: ['11 (+0)'], WIS: ['12 (+1)'], CHA: ['14 (+2)']}}, '**Saving Throws** Con +7, Wis +4, Cha +5', '**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 11', '**Languages** Infernal, telepathy 120 ft.', '**Challenge** 8 (3,900 XP)', '***Devil’s Sight.*** Magical darkness doesn’t impede the devil’s darkvision.', '***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Multiattack.*** The devil makes two attacks with its chains.', '***Chain.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn’t already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.', '***Animate Chains (Recharges after a Short or Long Rest).*** Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil’s control, provided that the chains aren’t being worn or carried.', 'Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.', '**Reactions**', '***Unnerving Mask.*** When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.']}, Erinyes: {content: ['*Medium fiend (devil), lawful evil*', '**Armor Class** 18 (plate)', '**Hit Points** 153 (18d8 + 72)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['18 (+4)'], DEX: ['16 (+3)'], CON: ['18 (+4)'], INT: ['14 (+2)'], WIS: ['14 (+2)'], CHA: ['18 (+4)']}}, '**Saving Throws** Dex +7, Con +8, Wis +6, Cha +8', '**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** truesight 120 ft., passive Perception 12', '**Languages** Infernal, telepathy 120 ft.', '**Challenge** 12 (8,400 XP)', '***Hellish Weapons.*** The erinyes’s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).', '***Magic Resistance.*** The erinyes has advantage on saving throws against spells and other magical effects.', '***Actions***', '***Multiattack.*** The erinyes makes three attacks.', '***Longsword.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.', '***Longbow.** Ranged Weapon Attack:* +7 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the *lesser restoration* spell or similar magic.', '**Reactions**', '***Parry.*** The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.']}, 'Horned Devil': {content: ['*Large fiend (devil), lawful evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 148 (17d10 + 55)', '**Speed** 20 ft., fly 60 ft.', {table: {STR: ['22 (+6)'], DEX: ['17 (+3)'], CON: ['21 (+5)'], INT: ['12 (+1)'], WIS: ['16 (+3)'], CHA: ['17 (+3)']}}, '**Saving Throws** Str +10, Dex +7, Wis +7, Cha +7', '**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 13', '**Languages** Infernal, telepathy 120 ft.', '**Challenge** 11 (7,200 XP)', '***Devil’s Sight.*** Magical darkness doesn’t impede the devil’s darkvision.', '***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Multiattack.*** The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.', '***Fork.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 15 (2d8 + 6) piercing damage.', '***Tail.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.', '***Hurl Flame.** Ranged Spell Attack:* +7 to hit, range 150 ft., one target. *Hit:* 14 (4d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.']}, 'Ice Devil': {content: ['*Large fiend (devil), lawful evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 180 (19d10 + 76)', '**Speed** 40 ft.', {table: {STR: ['21 (+5)'], DEX: ['14 (+2)'], CON: ['18 (+4)'], INT: ['18 (+4)'], WIS: ['15 (+2)'], CHA: ['18 (+4)']}}, '**Saving Throws** Dex +7, Con +9, Wis +7, Cha +9', '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered', '**Damage Immunities** cold, fire, poison', '**Condition Immunities** poisoned', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 12', '**Languages** Infernal, telepathy 120 ft.', '**Challenge** 14 (11,500 XP)', '***Devil’s Sight.*** Magical darkness doesn’t impede the devil’s darkvision.']}, Imp: {content: ['*Tiny fiend (devil, shapechanger), lawful evil*', '**Armor Class** 13', '**Hit Points** 10 (3d4 + 3)', '**Speed** 20 ft., fly 40 ft.', {table: {STR: ['6 (−2)'], DEX: ['17 (+3)'], CON: ['13 (+1)'], INT: ['11 (+0)'], WIS: ['12 (+1)'], CHA: ['14 (+2)']}}, '***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Multiattack.*** The devil makes three attacks: one with its bite, one with its claws, and one with its tail.', '***Bite.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.', '***Claws.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.', '***Tail.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.', '***Wall of Ice (Recharge 6).*** The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it’s a hemispherical dome up to 20 feet in diameter.', 'When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.', 'The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.', '**Skills** Deception +4, Insight +3, Persuasion +4, Stealth +5', '**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** darkvision 120 ft., passive Perception 11', '**Languages** Infernal, Common', '**Challenge** 1 (200 XP)', '***Shapechanger.*** The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.', '***Devil’s Sight.*** Magical darkness doesn’t impede the imp’s darkvision.', '***Magic Resistance.*** The imp has advantage on saving throws against spells and other magical effects.', '**Actions**', '***Sting (Bite in Beast Form).** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.', '***Invisibility.*** The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.']}, Lemure: {content: ['*Medium fiend (devil), lawful evil*', '**Armor Class** 7', '**Hit Points** 13 (3d8)', '**Speed** 15 ft.', {table: {STR: ['10 (+0)'], DEX: ['5 (−3)'], CON: ['11 (+0)'], INT: ['1 (−5)'], WIS: ['11 (+0)'], CHA: ['3 (−4)']}}, '**Damage Resistances** cold', '**Damage Immunities** fire, poison', '**Condition Immunities** charmed, frightened, poisoned', '**Senses** darkvision 120 ft., passive Perception 10', '**Languages** understands Infernal but can’t speak', '**Challenge** 0 (10 XP)', '***Devil’s Sight.*** Magical darkness doesn’t impede the lemure’s darkvision.', '***Hellish Rejuvenation.*** A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a *bless* spell cast on that creature or its remains are sprinkled with holy water.', '**Actions**', '***Fist.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.']}, 'Pit Fiend': {content: ['*Large fiend (devil), lawful evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 300 (24d10 + 168)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['26 (+8)'], DEX: ['14 (+2)'], CON: ['24 (+7)'], INT: ['22 (+6)'], WIS: ['18 (+4)'], CHA: ['24 (+7)']}}, '**Saving Throws** Dex +8, Con +13, Wis +10', '**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered', '**Damage Immunities** fire, poison', '**Condition Immunities** poisoned', '**Senses** truesight 120 ft., passive Perception 14', '**Languages** Infernal, telepathy 120 ft.', '**Challenge** 20 (25,000 XP)', '***Fear Aura.*** Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the pit fiend’s Fear Aura for the next 24 hours.', '***Magic Resistance.*** The pit fiend has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The pit fiend’s weapon attacks are magical.', '***Innate Spellcasting.*** The pit fiend’s spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:', 'At will: *detect magic*, *fireball* 3/day each: *hold monster*, *wall of fire*', '**Actions**', '***Multiattack.*** The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.', '***Bite.** Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Claw.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 17 (2d8 + 8) slashing damage.', '***Mace.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.', '***Tail.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 24 (3d10 + 8) bludgeoning damage.']}}, Dinosaurs: {Plesiosaurus: {content: ['*Large beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 68 (8d10 + 24)', '**Speed** 20 ft., swim 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['2 (−4)'], WIS: ['12 (+1)'], CHA: ['5 (−3)']}}, '**Skills** Perception +3, Stealth +4', '**Senses** passive Perception 13', '**Languages** —', '**Challenge** 2 (450 XP)', '***Hold Breath.*** The plesiosaurus can hold its breath for 1 hour.', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14 (3d6 + 4) piercing damage.']}, Triceratops: {content: ['*Huge beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 95 (10d12 + 30)', '**Speed** 50 ft.', {table: {STR: ['22 (+6)'], DEX: ['9 (−1)'], CON: ['17 (+3)'], INT: ['2 (−4)'], WIS: ['11 (+0)'], CHA: ['5 (−3)']}}, '**Senses** passive Perception 10', '**Languages** —', '**Challenge** 5 (1,800 XP)', '***Trampling Charge.*** If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.', 'If the target is prone, the triceratops can make one stomp attack against it as a bonus action.', '**Actions**', '***Gore.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 24 (4d8 + 6) piercing damage.', '***Stomp.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10 + 6) bludgeoning damage.']}, 'Tyrannosaurus Rex': {content: ['*Huge beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 136 (13d12 + 52)', '**Speed** 50 ft.', {table: {STR: ['25 (+7)'], DEX: ['10 (+0)'], CON: ['19 (+4)'], INT: ['2 (−4)'], WIS: ['12 (+1)'], CHA: ['9 (−1)']}}, '**Skills** Perception +4', '**Senses** passive Perception 14', '**Languages** —', '**Challenge** 8 (3,900 XP)', '**Actions**', '***Multiattack.*** The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can’t make both attacks against the same target.', '***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can’t bite another target.', '***Tail.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 20 (3d8 + 7) bludgeoning damage.']}, Doppelganger: {content: ['*Medium monstrosity (shapechanger), neutral*', '**Armor Class** 14', '**Hit Points** 52 (8d8 + 16)', '**Speed** 30 ft.', {table: {STR: ['11 (+0)'], DEX: ['18 (+4)'], CON: ['14 (+2)'], INT: ['11 (+0)'], WIS: ['12 (+1)'], CHA: ['14 (+2)']}}, '**Skills** Deception +6, Insight +3', '**Condition Immunities** charmed', '**Senses** darkvision 60 ft., passive Perception 11', '**Languages** Common', '**Challenge** 3 (700 XP)', '***Shapechanger.*** The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.', '***Ambusher.*** The doppelganger has advantage on attack rolls against any creature it has surprised.', '***Surprise Attack.*** If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.', '**Actions**', '***Multiattack.*** The doppelganger makes two melee attacks.', '***Slam.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage.', '***Read Thoughts.*** The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.']}}, 'Dragons, Chromatic': {'Black Dragon': {'Ancient Black Dragon': {content: ['*Gargantuan dragon, chaotic evil*', '**Armor Class** 22 (natural armor)', '**Hit Points** 367 (21d20 + 147)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['27 (+8)'], DEX: ['14 (+2)'], CON: ['25 (+7)'], INT: ['16 (+3)'], WIS: ['15 (+2)'], CHA: ['19 (+4)']}}, '**Saving Throws** Dex +9, Con +14, Wis +9, Cha +11', '**Skills** Perception +16, Stealth +9', '**Damage Immunities** acid', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26', '**Languages** Common, Draconic', '**Challenge** 21 (33,000 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.', '***Claw.** Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.', '***Tail.** Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Acid Breath (Recharge 5–6).*** The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Black Dragon': {content: ['*Huge dragon, chaotic evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 195 (17d12 + 85)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['23 (+6)'], DEX: ['14 (+2)'], CON: ['21 (+5)'], INT: ['14 (+2)'], WIS: ['13 (+1)'], CHA: ['17 (+3)']}}, '**Saving Throws** Dex +7, Con +10, Wis +6, Cha +8', '**Skills** Perception +11, Stealth +7', '**Damage Immunities** acid', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21', '**Languages** Common, Draconic', '**Challenge** 14 (11,500 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.', '***Claw.** Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.', '***Tail.** Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Acid Breath (Recharge 5–6).*** The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Black Dragon': {content: ['*Large dragon, chaotic evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 127 (15d10 + 45)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['19 (+4)'], DEX: ['14 (+2)'], CON: ['17 (+3)'], INT: ['12 (+1)'], WIS: ['11 (+0)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +5, Con +6, Wis +3, Cha +5', '**Skills** Perception +6, Stealth +5', '**Damage Immunities** acid', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16', '**Languages** Common, Draconic', '**Challenge** 7 (2,900 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Actions***', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.', '***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.', '***Acid Breath (Recharge 5–6).*** The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.']}, 'Black Dragon Wyrmling': {content: ['*Medium dragon, chaotic evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 33 (6d8 + 6)', '**Speed** 30 ft., fly 60 ft., swim 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['14 (+2)'], CON: ['13 (+1)'], INT: ['10 (+0)'], WIS: ['11 (+0)'], CHA: ['13 (+1)']}}, '**Saving Throws** Dex +4, Con +3, Wis +2, Cha +3', '**Skills** Perception +4, Stealth +4', '**Damage Immunities** acid', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 2 (450 XP)', '***Amphibious.*** The dragon can breathe air and water.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.', '***Acid Breath (Recharge 5–6).*** The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.']}}, 'Blue Dragon': {'Ancient Blue Dragon': {content: ['*Gargantuan dragon, lawful evil*', '**Armor Class** 22 (natural armor)', '**Hit Points** 481 (26d20 + 208)', '**Speed** 40 ft., burrow 40 ft., fly 80 ft.', {table: {STR: ['29 (+9)'], DEX: ['10 (+0)'], CON: ['27 (+8)'], INT: ['18 (+4)'], WIS: ['17 (+3)'], CHA: ['21 (+5)']}}, '**Saving Throws** Dex +7, Con +15, Wis +10, Cha +12', '**Skills** Perception +17, Stealth +7', '**Damage Immunities** lightning', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27', '**Languages** Common, Draconic', '**Challenge** 23 (50,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.', '***Claw.** Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (2d6 + 9) slashing damage.', '***Tail.** Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (2d8 + 9) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Lightning Breath (Recharge 5–6).*** The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Blue Dragon': {content: ['*Huge dragon, lawful evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 225 (18d12 + 108)', '**Speed** 40 ft., burrow 30 ft., fly 80 ft.', {table: {STR: ['25 (+7)'], DEX: ['10 (+0)'], CON: ['23 (+6)'], INT: ['16 (+3)'], WIS: ['15 (+2)'], CHA: ['19 (+4)']}}, '**Saving Throws** Dex +5, Con +11, Wis +7, Cha +9', '**Skills** Perception +12, Stealth +5', '**Damage Immunities** lightning', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22', '**Languages** Common, Draconic', '**Challenge** 16 (15,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '***Actions***', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.', '***Claw.** Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6 + 7) slashing damage.', '***Tail.** Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8 + 7) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Lightning Breath (Recharge 5–6).*** The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.', '***Legendary Actions***', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Blue Dragon': {content: ['*Large dragon, lawful evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 152 (16d10 + 64)', '**Speed** 40 ft., burrow 20 ft., fly 80 ft.', {table: {STR: ['21 (+5)'], DEX: ['10 (+0)'], CON: ['19 (+4)'], INT: ['14 (+2)'], WIS: ['13 (+1)'], CHA: ['17 (+3)']}}, '**Saving Throws** Dex +4, Con +8, Wis +5, Cha +7', '**Skills** Perception +9, Stealth +4', '**Damage Immunities** lightning', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19', '**Languages** Common, Draconic', '**Challenge** 9 (5,000 XP)', '**Actions**', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.', '***Claw.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage.', '***Lightning Breath (Recharge 5–6).*** The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.']}, 'Blue Dragon Wyrmling': {content: ['*Medium dragon, lawful evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 52 (8d8 + 16)', '**Speed** 30 ft., burrow 15 ft., fly 60 ft.', {table: {STR: ['17 (+3)'], DEX: ['10 (+0)'], CON: ['15 (+2)'], INT: ['12 (+1)'], WIS: ['11 (+0)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +2, Con +4, Wis +2, Cha +4', '**Skills** Perception +4, Stealth +2', '**Damage Immunities** lightning', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 3 (700 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.', '***Lightning Breath (Recharge 5–6).*** The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.']}}, 'Green Dragon': {'Ancient Green Dragon': {content: ['*Gargantuan dragon, lawful evil*', '**Armor Class** 21 (natural armor)', '**Hit Points** 385 (22d20 + 154)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['27 (+8)'], DEX: ['12 (+1)'], CON: ['25 (+7)'], INT: ['20 (+5)'], WIS: ['17 (+3)'], CHA: ['19 (+4)']}}, '**Saving Throws** Dex +8, Con +14, Wis +10, Cha +11', '**Skills** Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27', '**Languages** Common, Draconic', '**Challenge** 22 (41,000 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.', '***Claw.** Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 22 (4d6 + 8) slashing damage.', '***Tail.** Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Poison Breath (Recharge 5–6).*** The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Green Dragon': {content: ['*Huge dragon, lawful evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 207 (18d12 + 90)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['23 (+6)'], DEX: ['12 (+1)'], CON: ['21 (+5)'], INT: ['18 (+4)'], WIS: ['15 (+2)'], CHA: ['17 (+3)']}}, '**Saving Throws** Dex +6, Con +10, Wis +7, Cha +8', '**Skills** Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22', '**Languages** Common, Draconic', '**Challenge** 15 (13,000 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.', '***Claw.** Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.', '***Tail.** Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Poison Breath (Recharge 5–6).*** The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Green Dragon': {content: ['*Large dragon, lawful evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 136 (16d10 + 48)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['19 (+4)'], DEX: ['12 (+1)'], CON: ['17 (+3)'], INT: ['16 (+3)'], WIS: ['13 (+1)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +4, Con +6, Wis +4, Cha +5', '**Skills** Deception +5, Perception +7, Stealth +4', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17', '**Languages** Common, Draconic', '**Challenge** 8 (3,900 XP)', '***Amphibious.*** The dragon can breathe air and water.', '**Actions**', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.', '***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.', '***Poison Breath (Recharge 5–6).*** The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.']}, 'Green Dragon Wyrmling': {content: ['*Medium dragon, lawful evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 38 (7d8 + 7)', '**Speed** 30 ft., fly 60 ft., swim 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['12 (+1)'], CON: ['13 (+1)'], INT: ['14 (+2)'], WIS: ['11 (+0)'], CHA: ['13 (+1)']}}, '**Saving Throws** Dex +3, Con +3, Wis +2, Cha +3', '**Skills** Perception +4, Stealth +3', '**Damage Immunities** poison', '**Condition Immunities** poisoned', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 2 (450 XP)', '***Amphibious.*** The dragon can breathe air and water.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.', '***Poison Breath (Recharge 5–6).*** The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.']}}, 'Red Dragon': {'Ancient Red Dragon': {content: ['*Gargantuan dragon, chaotic evil*', '**Armor Class** 22 (natural armor)', '**Hit Points** 546 (28d20 + 252)', '**Speed** 40 ft., climb 40 ft., fly 80 ft.', {table: {STR: ['30 (+10)'], DEX: ['10 (+0)'], CON: ['29 (+9)'], INT: ['18 (+4)'], WIS: ['15 (+2)'], CHA: ['23 (+6)']}}, '**Saving Throws** Dex +7, Con +16, Wis +9, Cha +13', '**Skills** Perception +16, Stealth +7', '**Damage Immunities** fire', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26', '**Languages** Common, Draconic', '**Challenge** 24 (62,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.', '***Claw.** Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6 + 10) slashing damage.', '***Tail.** Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8 + 10) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Fire Breath (Recharge 5–6).*** The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Red Dragon': {content: ['*Huge dragon, chaotic evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 256 (19d12 + 133)', '**Speed** 40 ft., climb 40 ft., fly 80 ft.', {table: {STR: ['27 (+8)'], DEX: ['10 (+0)'], CON: ['25 (+7)'], INT: ['16 (+3)'], WIS: ['13 (+1)'], CHA: ['21 (+5)']}}, '**Saving Throws** Dex +6, Con +13, Wis +7, Cha +11', '**Skills** Perception +13, Stealth +6', '**Damage Immunities** fire', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23', '**Languages** Common, Draconic', '**Challenge** 17 (18,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.', '***Claw.** Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.', '***Tail.** Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Fire Breath (Recharge 5–6).*** The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Red Dragon': {content: ['*Large dragon, chaotic evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 178 (17d10 + 85)', '**Speed** 40 ft., climb 40 ft., fly 80 ft.', {table: {STR: ['23 (+6)'], DEX: ['10 (+0)'], CON: ['21 (+5)'], INT: ['14 (+2)'], WIS: ['11 (+0)'], CHA: ['19 (+4)']}}, '**Saving Throws** Dex +4, Con +9, Wis +4, Cha +8', '**Skills** Perception +8, Stealth +4', '**Damage Immunities** fire', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18', '**Languages** Common, Draconic', '**Challenge** 10 (5,900 XP)', '**Actions**', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.', '***Claw.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.', '***Fire Breath (Recharge 5–6).*** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.']}, 'Red Dragon Wyrmling': {content: ['*Medium dragon, chaotic evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 75 (10d8 + 30)', '**Speed** 30 ft., climb 30 ft., fly 60 ft.', {table: {STR: ['19 (+4)'], DEX: ['10 (+0)'], CON: ['17 (+3)'], INT: ['12 (+1)'], WIS: ['11 (+0)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +2, Con +5, Wis +2, Cha +4', '**Skills** Perception +4, Stealth +2', '**Damage Immunities** fire', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 4 (1,100 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.', '***Fire Breath (Recharge 5–6).*** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.']}}, 'White Dragon': {'Ancient White Dragon': {content: ['*Gargantuan dragon, chaotic evil*', '**Armor Class** 20 (natural armor)', '**Hit Points** 333 (18d20 + 144)', '**Speed** 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['26 (+8)'], DEX: ['10 (+0)'], CON: ['26 (+8)'], INT: ['10 (+0)'], WIS: ['13 (+1)'], CHA: ['14 (+2)']}}, '**Saving Throws** Dex +6, Con +14, Wis +7, Cha +8', '**Skills** Perception +13, Stealth +6', '**Damage Immunities** cold', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23', '**Languages** Common, Draconic', '**Challenge** 20 (25,000 XP)', '***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.', '***Claw.