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System Reference Document 5.1 1
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System Reference Document 5.1 2
If
you
note
any
errors
in
this
document,
please
let
us
know
by
Subraces
emailing
askdnd@wizards.com.
Some
races
have
subraces.
Members
of
a
subrace
have
the
traits
of
the
parent
race
in
addition
to
the
Races traits
specified
for
their
subrace.
Relationships
among
subraces
vary
significantly
from
race
to
race
Racial Traits and
world
to
world.
When
you
reach
4th
level,
and
again
at
8th,
12th,
Primal Champion
16th,
and
19th
level,
you
can
increase
one
ability
At
20th
level,
you
embody
the
power
of
the
wilds.
score
of
your
choice
by
2,
or
you
can
increase
two
Your
Strength
and
Constitution
scores
increase
by
4.
ability
scores
of
your
choice
by
1.
As
normal,
you
Your
maximum
for
those
scores
is
now
24.
can’t
increase
an
ability
score
above
20
using
this
feature.
Path of the Berserker
Extra Attack For
some
barbarians,
rage
is
a
means
to
an
end—
that
end
being
violence.
The
Path
of
the
Berserker
is
Beginning
at
5th
level,
you
can
attack
twice,
instead
a
path
of
untrammeled
fury,
slick
with
blood.
As
you
of
once,
whenever
you
take
the
Attack
action
on
your
enter
the
berserker’s
rage,
you
thrill
in
the
chaos
of
turn.
battle,
heedless
of
your
own
health
or
well-‐‑being.
Fast Movement Frenzy
Starting
at
5th
level,
your
speed
increases
by
10
feet
Starting
when
you
choose
this
path
at
3rd
level,
you
while
you
aren’t
wearing
heavy
armor.
can
go
into
a
frenzy
when
you
rage.
If
you
do
so,
for
the
duration
of
your
rage
you
can
make
a
single
Feral Instinct melee
weapon
attack
as
a
bonus
action
on
each
of
your
turns
after
this
one.
When
your
rage
ends,
you
By
7th
level,
your
instincts
are
so
honed
that
you
suffer
one
level
of
exhaustion
(as
described
in
have
advantage
on
initiative
rolls.
appendix
PH-‐‑A).
Additionally,
if
you
are
surprised
at
the
beginning
of
combat
and
aren’t
incapacitated,
you
can
act
normally
on
your
first
turn,
but
only
if
you
enter
your
rage
before
doing
anything
else
on
that
turn.
Intimidating Presence
Beginning
at
10th
level,
you
can
use
your
action
to
frighten
someone
with
your
menacing
presence.
When
you
do
so,
choose
one
creature
that
you
can
see
within
30
feet
of
you.
If
the
creature
can
see
or
hear
you,
it
must
succeed
on
a
Wisdom
saving
throw
(DC
equal
to
8
+
your
proficiency
bonus
+
your
Charisma
modifier)
or
be
frightened
of
you
until
the
end
of
your
next
turn.
On
subsequent
turns,
you
can
use
your
action
to
extend
the
duration
of
this
effect
on
the
frightened
creature
until
the
end
of
your
next
turn.
This
effect
ends
if
the
creature
ends
its
turn
out
of
line
of
sight
or
more
than
60
feet
away
from
you.
If
the
creature
succeeds
on
its
saving
throw,
you
can’t
use
this
feature
on
that
creature
again
for
24
hours.
Retaliation
Starting
at
14th
level,
when
you
take
damage
from
a
creature
that
is
within
5
feet
of
you,
you
can
use
your
reaction
to
make
a
melee
weapon
attack
against
that
creature.
The
Bard
Proficiency
Cantrips
Spells
—Spell
Slots
per
Spell
Level—
Level
Bonus
Features
Known
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2 Spellcasting,
Bardic
Inspiration
2
4
2
̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
(d6)
2nd
+2 Jack
of
All
Trades,
Song
of
Rest
2
5
3
̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
(d6)
3rd
+2 Bard
College,
Expertise
2
6
4
2
̶ ̶ ̶ ̶ ̶ ̶ ̶
4th
+2 Ability
Score
Improvement
3
7
4
3
̶ ̶ ̶ ̶ ̶ ̶ ̶
5th
+3 Bardic
Inspiration
(d8),
Font
of
3
8
4
3
2
̶ ̶ ̶ ̶ ̶ ̶
Inspiration
6th
+3 Countercharm,
Bard
College
3
9
4
3
3
̶ ̶ ̶ ̶ ̶ ̶
feature
7th
+3 ̶ 3
10
4
3
3
1
̶ ̶ ̶ ̶ ̶
8th
+3 Ability
Score
Improvement
3
11
4
3
3
2
̶ ̶ ̶ ̶ ̶
9th
+4 Song
of
Rest
(d8)
3
12
4
3
3
3
1
̶ ̶ ̶ ̶
10th
+4 Bardic
Inspiration
(d10),
4
14
4
3
3
3
2
̶ ̶ ̶ ̶
Expertise,
Magical
Secrets
11th
+4 ̶ 4
15
4
3
3
3
2
1
̶ ̶ ̶
12th
+4 Ability
Score
Improvement
4
15
4
3
3
3
2
1
̶ ̶ ̶
13th
+5 Song
of
Rest
(d10)
4
16
4
3
3
3
2
1
1
̶ ̶
14th
+5 Magical
Secrets,
Bard
College
4
18
4
3
3
3
2
1
1
̶ ̶
feature
15th
+5 Bardic
Inspiration
(d12)
4
19
4
3
3
3
2
1
1
1
̶
16th
+5 Ability
Score
Improvement
4
19
4
3
3
3
2
1
1
1
̶
17th
+6 Song
of
Rest
(d12)
4
20
4
3
3
3
2
1
1
1
1
18th
+6 Magical
Secrets
4
22
4
3
3
3
3
1
1
1
1
19th
+6 Ability
Score
Improvement
4
22
4
3
3
3
3
2
1
1
1
20th
+6 Superior
Inspiration
4
22
4
3
3
3
3
2
2
1
1
Spellcasting Your
spells
are
part
of
your
vast
repertoire,
magic
that
you
can
tune
to
different
situations.
You
have
learned
to
untangle
and
reshape
the
fabric
of
reality
in
harmony
with
your
wishes
and
music.
The
Cleric
Proficiency
Cantrips
̶Spell
Slots
per
Spell
Level̶
Level
Bonus
Features
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2 Spellcasting,
Divine
Domain
3
2
̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
2nd
+2 Channel
Divinity
(1/rest),
Divine
Domain
3
3
̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
feature
3rd
+2 ̶ 3
4
2
̶ ̶ ̶ ̶ ̶ ̶ ̶
4th
+2 Ability
Score
Improvement
4
4
3
̶ ̶ ̶ ̶ ̶ ̶ ̶
5th
+3 Destroy
Undead
(CR
1/2)
4
4
3
2
̶ ̶ ̶ ̶ ̶ ̶
6th
+3 Channel
Divinity
(2/rest),
Divine
Domain
4
4
3
3
̶ ̶ ̶ ̶ ̶ ̶
feature
7th
+3 ̶ 4
4
3
3
1
̶ ̶ ̶ ̶ ̶
8th
+3 Ability
Score
Improvement,
Destroy
Undead
4
4
3
3
2
̶ ̶ ̶ ̶ ̶
(CR
1),
Divine
Domain
feature
9th
+4 ̶ 4
4
3
3
3
1
̶ ̶ ̶ ̶
10th
+4 Divine
Intervention
5
4
3
3
3
2
̶ ̶ ̶ ̶
11th
+4 Destroy
Undead
(CR
2)
5
4
3
3
3
2
1
̶ ̶ ̶
12th
+4 Ability
Score
Improvement
5
4
3
3
3
2
1
̶ ̶ ̶
13th
+5 ̶ 5
4
3
3
3
2
1
1
̶ ̶
14th
+5 Destroy
Undead
(CR
3)
5
4
3
3
3
2
1
1
̶ ̶
15th
+5 ̶ 5
4
3
3
3
2
1
1
1
̶
16th
+5 Ability
Score
Improvement
5
4
3
3
3
2
1
1
1
̶
17th
+6 Destroy
Undead
(CR
4),
Divine
Domain
5
4
3
3
3
2
1
1
1
1
feature
18th
+6 Channel
Divinity
(3/rest)
5
4
3
3
3
3
1
1
1
1
19th
+6 Ability
Score
Improvement
5
4
3
3
3
3
2
1
1
1
20th
+6 Divine
Intervention
improvement
5
4
3
3
3
3
2
2
1
1
Spellcasting Cantrips
As
a
conduit
for
divine
power,
you
can
cast
cleric
At
1st
level,
you
know
three
cantrips
of
your
choice
spells.