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.', '***Tail.** Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Cold Breath (Recharge 5–6).*** The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult White Dragon': {content: ['*Huge dragon, chaotic evil*', '**Armor Class** 18 (natural armor)', '**Hit Points** 200 (16d12 + 96)', '**Speed** 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['22 (+6)'], DEX: ['10 (+0)'], CON: ['22 (+6)'], INT: ['8 (−1)'], WIS: ['12 (+1)'], CHA: ['12 (+1)']}}, '**Saving Throws** Dex +5, Con +11, Wis +6, Cha +6', '**Skills** Perception +11, Stealth +5', '**Damage Immunities** cold', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21', '**Languages** Common, Draconic', '**Challenge** 13 (10,000 XP)', '***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.', '***Claw.** Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.', '***Tail.** Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Cold Breath (Recharge 5–6).*** The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young White Dragon': {content: ['*Large dragon, chaotic evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 133 (14d10 + 56)', '**Speed** 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['10 (+0)'], CON: ['18 (+4)'], INT: ['6 (−2)'], WIS: ['11 (+0)'], CHA: ['12 (+1)']}}, '**Saving Throws** Dex +3, Con +7, Wis +3, Cha +4', '**Skills** Perception +6, Stealth +3', '**Damage Immunities** cold', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16', '**Languages** Common, Draconic', '**Challenge** 6 (2,300 XP)', '***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.', '***Actions***', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.', '***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.', '***Cold Breath (Recharge 5–6).*** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.']}, 'White Dragon Wyrmling': {content: ['*Medium dragon, chaotic evil*', '**Armor Class** 16 (natural armor)', '**Hit Points** 32 (5d8 + 10)', '**Speed** 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.', {table: {STR: ['14 (+2)'], DEX: ['10 (+0)'], CON: ['14 (+2)'], INT: ['5 (−3)'], WIS: ['10 (+0)'], CHA: ['11 (+0)']}}, '**Saving Throws** Dex +2, Con +4, Wis +2, Cha +2', '**Skills** Perception +4, Stealth +2', '**Damage Immunities** cold', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 2 (450 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.', '***Cold Breath (Recharge 5–6).*** The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.']}}}, 'Dragons, Metallic': {'Brass Dragon': {'Ancient Brass Dragon': {content: ['*Gargantuan dragon, chaotic good*', '**Armor Class** 20 (natural armor)', '**Hit Points** 297 (17d20 + 119)', '**Speed** 40 ft., burrow 40 ft., fly 80 ft.', {table: {STR: ['27 (+8)'], DEX: ['10 (+0)'], CON: ['25 (+7)'], INT: ['16 (+3)'], WIS: ['15 (+2)'], CHA: ['19 (+4)']}}, '**Saving Throws** Dex +6, Con +13, Wis +8, Cha +10', '**Skills** History +9, Perception +14, Persuasion +10, Stealth +6', '**Damage Immunities** fire', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24', '**Languages** Common, Draconic', '**Challenge** 20 (25,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage.', '***Claw.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.', '***Tail.** Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Brass Dragon': {content: ['*Huge dragon, chaotic good*', '**Armor Class** 18 (natural armor)', '**Hit Points** 172 (15d12 + 75)', '**Speed** 40 ft., burrow 30 ft., fly 80 ft.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons:', '**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.', '**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.', '***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).', 'In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.', {table: {STR: ['23 (+6)'], DEX: ['10 (+0)'], CON: ['21 (+5)'], INT: ['14 (+2)'], WIS: ['13 (+1)'], CHA: ['17 (+3)']}}, '**Saving Throws** Dex +5, Con +10, Wis +6, Cha +8', '**Skills** History +7, Perception +11, Persuasion +8, Stealth +5', '**Damage Immunities** fire', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21', '**Languages** Common, Draconic', '**Challenge** 13 (10,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage.', '***Claw.** Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.', '***Tail.** Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Fire Breath.** The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.', '**Sleep Breath.** The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Brass Dragon': {content: ['*Large dragon, chaotic good*', '**Armor Class** 17 (natural armor)', '**Hit Points** 110 (13d10 + 39)', '**Speed** 40 ft., burrow 20 ft., fly 80 ft.', {table: {STR: ['19 (+4)'], DEX: ['10 (+0)'], CON: ['17 (+3)'], INT: ['12 (+1)'], WIS: ['11 (+0)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +3, Con +6, Wis +3, Cha +5', '**Skills** Perception +6, Persuasion +5, Stealth +3', '**Damage Immunities** fire', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16', '**Languages** Common, Draconic', '**Challenge** 6 (2,300 XP)', '**Actions**', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage.', '***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Fire Breath.** The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.', '**Sleep Breath.** The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.']}, 'Brass Dragon Wyrmling': {content: ['*Medium dragon, chaotic good*', '**Armor Class** 16 (natural armor)', '**Hit Points** 16 (3d8 + 3)', '**Speed** 30 ft., burrow 15 ft., fly 60 ft.', {table: {STR: ['15 (+2)'], DEX: ['10 (+0)'], CON: ['13 (+1)'], INT: ['10 (+0)'], WIS: ['11 (+0)'], CHA: ['13 (+1)']}}, '**Saving Throws** Dex +2, Con +3, Wis +2, Cha +3', '**Skills** Perception +4, Stealth +2', '**Damage Immunities** fire', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 1 (200 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Fire Breath.** The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.', '**Sleep Breath.** The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.']}}, 'Bronze Dragon': {'Ancient Bronze Dragon': {content: ['*Gargantuan dragon, lawful good*', '**Armor Class** 22 (natural armor)', '**Hit Points** 444 (24d20 + 192)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['29 (+9)'], DEX: ['10 (+0)'], CON: ['27 (+8)'], INT: ['18 (+4)'], WIS: ['17 (+3)'], CHA: ['21 (+5)']}}, '**Saving Throws** Dex +7, Con +15, Wis +10, Cha +12', '**Skills** Insight +10, Perception +17, Stealth +7', '**Damage Immunities** lightning', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27', '**Languages** Common, Draconic', '**Challenge** 22 (41,000 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (2d10 + 9) piercing damage.', '***Claw.** Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (2d6 + 9) slashing damage.', '***Tail.** Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (2d8 + 9) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Lightning Breath.** The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.', '**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.', '***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).', 'In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Bronze Dragon': {content: ['*Huge dragon, lawful good*', '**Armor Class** 19 (natural armor)', '**Hit Points** 212 (17d12 + 102)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['25 (+7)'], DEX: ['10 (+0)'], CON: ['23 (+6)'], INT: ['16 (+3)'], WIS: ['15 (+2)'], CHA: ['19 (+4)']}}, '**Saving Throws** Dex +5, Con +11, Wis +7, Cha +9', '**Skills** Insight +7, Perception +12, Stealth +5', '**Damage Immunities** lightning', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22', '**Languages** Common, Draconic', '**Challenge** 15 (13,000 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10 + 7) piercing damage.', '***Claw.** Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6 + 7) slashing damage.', '***Tail.** Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8 + 7) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Lightning Breath.** The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.', '**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.', '***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).', 'In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Bronze Dragon': {content: ['*Large dragon, lawful good*', '**Armor Class** 18 (natural armor)', '**Hit Points** 142 (15d10 + 60)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['21 (+5)'], DEX: ['10 (+0)'], CON: ['19 (+4)'], INT: ['14 (+2)'], WIS: ['13 (+1)'], CHA: ['17 (+3)']}}, '**Saving Throws** Dex +3, Con +7, Wis +4, Cha +6', '**Skills** Insight +4, Perception +7, Stealth +3', '**Damage Immunities** lightning', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17', '**Languages** Common, Draconic', '**Challenge** 8 (3,900 XP)', '***Amphibious.*** The dragon can breathe air and water.', '**Actions**', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 16 (2d10 + 5) piercing damage.', '***Claw.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Lightning Breath.** The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.', '**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.']}, 'Bronze Dragon Wyrmling': {content: ['*Medium dragon, lawful good*', '**Armor Class** 17 (natural armor)', '**Hit Points** 32 (5d8 + 10)', '**Speed** 30 ft., fly 60 ft., swim 30 ft.', {table: {STR: ['17 (+3)'], DEX: ['10 (+0)'], CON: ['15 (+2)'], INT: ['12 (+1)'], WIS: ['11 (+0)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +2, Con +4, Wis +2, Cha +4', '**Skills** Perception +4, Stealth +2', '**Damage Immunities** lightning', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 2 (450 XP)', '***Amphibious.*** The dragon can breathe air and water.', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) piercing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Lightning Breath.** The dragon exhales lightning in a 40- foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.', '**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.']}}, 'Copper Dragon': {'Ancient Copper Dragon': {content: ['*Gargantuan dragon, chaotic good*', '**Armor Class** 21 (natural armor)', '**Hit Points** 350 (20d20 + 140)', '**Speed** 40 ft., climb 40 ft., fly 80 ft.', {table: {STR: ['27 (+8)'], DEX: ['12 (+1)'], CON: ['25 (+7)'], INT: ['20 (+5)'], WIS: ['17 (+3)'], CHA: ['19 (+4)']}}, '**Saving Throws** Dex +8, Con +14, Wis +10, Cha +11', '**Skills** Deception +11, Perception +17, Stealth +8', '**Damage Immunities** acid', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27', '**Languages** Common, Draconic', '**Challenge** 21 (33,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage.', '***Claw.** Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.', '***Tail.** Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Acid Breath.** The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.', '**Slowing Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.', '***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).', 'In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Copper Dragon': {content: ['*Huge dragon, chaotic good*', '**Armor Class** 18 (natural armor)', '**Hit Points** 184 (16d12 + 80)', '**Speed** 40 ft., climb 40 ft., fly 80 ft.', {table: {STR: ['23 (+6)'], DEX: ['12 (+1)'], CON: ['21 (+5)'], INT: ['18 (+4)'], WIS: ['15 (+2)'], CHA: ['17 (+3)']}}, '**Saving Throws** Dex +6, Con +10, Wis +7, Cha +8', '**Skills** Deception +8, Perception +12, Stealth +6', '**Damage Immunities** acid', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22', '**Languages** Common, Draconic', '**Challenge** 14 (11,500 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage.', '***Claw.** Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.', '***Tail.** Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Acid Breath.** The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.', '**Slowing Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Copper Dragon': {content: ['*Large dragon, chaotic good*', '**Armor Class** 17 (natural armor)', '**Hit Points** 119 (14d10 + 42)', '**Speed** 40 ft., climb 40 ft., fly 80 ft.', {table: {STR: ['19 (+4)'], DEX: ['12 (+1)'], CON: ['17 (+3)'], INT: ['16 (+3)'], WIS: ['13 (+1)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +4, Con +6, Wis +4, Cha +5', '**Skills** Deception +5, Perception +7, Stealth +4', '**Damage Immunities** acid', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17', '**Languages** Common, Draconic', '**Challenge** 7 (2,900 XP)', '**Actions**', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage.', '***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Acid Breath.** The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.', '**Slowing Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.']}, 'Copper Dragon Wyrmling': {content: ['*Medium dragon, chaotic good*', '**Armor Class** 16 (natural armor)', '**Hit Points** 22 (4d8 + 4)', '**Speed** 30 ft., climb 30 ft., fly 60 ft.', {table: {STR: ['15 (+2)'], DEX: ['12 (+1)'], CON: ['13 (+1)'], INT: ['14 (+2)'], WIS: ['11 (+0)'], CHA: ['13 (+1)']}}, '**Saving Throws** Dex +3, Con +3, Wis +2, Cha +3', '**Skills** Perception +4, Stealth +3', '**Damage Immunities** acid', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 1 (200 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Acid Breath.** The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.', '**Slowing Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.']}}, 'Gold Dragon': {'Ancient Gold Dragon': {content: ['*Gargantuan dragon, lawful good*', '**Armor Class** 22 (natural armor)', '**Hit Points** 546 (28d20 + 252)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['30 (+10)'], DEX: ['14 (+2)'], CON: ['29 (+9)'], INT: ['18 (+4)'], WIS: ['17 (+3)'], CHA: ['28 (+9)']}}, '**Saving Throws** Dex +9, Con +16, Wis +10, Cha +16', '**Skills** Insight +10, Perception +17, Persuasion +16, Stealth +9', '**Damage Immunities** fire', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27', '**Languages** Common, Draconic', '**Challenge** 24 (62,000 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10 + 10) piercing damage.', '***Claw.** Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6 + 10) slashing damage.', '***Tail.** Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8 + 10) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Fire Breath.** The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.', '**Weakening Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).', 'In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Gold Dragon': {content: ['*Huge dragon, lawful good*', '**Armor Class** 19 (natural armor)', '**Hit Points** 256 (19d12 + 133)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['27 (+8)'], DEX: ['14 (+2)'], CON: ['25 (+7)'], INT: ['16 (+3)'], WIS: ['15 (+2)'], CHA: ['24 (+7)']}}, '**Saving Throws** Dex +8, Con +13, Wis +8, Cha +13', '**Skills** Insight +8, Perception +14, Persuasion +13, Stealth +8', '**Damage Immunities** fire', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24', '**Languages** Common, Draconic', '**Challenge** 17 (18,000 XP)', '***Amphibious.*** The dragon can breathe air and water.', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage.', '***Claw.** Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.', '***Tail.** Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Fire Breath.** The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.', '**Weakening Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).', 'In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Gold Dragon': {content: ['*Large dragon, lawful good*', '**Armor Class** 18 (natural armor)', '**Hit Points** 178 (17d10 + 85)', '**Speed** 40 ft., fly 80 ft., swim 40 ft.', {table: {STR: ['23 (+6)'], DEX: ['14 (+2)'], CON: ['21 (+5)'], INT: ['16 (+3)'], WIS: ['13 (+1)'], CHA: ['20 (+5)']}}, '**Saving Throws** Dex +6, Con +9, Wis +5, Cha +9', '**Skills** Insight +5, Perception +9, Persuasion +9, Stealth +6', '**Damage Immunities** fire', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19', '**Languages** Common, Draconic', '**Challenge** 10 (5,900 XP)', '***Amphibious.*** The dragon can breathe air and water.', '**Actions**', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage.', '***Claw.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Fire Breath.** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.', '**Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}, 'Gold Dragon Wyrmling': {content: ['*Medium dragon, lawful good*', '**Armor Class** 17 (natural armor)', '**Hit Points** 60 (8d8 + 24)', '**Speed** 30 ft., fly 60 ft., swim 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['14 (+2)'], CON: ['17 (+3)'], INT: ['14 (+2)'], WIS: ['11 (+0)'], CHA: ['16 (+3)']}}, '**Saving Throws** Dex +4, Con +5, Wis +2, Cha +5', '**Skills** Perception +4, Stealth +4', '**Damage Immunities** fire', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 3 (700 XP)', '***Amphibious.*** The dragon can breathe air and water.', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Fire Breath.** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.', '**Weakening Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}}, 'Silver Dragon': {'Ancient Silver Dragon': {content: ['*Gargantuan dragon, lawful good*', '**Armor Class** 22 (natural armor)', '**Hit Points** 487 (25d20 + 225)', '**Speed** 40 ft., fly 80 ft.', {table: {STR: ['30 (+10)'], DEX: ['10 (+0)'], CON: ['29 (+9)'], INT: ['18 (+4)'], WIS: ['15 (+2)'], CHA: ['23 (+6)']}}, '**Saving Throws** Dex +7, Con +16, Wis +9, Cha +13', '**Skills** Arcana +11, History +11, Perception +16, Stealth +7', '**Damage Immunities** cold', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26', '**Languages** Common, Draconic', '**Challenge** 23 (50,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10 + 10) piercing damage.', '***Claw.** Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6 + 10) slashing damage.', '***Tail.** Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8 + 10) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Cold Breath.** The dragon exhales an icy blast in a 90- foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.', '**Paralyzing Breath.** The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).', 'In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Adult Silver Dragon': {content: ['*Huge dragon, lawful good*', '**Armor Class** 19 (natural armor)', '**Hit Points** 243 (18d12 + 126)', '**Speed** 40 ft., fly 80 ft.', {table: {STR: ['27 (+8)'], DEX: ['10 (+0)'], CON: ['25 (+7)'], INT: ['16 (+3)'], WIS: ['13 (+1)'], CHA: ['21 (+5)']}}, '**Saving Throws** Dex +5, Con +12, Wis +6, Cha +10', '**Skills** Arcana +8, History +8, Perception +11, Stealth +5', '**Damage Immunities** cold', '**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21', '**Languages** Common, Draconic', '**Challenge** 16 (15,000 XP)', '***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.', '**Actions**', '***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage.', '***Claw.** Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.', '***Tail.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.', '***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Cold Breath.** The dragon exhales an icy blast in a 60- foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.', '**Paralyzing Breath.** The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).', 'In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.', '**Legendary Actions**', 'The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.', '**Detect.** The dragon makes a Wisdom (Perception) check.', '**Tail Attack.** The dragon makes a tail attack.', '**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.']}, 'Young Silver Dragon': {content: ['*Large dragon, lawful good*', '**Armor Class** 18 (natural armor)', '**Hit Points** 168 (16d10 + 80)', '**Speed** 40 ft., fly 80 ft.', {table: {STR: ['23 (+6)'], DEX: ['10 (+0)'], CON: ['21 (+5)'], INT: ['14 (+2)'], WIS: ['11 (+0)'], CHA: ['19 (+4)']}}, '**Saving Throws** Dex +4, Con +9, Wis +4, Cha +8', '**Skills** Arcana +6, History +6, Perception +8, Stealth +4', '**Damage Immunities** cold', '**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18', '**Languages** Common, Draconic', '**Challenge** 9 (5,000 XP)', '**Actions**', '***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.', '***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage.', '***Claw.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Cold Breath.** The dragon exhales an icy blast in a 30- foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.', '**Paralyzing Breath.** The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}, 'Silver Dragon Wyrmling': {content: ['*Medium dragon, lawful good*', '**Armor Class** 17 (natural armor)', '**Hit Points** 45 (6d8 + 18)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['19 (+4)'], DEX: ['10 (+0)'], CON: ['17 (+3)'], INT: ['12 (+1)'], WIS: ['11 (+0)'], CHA: ['15 (+2)']}}, '**Saving Throws** Dex +2, Con +5, Wis +2, Cha +4', '**Skills** Perception +4, Stealth +2', '**Damage Immunities** cold', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14', '**Languages** Draconic', '**Challenge** 2 (450 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage.', '***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.', '**Cold Breath.** The dragon exhales an icy blast in a 15- foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.', '**Paralyzing Breath.** The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}}, 'Dragon Turtle': {content: ['*Gargantuan dragon, neutral*', '**Armor Class** 20 (natural armor)', '**Hit Points** 341 (22d20 + 110)', '**Speed** 20 ft., swim 40 ft.', {table: {STR: ['25 (+7)'], DEX: ['10 (+0)'], CON: ['20 (+5)'], INT: ['10 (+0)'], WIS: ['12 (+1)'], CHA: ['12 (+1)']}}, '**Saving Throws** Dex +6, Con +11, Wis +7', '**Damage Resistances** fire', '**Senses** darkvision 120 ft., passive Perception 11', '**Languages** Aquan, Draconic', '**Challenge** 17 (18,000 XP)', '***Amphibious.*** The dragon turtle can breathe air and water.', '***Actions***', '***Multiattack.*** The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.', '***Bite.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12 + 7) piercing damage.', '***Claw.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 16 (2d8 + 7) slashing damage.', '***Tail.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.', '***Steam Breath (Recharge 5–6).*** The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.']}, Drider: {content: ['*Large monstrosity, chaotic evil*', '**Armor Class** 19 (natural armor)', '**Hit Points** 123 (13d10 + 52)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['16 (+3)'], CON: ['18 (+4)'], INT: ['13 (+1)'], WIS: ['14 (+2)'], CHA: ['12 (+1)']}}, '**Skills** Perception +5, Stealth +9', '**Senses** darkvision 120 ft., passive Perception 15', '**Languages** Elvish, Undercommon', '**Challenge** 6 (2,300 XP)', '***Fey Ancestry.*** The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep.', '***Innate Spellcasting.*** The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:', 'At will: *dancing lights* 1/day each: *darkness*, *faerie fire*', '***Spider Climb.*** The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '***Sunlight Sensitivity.*** While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.', '***Web Walker.*** The drider ignores movement restrictions caused by webbing.', '**Actions**', '***Multiattack.*** The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) piercing damage plus 9 (2d8) poison damage.', '***Longsword.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.', '***Longbow.** Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.']}, Dryad: {content: ['*Medium fey, neutral*', '**Armor Class** 11 (16 with *barkskin*)', '**Hit Points** 22 (5d8)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['12 (+1)'], CON: ['11 (+0)'], INT: ['14 (+2)'], WIS: ['15 (+2)'], CHA: ['18 (+4)']}}, '**Skills** Perception +4, Stealth +5', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** Elvish, Sylvan', '**Challenge** 1 (200 XP)', '***Innate Spellcasting.*** The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:', 'At will: *druidcraft* 3/day each: *entangle*, *goodberry* 1/day each: *barkskin*, *pass without trace*, *shillelagh*', '***Magic Resistance.*** The dryad has advantage on saving throws against spells and other magical effects.', '***Speak with Beasts and Plants.*** The dryad can communicate with beasts and plants as if they shared a language.', '***Tree Stride.*** Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.', '**Actions**', '***Club.** Melee Weapon Attack:* +2 to hit (+6 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with *shillelagh*.', '***Fey Charm.*** The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can.', 'Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.', 'The dryad can have no more than one humanoid and up to three beasts charmed at a time.']}, Duergar: {content: ['*Medium humanoid (dwarf), lawful evil*', '**Armor Class** 16 (scale mail, shield)', '**Hit Points** 26 (4d8 + 8)', '**Speed** 25 ft.', {table: {STR: ['14 (+2)'], DEX: ['11 (+0)'], CON: ['14 (+2)'], INT: ['11 (+0)'], WIS: ['10 (+0)'], CHA: ['9 (−1)']}}, '**Damage Resistances** poison', '**Senses** darkvision 120 ft., passive Perception 10', '**Languages** Dwarvish, Undercommon', '**Challenge** 1 (200 XP)', '***Duergar Resilience.*** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.', '***Sunlight Sensitivity.*** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.', '***War Pick.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.', '***Javelin.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.', '***Invisibility (Recharges after a Short or Long Rest).*** The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.']}}} - 'Monsters (E)': {Elementals: {'Air Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 15', '**Hit Points** 90 (12d10 + 24)', '**Speed** 0 ft., fly 90 ft. (hover)', {table: {STR: ['14 (+2)'], DEX: ['20 (+5)'], CON: ['14 (+2)'], INT: ['6 (−2)'], WIS: ['10 (+0)'], CHA: ['6 (−2)']}}, '**Damage Resistances** lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Auran', '**Challenge** 5 (1,800 XP)', '***Air Form.*** The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.', '**Actions**', '***Multiattack.*** The elemental makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage.', '***Whirlwind (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.', 'If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.']}, 'Earth Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 17 (natural armor)', '**Hit Points** 126 (12d10 + 60)', '**Speed** 30 ft., burrow 30 ft.', {table: {STR: ['20 (+5)'], DEX: ['8 (−1)'], CON: ['20 (+5)'], INT: ['5 (−3)'], WIS: ['10 (+0)'], CHA: ['5 (−3)']}}, '**Damage Vulnerabilities** thunder', '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious', '**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10', '**Languages** Terran', '**Challenge** 5 (1,800 XP)', '***Earth Glide.*** The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.', '***Siege Monster.*** The elemental deals double damage to objects and structures.', '**Actions**', '***Multiattack.*** The elemental makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage.']}, 'Fire Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 13', '**Hit Points** 102 (12d10 + 36)', '**Speed** 50 ft.', {table: {STR: ['10 (+0)'], DEX: ['17 (+3)'], CON: ['16 (+3)'], INT: ['6 (−2)'], WIS: ['10 (+0)'], CHA: ['7 (−2)']}}, '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** fire, poison', '**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Ignan', '**Challenge** 5 (1,800 XP)', '***Fire Form.*** The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.', '***Illumination.*** The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet.', '***Water Susceptibility.*** For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.', '**Actions**', '***Multiattack.*** The elemental makes two touch attacks.', '***Touch.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.']}, 'Water Elemental': {content: ['*Large elemental, neutral*', '**Armor** Class 14 (natural armor)', '**Hit Points** 114 (12d10 + 48)', '**Speed** 30 ft., swim 90 ft.', {table: {STR: ['18 (+4)'], DEX: ['14 (+2)'], CON: ['18 (+4)'], INT: ['5 (−3)'], WIS: ['10 (+0)'], CHA: ['8 (−1)']}}, '**Damage Resistances** acid; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Aquan', '**Challenge** 5 (1,800 XP)', '***Water Form.*** The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.', '***Freeze.*** If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.', '**Actions**', '***Multiattack.*** The elemental makes two slam attacks.', '***Slam.*** Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.', '***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8', ['4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.'], 'The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.']}}, 'Elf, Drow': {content: ['*Medium humanoid (elf), neutral evil*', '**Armor Class** 15 (chain shirt)', '**Hit Points** 13 (3d8)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['14 (+2)'], CON: ['10 (+0)'], INT: ['11 (+0)'], WIS: ['11 (+0)'], CHA: ['12 (+1)']}}, '**Skills** Perception +2, Stealth +4', '**Senses** darkvision 120 ft., passive Perception 12', '**Languages** Elvish, Undercommon', '**Challenge** 1/4 (50 XP)', '***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.', '***Innate Spellcasting.*** The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:', 'At will: *dancing lights* 1/day each: *darkness*, *faerie fire*', '***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Shortsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Hand Crossbow.** Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.']}, Ettercap: {content: ['*Medium monstrosity, neutral evil*', '**Armor Class** 13 (natural armor)', '**Hit Points** 44 (8d8 + 8)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['14 (+2)'], DEX: ['15 (+2)'], CON: ['13 (+1)'], INT: ['7 (−2)'], WIS: ['12 (+1)'], CHA: ['8 (−1)']}}, '**Skills** Perception +3, Stealth +4, Survival +3', '**Senses** darkvision 60 ft., passive Perception 13', '**Languages** —', '**Challenge** 2 (450 XP)', '***Spider Climb.*** The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '***Web Sense.*** While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.', '***Web Walker.*** The ettercap ignores movement restrictions caused by webbing.', '**Actions**', '***Multiattack.*** The ettercap makes two attacks: one with its bite and one with its claws.', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage.', '***Web (Recharge 5–6).** Ranged Weapon Attack:* +4 to hit, range 30/60 ft., one Large or smaller creature. *Hit:* The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.']}, Ettin: {content: ['*Large giant, chaotic evil*', '**Armor Class** 12 (natural armor)', '**Hit Points** 85 (10d10 + 30)', '**Speed** 40 ft.', {table: {STR: ['21 (+5)'], DEX: ['8 (−1)'], CON: ['17 (+3)'], INT: ['6 (−2)'], WIS: ['10 (+0)'], CHA: ['8 (−1)']}}, '**Skills** Perception +4', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** Giant, Orc', '**Challenge** 4 (1,100 XP)', '***Two Heads.*** The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.', '***Wakeful.*** When one of the ettin’s heads is asleep, its other head is awake.', '***Actions***', '***Multiattack.*** The ettin makes two attacks: one with its battleaxe and one with its morningstar.', '***Battleaxe.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) slashing damage.', '***Morningstar.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) piercing damage.']}} + 'Monsters (E)': {Elementals: {'Air Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 15', '**Hit Points** 90 (12d10 + 24)', '**Speed** 0 ft., fly 90 ft. (hover)', {table: {STR: ['14 (+2)'], DEX: ['20 (+5)'], CON: ['14 (+2)'], INT: ['6 (−2)'], WIS: ['10 (+0)'], CHA: ['6 (−2)']}}, '**Damage Resistances** lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Auran', '**Challenge** 5 (1,800 XP)', '***Air Form.*** The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.', '**Actions**', '***Multiattack.*** The elemental makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage.', '***Whirlwind (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.', 'If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.']}, 'Earth Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 17 (natural armor)', '**Hit Points** 126 (12d10 + 60)', '**Speed** 30 ft., burrow 30 ft.', {table: {STR: ['20 (+5)'], DEX: ['8 (−1)'], CON: ['20 (+5)'], INT: ['5 (−3)'], WIS: ['10 (+0)'], CHA: ['5 (−3)']}}, '**Damage Vulnerabilities** thunder', '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious', '**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10', '**Languages** Terran', '**Challenge** 5 (1,800 XP)', '***Earth Glide.*** The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.', '***Siege Monster.*** The elemental deals double damage to objects and structures.', '**Actions**', '***Multiattack.*** The elemental makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage.']}, 'Fire Elemental': {content: ['*Large elemental, neutral*', '**Armor Class** 13', '**Hit Points** 102 (12d10 + 36)', '**Speed** 50 ft.', {table: {STR: ['10 (+0)'], DEX: ['17 (+3)'], CON: ['16 (+3)'], INT: ['6 (−2)'], WIS: ['10 (+0)'], CHA: ['7 (−2)']}}, '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** fire, poison', '**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Ignan', '**Challenge** 5 (1,800 XP)', '***Fire Form.*** The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.', '***Illumination.*** The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet.', '***Water Susceptibility.*** For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.', '**Actions**', '***Multiattack.*** The elemental makes two touch attacks.', '***Touch.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.']}, 'Water Elemental': {content: ['*Large elemental, neutral*', '**Armor** Class 14 (natural armor)', '**Hit Points** 114 (12d10 + 48)', '**Speed** 30 ft., swim 90 ft.', {table: {STR: ['18 (+4)'], DEX: ['14 (+2)'], CON: ['18 (+4)'], INT: ['5 (−3)'], WIS: ['10 (+0)'], CHA: ['8 (−1)']}}, '**Damage Resistances** acid; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Aquan', '**Challenge** 5 (1,800 XP)', '***Water Form.*** The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.', '***Freeze.*** If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.', '**Actions**', '***Multiattack.*** The elemental makes two slam attacks.', '***Slam.*** Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.', '***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.', 'The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.']}}, 'Elf, Drow': {content: ['*Medium humanoid (elf), neutral evil*', '**Armor Class** 15 (chain shirt)', '**Hit Points** 13 (3d8)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['14 (+2)'], CON: ['10 (+0)'], INT: ['11 (+0)'], WIS: ['11 (+0)'], CHA: ['12 (+1)']}}, '**Skills** Perception +2, Stealth +4', '**Senses** darkvision 120 ft., passive Perception 12', '**Languages** Elvish, Undercommon', '**Challenge** 1/4 (50 XP)', '***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.', '***Innate Spellcasting.