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.
The
Druid
Proficiency
Cantrips
̶Spell
Slots
per
Spell
Level̶
Level
Bonus
Features
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2 Druidic,
Spellcasting
2
2
̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
2nd
+2 Wild
Shape,
Druid
Circle
2
3
̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
3rd
+2 ̶ 2
4
2
̶ ̶ ̶ ̶ ̶ ̶ ̶
4th
+2 Wild
Shape
improvement,
Ability
Score
3
4
3
̶ ̶ ̶ ̶ ̶ ̶ ̶
Improvement
5th
+3 ̶ 3
4
3
2
̶ ̶ ̶ ̶ ̶ ̶
6th
+3 Druid
Circle
feature
3
4
3
3
̶ ̶ ̶ ̶ ̶ ̶
7th
+3 ̶ 3
4
3
3
1
̶ ̶ ̶ ̶ ̶
8th
+3 Wild
Shape
improvement,
Ability
Score
3
4
3
3
2
̶ ̶ ̶ ̶ ̶
Improvement
9th
+4 ̶ 3
4
3
3
3
1
̶ ̶ ̶ ̶
10th
+4 Druid
Circle
feature
4
4
3
3
3
2
̶ ̶ ̶ ̶
11th
+4 ̶ 4
4
3
3
3
2
1
̶ ̶ ̶
12th
+4 Ability
Score
Improvement
4
4
3
3
3
2
1
̶ ̶ ̶
13th
+5 ̶ 4
4
3
3
3
2
1
1
̶ ̶
14th
+5 Druid
Circle
feature
4
4
3
3
3
2
1
1
̶ ̶
15th
+5 ̶ 4
4
3
3
3
2
1
1
1
̶
16th
+5 Ability
Score
Improvement
4
4
3
3
3
2
1
1
1
̶
17th
+6 ̶ 4
4
3
3
3
2
1
1
1
1
18th
+6 Timeless
Body,
Beast
Spells
4
4
3
3
3
3
1
1
1
1
19th
+6 Ability
Score
Improvement
4
4
3
3
3
3
2
1
1
1
20th
+6 Archdruid
4
4
3
3
3
3
2
2
1
1
Proficiencies Archery
You
gain
a
+2
bonus
to
attack
rolls
you
make
with
Armor:
All
armor,
shields
ranged
weapons.
Weapons:
Simple
weapons,
martial
weapons
Tools:
None
Defense
Saving
Throws:
Strength,
Constitution
While
you
are
wearing
armor,
you
gain
a
+1
bonus
to
Skills:
Choose
two
skills
from
Acrobatics,
Animal
AC.