*** The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:', 'At will: *dancing lights* 1/day each: *darkness*, *faerie fire*', '***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Shortsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Hand Crossbow.** Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.']}, Ettercap: {content: ['*Medium monstrosity, neutral evil*', '**Armor Class** 13 (natural armor)', '**Hit Points** 44 (8d8 + 8)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['14 (+2)'], DEX: ['15 (+2)'], CON: ['13 (+1)'], INT: ['7 (−2)'], WIS: ['12 (+1)'], CHA: ['8 (−1)']}}, '**Skills** Perception +3, Stealth +4, Survival +3', '**Senses** darkvision 60 ft., passive Perception 13', '**Languages** —', '**Challenge** 2 (450 XP)', '***Spider Climb.*** The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.', '***Web Sense.*** While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.', '***Web Walker.*** The ettercap ignores movement restrictions caused by webbing.', '**Actions**', '***Multiattack.*** The ettercap makes two attacks: one with its bite and one with its claws.', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.', '***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage.', '***Web (Recharge 5–6).** Ranged Weapon Attack:* +4 to hit, range 30/60 ft., one Large or smaller creature. *Hit:* The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.']}, Ettin: {content: ['*Large giant, chaotic evil*', '**Armor Class** 12 (natural armor)', '**Hit Points** 85 (10d10 + 30)', '**Speed** 40 ft.', {table: {STR: ['21 (+5)'], DEX: ['8 (−1)'], CON: ['17 (+3)'], INT: ['6 (−2)'], WIS: ['10 (+0)'], CHA: ['8 (−1)']}}, '**Skills** Perception +4', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** Giant, Orc', '**Challenge** 4 (1,100 XP)', '***Two Heads.*** The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.', '***Wakeful.*** When one of the ettin’s heads is asleep, its other head is awake.', '***Actions***', '***Multiattack.*** The ettin makes two attacks: one with its battleaxe and one with its morningstar.', '***Battleaxe.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) slashing damage.', '***Morningstar.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) piercing damage.']}} 'Monsters (F)': {Fungi: {Shrieker: {content: ['*Medium plant, unaligned*', '**Armor Class** 5', '**Hit Points** 13 (3d8)', '**Speed** 0 ft.', {table: {STR: ['1 (−5)'], DEX: ['1 (−5)'], CON: ['10 (+0)'], INT: ['1 (−5)'], WIS: ['3 (−4)'], CHA: ['1 (−5)']}}, '**Condition Immunities** blinded, deafened, frightened', '**Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6', '**Languages** —', '**Challenge** 0 (10 XP)', '***False Appearance.*** While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.', '**Reactions**', '***Shriek.*** When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.']}, 'Violet Fungus': {content: ['*Medium plant, unaligned*', '**Armor Class** 5', '**Hit Points** 18 (4d8)', '**Speed** 5 ft.', {table: {STR: ['3 (−4)'], DEX: ['1 (−5)'], CON: ['10 (+0)'], INT: ['1 (−5)'], WIS: ['3 (−4)'], CHA: ['1 (−5)']}}, '**Condition Immunities** blinded, deafened, frightened', '**Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6', '**Languages** —', '**Challenge** 1/4 (50 XP)', '***False Appearance.*** While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.', '**Actions**', '***Multiattack.*** The fungus makes 1d4 Rotting Touch attacks.', '***Rotting Touch.** Melee Weapon Attack:* +2 to hit, reach 10 ft., one creature. *Hit:* 4 (1d8) necrotic damage.']}}} 'Monsters (G)': {Gargoyle: {content: ['*Medium elemental, chaotic evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 52 (7d8 + 21)', '**Speed** 30 ft., fly 60 ft.', {table: {STR: ['15 (+2)'], DEX: ['11 (+0)'], CON: ['16 (+3)'], INT: ['6 (−2)'], WIS: ['11 (+0)'], CHA: ['7 (−2)']}}, '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine', '**Damage Immunities** poison', '**Condition Immunities** exhaustion, petrified, poisoned', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Terran', '**Challenge** 2 (450 XP)', '***False Appearance.*** While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.', '**Actions**', '***Multiattack.*** The gargoyle makes two attacks: one with its bite and one with its claws.', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.']}, Genies: {Djinni: {content: ['*Large elemental, chaotic good*', '**Armor Class** 17 (natural armor)', '**Hit Points** 161 (14d10 + 84)', '**Speed** 30 ft., fly 90 ft.', {table: {STR: ['21 (+5)'], DEX: ['15 (+2)'], CON: ['22 (+6)'], INT: ['15 (+2)'], WIS: ['16 (+3)'], CHA: ['20 (+5)']}}, '**Saving Throws** Dex +6, Wis +7, Cha +9', '**Damage Immunities** lightning, thunder', '**Senses** darkvision 120 ft., passive Perception 13', '**Languages** Auran', '**Challenge** 11 (7,200 XP)', '***Elemental Demise.*** If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.', '***Innate Spellcasting.*** The djinni’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:', 'At will: *detect evil and good*, *detect magic*, *thunderwave* 3/day each: *create food and water* (can create wine instead of water), *tongues*, *wind walk* 1/day each: *conjure elemental* (air elemental only), *creation*, *gaseous form*, *invisibility*, *major image*, *plane shift*', '**Actions**', '***Multiattack.*** The djinni makes three scimitar attacks.', '***Scimitar.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni’s choice).', '***Create Whirlwind.*** A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.', 'A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.']}, Efreeti: {content: ['*Large elemental, lawful evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 200 (16d10 + 112)', '**Speed** 40 ft., fly 60 ft.', {table: {STR: ['22 (+6)'], DEX: ['12 (+1)'], CON: ['24 (+7)'], INT: ['16 (+3)'], WIS: ['15 (+2)'], CHA: ['16 (+3)']}}, '**Saving Throws** Int +7, Wis +6, Cha +7', '**Damage Immunities** fire', '**Senses** darkvision 120 ft., passive Perception 12', '**Languages** Ignan', '**Challenge** 11 (7,200 XP)', '***Elemental Demise.*** If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.', '***Innate Spellcasting.*** The efreeti’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:', 'At will: *detect magic* 3/day: *enlarge/reduce*, *tongues* 1/day each: *conjure elemental* (fire elemental only), *gaseous form, invisibility*, *major image*, *plane shift*, *wall of fire*', '**Actions**', '***Multiattack.*** The efreeti makes two scimitar attacks or uses its Hurl Flame twice.', '***Scimitar.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.', '***Hurl Flame.** Ranged Spell Attack:* +7 to hit, range 120 ft., one target. *Hit:* 17 (5d6) fire damage.']}}, Ghost: {content: ['*Medium undead, any alignment*', '**Armor Class** 11', '**Hit Points** 45 (10d8)', '**Speed** 0 ft., fly 40 ft. (hover)', {table: {STR: ['7 (−2)'], DEX: ['13 (+1)'], CON: ['10 (+0)'], INT: ['10 (+0)'], WIS: ['12 (+1)'], CHA: ['17 (+3)']}}, '**Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks', '**Damage Immunities** cold, necrotic, poison', '**Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained', '**Senses** darkvision 60 ft., passive Perception 11', '**Languages** any languages it knew in life', '**Challenge** 4 (1,100 XP)', '***Ethereal Sight.*** The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.', '***Incorporeal Movement.*** The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.', '***Actions***', '***Withering Touch.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 17 (4d6 + 3) necrotic damage.', '***Etherealness.*** The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.', '***Horrifying Visage.*** Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a *greater restoration* spell, but only within 24 hours of it occurring.', '***Possession (Recharge 6).*** One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.', 'The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the *dispel evil and good* spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.']}, Ghouls: {Ghast: {content: ['*Medium undead, chaotic evil*', '**Armor Class** 13', '**Hit Points** 36 (8d8)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['17 (+3)'], CON: ['10 (+0)'], INT: ['11 (+0)'], WIS: ['10 (+0)'], CHA: ['8 (−1)']}}, '**Damage Resistances** necrotic', '**Damage Immunities** poison', '**Condition Immunities** charmed, exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Common', '**Challenge** 2 (450 XP)', '***Stench.*** Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast’s Stench for 24 hours.', '***Turning Defiance.*** The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.', '**Actions**', '***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 12 (2d8 + 3) piercing damage.', '***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}, Ghoul: {content: ['*Medium undead, chaotic evil*', '**Armor Class** 12', '**Hit Points** 22 (5d8)', '**Speed** 30 ft.', {table: {STR: ['13 (+1)'], DEX: ['15 (+2)'], CON: ['10 (+0)'], INT: ['7 (−2)'], WIS: ['10 (+0)'], CHA: ['6 (−2)']}}, '**Damage Immunities** poison', '**Condition Immunities** charmed, exhaustion, poisoned', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Common', '**Challenge** 1 (200 XP)', '**Actions**', '***Bite.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) piercing damage.', '***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}}, Giants: {'Cloud Giant': {content: ['*Huge giant, neutral good (50%) or neutral evil (50%)*', '**Armor Class** 14 (natural armor)', '**Hit Points** 200 (16d12 + 96)', '**Speed** 40 ft.', {table: {STR: ['27 (+8)'], DEX: ['10 (+0)'], CON: ['22 (+6)'], INT: ['12 (+1)'], WIS: ['16 (+3)'], CHA: ['16 (+3)']}}, '**Saving Throws** Con +10, Wis +7, Cha +7', '**Skills** Insight +7, Perception +7', '**Senses** passive Perception 17', '**Languages** Common, Giant', '**Challenge** 9 (5,000 XP)', '***Keen Smell.*** The giant has advantage on Wisdom (Perception) checks that rely on smell.', '***Innate Spellcasting.*** The giant’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:', 'At will: *detect magic*, *fog cloud*, *light* 3/day each: *feather fall*, *fly*, *misty step*, *telekinesis* 1/day each: *control weather*, *gaseous form*', '**Actions**', '***Multiattack.*** The giant makes two morningstar attacks.', '***Morningstar.** Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 21 (3d8 + 8) piercing damage.', '***Rock.** Ranged Weapon Attack:* +12 to hit, range 60/240 ft., one target. *Hit:* 30 (4d10 + 8) bludgeoning damage.']}, 'Fire Giant': {content: ['*Huge giant, lawful evil*', '**Armor Class** 18 (plate)', '**Hit Points** 162 (13d12 + 78)', '**Speed** 30 ft.', {table: {STR: ['25 (+7)'], DEX: ['9 (−1)'], CON: ['23 (+6)'], INT: ['10 (+0)'], WIS: ['14 (+2)'], CHA: ['13 (+1)']}}, '**Saving Throws** Dex +3, Con +10, Cha +5', '**Skills** Athletics +11, Perception +6', '**Damage Immunities** fire', '**Senses** passive Perception 16', '**Languages** Giant', '**Challenge** 9 (5,000 XP)', '**Actions**', '***Multiattack.*** The giant makes two greatsword attacks.', '***Greatsword.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 28 (6d6 + 7) slashing damage.', '***Rock.** Ranged Weapon Attack:* +11 to hit, range 60/240 ft., one target. *Hit:* 29 (4d10 + 7) bludgeoning damage.']}, 'Frost Giant': {content: ['*Huge giant, neutral evil*', '**Armor Class** 15 (patchwork armor)', '**Hit Points** 138 (12d12 + 60)', '**Speed** 40 ft.', {table: {STR: ['23 (+6)'], DEX: ['9 (−1)'], CON: ['21 (+5)'], INT: ['9 (−1)'], WIS: ['10 (+0)'], CHA: ['12 (+1)']}}, '**Saving Throws** Con +8, Wis +3, Cha +4', '**Skills** Athletics +9, Perception +3', '**Damage Immunities** cold', '**Senses** passive Perception 13', '**Languages** Giant', '**Challenge** 8 (3,900 XP)', '**Actions**', '***Multiattack.*** The giant makes two greataxe attacks.', '***Greataxe.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 25 (3d12 + 6) slashing damage.', '***Rock.** Ranged Weapon Attack:* +9 to hit, range 60/240 ft., one target. *Hit:* 28 (4d10 + 6) bludgeoning damage.']}, 'Hill Giant': {content: ['*Huge giant, chaotic evil*', '**Armor Class** 13 (natural armor)', '**Hit Points** 105 (10d12 + 40)', '**Speed** 40 ft.', {table: {STR: ['21 (+5)'], DEX: ['8 (−1)'], CON: ['19 (+4)'], INT: ['5 (−3)'], WIS: ['9 (−1)'], CHA: ['6 (−2)']}}, '**Skills** Perception +2', '**Senses** passive Perception 12', '**Languages** Giant', '**Challenge** 5 (1,800 XP)', '**Actions**', '***Multiattack.*** The giant makes two greatclub attacks.', '***Greatclub.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18 (3d8 + 5) bludgeoning damage.', '***Rock.** Ranged Weapon Attack:* +8 to hit, range 60/240 ft., one target. *Hit:* 21 (3d10 + 5) bludgeoning damage.']}, 'Stone Giant': {content: ['*Huge giant, neutral*', '**Armor Class** 17 (natural armor)', '**Hit Points** 126 (11d12 + 55)', '**Speed** 40 ft.', {table: {STR: ['23 (+6)'], DEX: ['15 (+2)'], CON: ['20 (+5)'], INT: ['10 (+0)'], WIS: ['12 (+1)'], CHA: ['9 (−1)']}}, '**Saving Throws** Dex +5, Con +8, Wis +4', '**Skills** Athletics +12, Perception +4', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** Giant', '**Challenge** 7 (2,900 XP)', '***Stone Camouflage.*** The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.', '**Actions**', '***Multiattack.*** The giant makes two greatclub attacks.', '***Greatclub.** Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage.', '***Rock.** Ranged Weapon Attack:* +9 to hit, range 60/240 ft., one target. *Hit:* 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.', '**Reactions**', '***Rock Catching.*** If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.']}, 'Storm Giant': {content: ['*Huge giant, chaotic good*', '**Armor Class** 16 (scale mail)', '**Hit Points** 230 (20d12 + 100)', '**Speed** 50 ft., swim 50 ft.', {table: {STR: ['29 (+9)'], DEX: ['14 (+2)'], CON: ['20 (+5)'], INT: ['16 (+3)'], WIS: ['18 (+4)'], CHA: ['18 (+4)']}}, '**Saving Throws** Str +14, Con +10, Wis +9, Cha +9', '**Skills** Arcana +8, Athletics +14, History +8, Perception +9', '**Damage Resistances** cold', '**Damage Immunities** lightning, thunder', '**Senses** passive Perception 19', '**Languages** Common, Giant', '**Challenge** 13 (10,000 XP)', '***Amphibious.*** The giant can breathe air and water.', '***Innate Spellcasting.*** The giant’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:', 'At will: *detect magic*, *feather fall*, *levitate*, *light* 3/day each: *control weather*, *water breathing*', '**Actions**', '***Multiattack.*** The giant makes two greatsword attacks.', '***Greatsword.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 30 (6d6 + 9) slashing damage.', '***Rock.** Ranged Weapon Attack:* +14 to hit, range 60/240 ft., one target. *Hit:* 35 (4d12 + 9) bludgeoning damage.', '***Lightning Strike (Recharge 5–6).*** The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.']}}, 'Gibbering Mouther': {content: ['*Medium aberration, neutral*', '**Armor Class** 9', '**Hit Points** 67 (9d8 + 27)', '**Speed** 10 ft., swim 10 ft.', {table: {STR: ['10 (+0)'], DEX: ['8 (−1)'], CON: ['16 (+3)'], INT: ['3 (−4)'], WIS: ['10 (+0)'], CHA: ['6 (−2)']}}, '**Condition Immunities** prone', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** —', '**Challenge** 2 (450 XP)', '***Aberrant Ground.*** The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.', '***Gibbering.*** The mouther babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.', '**Actions**', '***Multiattack.*** The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.', '***Bites.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.', '***Blinding Spittle (Recharge 5–6).*** The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther’s next turn.']}, Gnoll: {content: ['*Medium humanoid (gnoll), chaotic evil*', '**Armor Class** 15 (hide armor, shield)', '**Hit Points** 22 (5d8)', '**Speed** 30 ft.', {table: {STR: ['14 (+2)'], DEX: ['12 (+1)'], CON: ['11 (+0)'], INT: ['6 (−2)'], WIS: ['10 (+0)'], CHA: ['7 (−2)']}}, '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Gnoll', '**Challenge** 1/2 (100 XP)', '***Rampage.*** When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4 + 2) piercing damage.', '***Spear.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.', '***Longbow.** Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.']}, 'Gnome, Deep (Svirfneblin)': {content: ['*Small humanoid (gnome), neutral good*', '**Armor Class** 15 (chain shirt)', '**Hit Points** 16 (3d6 + 6)', '**Speed** 20 ft.', {table: {STR: ['15 (+2)'], DEX: ['14 (+2)'], CON: ['14 (+2)'], INT: ['12 (+1)'], WIS: ['10 (+0)'], CHA: ['9 (−1)']}}, '**Skills** Investigation +3, Perception +2, Stealth +4', '**Senses** darkvision 120 ft., passive Perception 12', '**Languages** Gnomish, Terran, Undercommon', '**Challenge** 1/2 (100 XP)', '***Stone Camouflage.*** The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.', '***Gnome Cunning.*** The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.', '***Innate Spellcasting.*** The gnome’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:', 'At will: *nondetection* (self only) 1/day each: *blindness/deafness*, *blur*, *disguise self*', '**Actions**', '***War Pick.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.', '***Poisoned Dart.** Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}, Goblin: {content: ['*Small humanoid (goblinoid), neutral evil*', '**Armor Class** 15 (leather armor, shield)', '**Hit Points** 7 (2d6)', '**Speed** 30 ft.', {table: {STR: ['8 (−1)'], DEX: ['14 (+2)'], CON: ['10 (+0)'], INT: ['10 (+0)'], WIS: ['8 (−1)'], CHA: ['8 (−1)']}}, '**Skills** Stealth +6', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** Common, Goblin', '**Challenge** 1/4 (50 XP)', '***Nimble Escape.*** The goblin can take the Disengage or Hide action as a bonus action on each of its turns.', '**Actions**', '***Scimitar.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.', '***Shortbow.** Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.']}, Golems: {'Clay Golem': {content: ['*Large construct, unaligned*', '**Armor Class** 14 (natural armor)', '**Hit Points** 133 (14d10 + 56)', '**Speed** 20 ft.', {table: {STR: ['20 (+5)'], DEX: ['9 (−1)'], CON: ['18 (+4)'], INT: ['3 (−4)'], WIS: ['8 (−1)'], CHA: ['1 (−5)']}}, '**Damage Immunities** acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine', '**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned', '**Senses** darkvision 60 ft., passive Perception 9', '**Languages** understands the languages of its creator but can’t speak', '**Challenge** 9 (5,000 XP)', '***Acid Absorption***. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.', '***Berserk.*** Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.', '***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.', '***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The golem’s weapon attacks are magical.', '**Actions**', '***Multiattack.*** The golem makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the *greater restoration* spell or other magic.', '***Haste (Recharge 5–6).*** Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.']}, 'Flesh Golem': {content: ['*Medium construct, neutral*', '**Armor Class** 9', '**Hit Points** 93 (11d8 + 44)', '**Speed** 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['9 (−1)'], CON: ['18 (+4)'], INT: ['6 (−2)'], WIS: ['10 (+0)'], CHA: ['5 (−3)']}}, '**Damage Immunities** lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine', '**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** understands the languages of its creator but can’t speak', '**Challenge** 5 (1,800 XP)', '***Berserk.*** Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.', 'The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.', '***Aversion of Fire.*** If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.', '***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.', '***Lightning Absorption***. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.', '***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The golem’s weapon attacks are magical.', '***Actions***', '***Multiattack.*** The golem makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.']}, 'Iron Golem': {content: ['*Large construct, unaligned*', '**Armor Class** 20 (natural armor)', '**Hit Points** 210 (20d10 + 100)', '**Speed** 30 ft.', {table: {STR: ['24 (+7)'], DEX: ['9 (−1)'], CON: ['20 (+5)'], INT: ['3 (−4)'], WIS: ['11 (+0)'], CHA: ['1 (−5)']}}, '**Damage Immunities** fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine', '**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned', '**Senses** darkvision 120 ft., passive Perception 10', '**Languages** understands the languages of its creator but can’t speak', '**Challenge** 16 (15,000 XP)', '***Fire Absorption***. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.', '***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.', '***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The golem’s weapon attacks are magical.', '**Actions**', '***Multiattack.*** The golem makes two melee attacks.', '***Slam.** Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 20 (3d8 + 7) bludgeoning damage.', '***Sword.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 23 (3d10 + 7) slashing damage.', '***Poison Breath (Recharge 6).*** The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.']}, 'Stone Golem': {content: ['*Large construct, unaligned*', '**Armor Class** 17 (natural armor)', '**Hit Points** 178 (17d10 + 85)', '**Speed** 30 ft.', {table: {STR: ['22 (+6)'], DEX: ['9 (−1)'], CON: ['20 (+5)'], INT: ['3 (−4)'], WIS: ['11 (+0)'], CHA: ['1 (−5)']}}, '**Damage Immunities** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine', '**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned', '**Senses** darkvision 120 ft., passive Perception 10', '**Languages** understands the languages of its creator but can’t speak', '**Challenge** 10 (5,900 XP)', '***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.', '***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.', '***Magic Weapons.*** The golem’s weapon attacks are magical.', '**Actions**', '***Multiattack.*** The golem makes two slam attacks.', '***Slam.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage.', '***Slow (Recharge 5–6).*** The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.']}}, Gorgon: {content: ['*Large monstrosity, unaligned*', '**Armor Class** 19 (natural armor)', '**Hit Points** 114 (12d10 + 48)', '**Speed** 40 ft.', {table: {STR: ['20 (+5)'], DEX: ['11 (+0)'], CON: ['18 (+4)'], INT: ['2 (−4)'], WIS: ['12 (+1)'], CHA: ['7 (−2)']}}, '**Skills** Perception +4', '**Condition Immunities** petrified', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** —', '**Challenge** 5 (1,800 XP)', '***Trampling Charge.*** If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.', '**Actions**', '***Gore.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 18 (2d12 + 5) piercing damage.', '***Hooves.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16 (2d10 + 5) bludgeoning damage.', '***Petrifying Breath (Recharge 5–6).*** The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the *greater restoration* spell or other magic.']}, Grick: {content: ['*Medium monstrosity, neutral*', '**Armor Class** 14 (natural armor)', '**Hit Points** 27 (6d8)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['14 (+2)'], DEX: ['14 (+2)'], CON: ['11 (+0)'], INT: ['3 (−4)'], WIS: ['14 (+2)'], CHA: ['5 (−3)']}}, '**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks', '**Senses** darkvision 60 ft., passive Perception 12', '**Languages** —', '**Challenge** 2 (450 XP)', '***Stone Camouflage.*** The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.', '**Actions**', '***Multiattack.*** The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.', '***Tentacles.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) slashing damage.', '***Beak.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.']}, Griffon: {content: ['*Large monstrosity, unaligned*', '**Armor Class** 12', '**Hit Points** 59 (7d10 + 21)', '**Speed** 30 ft., fly 80 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['2 (−4)'], WIS: ['13 (+1)'], CHA: ['8 (−1)']}}, '**Skills** Perception +5', '**Senses** darkvision 60 ft., passive Perception 15', '**Languages** —', '**Challenge** 2 (450 XP)', '***Keen Sight.*** The griffon has advantage on Wisdom (Perception) checks that rely on sight.', '***Actions***', '***Multiattack.*** The griffon makes two attacks: one with its beak and one with its claws.', '***Beak.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.', '***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.']}, Grimlock: {content: ['*Medium humanoid (grimlock), neutral evil*', '**Armor Class** 11', '**Hit Points** 11 (2d8 + 2)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['12 (+1)'], CON: ['12 (+1)'], INT: ['9 (−1)'], WIS: ['8 (−1)'], CHA: ['6 (−2)']}}, '**Skills** Athletics +5, Perception +3, Stealth +3', '**Condition Immunities** blinded', '**Senses** blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13', '**Languages** Undercommon', '**Challenge** 1/4 (50 XP)', '***Blind Senses.*** The grimlock can’t use its blindsight while deafened and unable to smell.', '***Keen Hearing and Smell.*** The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.', '***Stone Camouflage.*** The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.', '**Actions**', '***Spiked Bone Club.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.']}} 'Monsters (H)': {Hags: {'Green Hag': {content: ['*Medium fey, neutral evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 82 (11d8 + 33)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['12 (+1)'], CON: ['16 (+3)'], INT: ['13 (+1)'], WIS: ['14 (+2)'], CHA: ['14 (+2)']}}, '**Skills** Arcana +3, Deception +4, Perception +4, Stealth +3', '**Senses** darkvision 60 ft., passive Perception 14', '**Languages** Common, Draconic, Sylvan', '**Challenge** 3 (700 XP)', '***Amphibious.*** The hag can breathe air and water.', '***Innate Spellcasting.*** The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:', 'At will: *dancing lights*, *minor illusion*, *vicious mockery*', '***Mimicry.*** The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.', '***Actions***', '***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.', '***Illusory Appearance.*** The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.', 'The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.', '***Invisible Passage.*** The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.']}, 'Night Hag': {content: ['*Medium fiend, neutral evil*', '**Armor Class** 17 (natural armor)', '**Hit Points** 112 (15d8 + 45)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['16 (+3)'], WIS: ['14 (+2)'], CHA: ['16 (+3)']}}, '**Skills** Deception +7, Insight +6, Perception +6, Stealth +6', '**Damage Resistances** cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons', '**Condition Immunities** charmed', '**Senses** darkvision 120 ft., passive Perception 16', '**Languages** Abyssal, Common, Infernal, Primordial', '**Challenge** 5 (1,800 XP)', '***Innate Spellcasting.*** The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:', 'At will: *detect magic*, *magic missile* 2/day each: *plane shift* (self only), *ray of enfeeblement*, *sleep*', '***Magic Resistance.*** The hag has advantage on saving throws against spells and other magical effects.', '***Actions***', '***Claws (Hag Form Only).** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.', '***Change Shape.*** The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.', '***Etherealness.*** The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a *heartstone* in her possession.', '***Nightmare Haunting (1/Day).*** While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A *protection from evil and good* spell cast on the target prevents this contact, as does a *magic circle*. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target’s hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag’s *soul bag*. The reduction to the target’s hit point maximum lasts until removed by the *greater restoration* spell or similar magic.']}, 'Sea Hag': {content: ['*Medium fey, chaotic evil*', '**Armor Class** 14 (natural armor)', '**Hit Points** 52 (7d8 + 21)', '**Speed** 30 ft., swim 40 ft.', {table: {STR: ['16 (+3)'], DEX: ['13 (+1)'], CON: ['16 (+3)'], INT: ['12 (+1)'], WIS: ['12 (+1)'], CHA: ['13 (+1)']}}, '**Senses** darkvision 60 ft., passive Perception 11', '**Languages** Aquan, Common, Giant', '**Challenge** 2 (450 XP)', '***Amphibious.*** The hag can breathe air and water.', '***Horrific Appearance.*** Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Appearance for the next 24 hours.', 'Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.', '**Actions**', '***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.', '***Death Glare.*** The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.', '***Illusory Appearance.*** The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.', 'The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.']}}, 'Half-Dragon Template': {content: ['A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its statistics, except as follows.', '***Challenge.*** To avoid recalculating the creature’s challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, recalculate the rating after you apply the template.', '***Senses.*** The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet.', '***Resistances.*** The half-dragon gains resistance to a type of damage based on its color.', {table: {Color: ['Black or copper', 'Blue or bronze', 'Brass, gold, or red', Green, 'Silver or white'], 'Damage Resistance': [Acid, Lightning, Fire, Poison, Cold]}}, '***Languages.*** The half-dragon speaks Draconic in addition to any other languages it knows.', '***New Action: Breath Weapon.*** The half-dragon has the breath weapon of its dragon half. The half- dragon’s size determines how this action functions.', {table: {Size: ['Large or smaller', Huge, Gargantuan], 'Breath Weapon': ['As a wyrmling', 'As a young dragon', 'As an adult dragon'], 'Optional Prerequisite': ['Challenge 2 or higher', 'Challenge 7 or higher', 'Challenge 8 or higher']}}], 'Half-Red Dragon Veteran': {content: ['*Medium humanoid (human), any alignment*', '**Armor Class** 18 (plate)', '**Hit Points** 65 (10d8 + 20)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['13 (+1)'], CON: ['14 (+2)'], INT: ['10 (+0)'], WIS: ['11 (+0)'], CHA: ['10 (+0)']}}, '**Skills** Athletics +5, Perception +2', '**Damage Resistances** fire', '**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 12', '**Languages** Common, Draconic', '**Challenge** 5 (1,800 XP)', '**Actions**', '***Multiattack.*** The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.', '***Longsword.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.', '***Shortsword.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.', '***Heavy Crossbow.** Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage.', '***Fire Breath (Recharge 5–6).*** The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.']}}, Harpy: {content: ['*Medium monstrosity, chaotic evil*', '**Armor Class** 11', '**Hit Points** 38 (7d8 + 7)', '**Speed** 20 ft., fly 40 ft.', {table: {STR: ['12 (+1)'], DEX: ['13 (+1)'], CON: ['12 (+1)'], INT: ['7 (−2)'], WIS: ['10 (+0)'], CHA: ['13 (+1)']}}, '**Senses** passive Perception 10', '**Languages** Common', '**Challenge** 1 (200 XP)', '**Actions**', '***Multiattack.*** The harpy makes two attacks: one with its claws and one with its club.', '***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4 + 1) slashing damage.', '***Club.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage.', '***Luring Song.*** The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.', 'While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.', 'A target that successfully saves is immune to this harpy’s song for the next 24 hours.']}, 'Hell Hound': {content: ['*Medium fiend, lawful evil*', '**Armor Class** 15 (natural armor)', '**Hit Points** 45 (7d8 + 14)', '**Speed** 50 ft.', {table: {STR: ['17 (+3)'], DEX: ['12 (+1)'], CON: ['14 (+2)'], INT: ['6 (−2)'], WIS: ['13 (+1)'], CHA: ['6 (−2)']}}, '**Skills** Perception +5', '**Damage Immunities** fire', '**Senses** darkvision 60 ft., passive Perception 15', '**Languages** understands Infernal but can’t speak it', '**Challenge** 3 (700 XP)', '***Keen Hearing and Smell.*** The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.', '***Pack Tactics.*** The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.', '***Fire Breath (Recharge 5–6).*** The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.']}, Hippogriff: {content: ['*Large monstrosity, unaligned*', '**Armor Class** 11', '**Hit Points** 19 (3d10 + 3)', '**Speed** 40 ft., fly 60 ft.', {table: {STR: ['17 (+3)'], DEX: ['13 (+1)'], CON: ['13 (+1)'], INT: ['2 (−4)'], WIS: ['12 (+1)'], CHA: ['8 (−1)']}}, '**Skills** Perception +5', '**Senses** passive Perception 15', '**Languages** —', '**Challenge** 1 (200 XP)', '***Keen Sight.*** The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.', '**Actions**', '***Multiattack.*** The hippogriff makes two attacks: one with its beak and one with its claws.', '***Beak.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) piercing damage.', '***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.']}, Hobgoblin: {content: ['*Medium humanoid (goblinoid), lawful evil*', '**Armor Class** 18 (chain mail, shield)', '**Hit Points** 11 (2d8 + 2)', '**Speed** 30 ft.', {table: {STR: ['13 (+1)'], DEX: ['12 (+1)'], CON: ['12 (+1)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['9 (−1)']}}, '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** Common, Goblin', '**Challenge** 1/2 (100 XP)', '***Martial Advantage.*** Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.', '**Actions**', '***Longsword.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.', '***Longbow.** Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.']}, Homunculus: {content: ['*Tiny construct, neutral*', '**Armor Class** 13 (natural armor)', '**Hit Points** 5 (2d4)', '**Speed** 20 ft., fly 40 ft.', {table: {STR: ['4 (−3)'], DEX: ['15 (+2)'], CON: ['11 (+0)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['7 (−2)']}}, '**Damage Immunities** poison', '**Condition Immunities** charmed, poisoned', '**Senses** darkvision 60 ft., passive Perception 10', '**Languages** understands the languages of its creator but can’t speak', '**Challenge** 0 (10 XP)', '***Telepathic Bond.*** While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.']}, Hydra: {content: ['*Huge monstrosity, unaligned*', '**Armor Class** 15 (natural armor)', '**Hit Points** 172 (15d12 + 75)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['20 (+5)'], DEX: ['12 (+1)'], CON: ['20 (+5)'], INT: ['2 (−4)'], WIS: ['10 (+0)'], CHA: ['7 (−2)']}}, '**Skills** Perception +6', '**Senses** darkvision 60 ft., passive Perception 16', '**Languages** —', '**Challenge** 8 (3,900 XP)', '***Hold Breath.*** The hydra can hold its breath for 1 hour.', '***Multiple Heads.*** The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.', 'Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.', 'At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.', '***Reactive Heads.*** For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.', '***Wakeful.*** While the hydra sleeps, at least one of its heads is awake.', '**Actions**', '***Multiattack.*** The hydra makes as many bite attacks as it has heads.', '***Bite.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 10 (1d10 + 5) piercing damage.']}}