Handling,
Athletics,
History,
Insight,
Intimidation,
Perception,
and
Survival
Dueling
Equipment When
you
are
wielding
a
melee
weapon
in
one
hand
and
no
other
weapons,
you
gain
a
+2
bonus
to
You
start
with
the
following
equipment,
in
addition
damage
rolls
with
that
weapon.
to
the
equipment
granted
by
your
background:
• (a)
chain
mail
or
(b)
leather
armor,
longbow,
and Great Weapon Fighting
20
arrows When
you
roll
a
1
or
2
on
a
damage
die
for
an
attack
• (a)
a
martial
weapon
and
a
shield
or
(b)
two you
make
with
a
melee
weapon
that
you
are
martial
weapons wielding
with
two
hands,
you
can
reroll
the
die
and
• (a)
a
light
crossbow
and
20
bolts
or
(b)
two must
use
the
new
roll,
even
if
the
new
roll
is
a
1
or
a
handaxes 2. The
weapon
must
have
the
two-‐‑handed
or
• (a)
a
dungeoneer’s
pack
or
(b)
an
explorer’s
pack versatile
property
for
you
to
gain
this
benefit.
Protection
The
Fighter
When
a
creature
you
can
see
attacks
a
target
other
Proficiency
than
you
that
is
within
5
feet
of
you,
you
can
use
Level
Bonus
Features
your
reaction
to
impose
disadvantage
on
the
attack
1st
+2 Fighting
Style,
Second
Wind
roll.
You
must
be
wielding
a
shield.
2nd
+2 Action
Surge
(one
use)
3rd
+2 Martial
Archetype
Two-Weapon Fighting
4th
+2 Ability
Score
Improvement
When
you
engage
in
two-‐‑weapon
fighting,
you
can
5th
+3 Extra
Attack
add
your
ability
modifier
to
the
damage
of
the
6th
+3 Ability
Score
Improvement
second
attack.
7th
+3 Martial
Archetype
feature
8th
+3 Ability
Score
Improvement
Second Wind
9th
+4 Indomitable
(one
use)
10th
+4 Martial
Archetype
feature
You
have
a
limited
well
of
stamina
that
you
can
draw
11th
+4 Extra
Attack
(2)
on
to
protect
yourself
from
harm.
On
your
turn,
you
12th
+4 Ability
Score
Improvement
can
use
a
bonus
action
to
regain
hit
points
equal
to
13th
+5 Indomitable
(two
uses)
1d10
+
your
fighter
level.
Once
you
use
this
feature,
14th
+5 Ability
Score
Improvement
you
must
finish
a
short
or
long
rest
before
you
can
15th
+5 Martial
Archetype
feature
use
it
again.
Martial Archetypes
Different
fighters
choose
different
approaches
to
perfecting
their
fighting
prowess.
The
martial
archetype
you
choose
to
emulate
reflects
your
approach.
Proficiencies
Armor:
None
The
Monk
Level
Proficiency
Bonus
Martial
Arts
Ki
Points
Unarmored
Movement
Features
1st
+2 1d4
—
—
Unarmored
Defense,
Martial
Arts
2nd
+2 1d4
2
+10
ft. Ki,
Unarmored
Movement
3rd
+2 1d4
3
+10
ft. Monastic
Tradition,
Deflect
Missiles
4th
+2 1d4
4
+10
ft. Ability
Score
Improvement,
Slow
Fall
5th
+3 1d6
5
+10
ft. Extra
Attack,
Stunning
Strike
6th
+3 1d6
6
+15
ft. Ki-‐Empowered
Strikes,
Monastic
Tradition
feature
7th
+3 1d6
7
+15
ft. Evasion,
Stillness
of
Mind
8th
+3 1d6
8
+15
ft. Ability
Score
Improvement
9th
+4 1d6
9
+15
ft. Unarmored
Movement
improvement
10th
+4 1d6
10
+20
ft. Purity
of
Body
11th
+4 1d8
11
+20
ft. Monastic
Tradition
feature
12th
+4 1d8
12
+20
ft. Ability
Score
Improvement
13th
+5 1d8
13
+20
ft. Tongue
of
the
Sun
and
Moon
14th
+5 1d8
14
+25
ft. Diamond
Soul
15th
+5 1d8
15
+25
ft. Timeless
Body
16th
+5 1d8
16
+25
ft. Ability
Score
Improvement
17th
+6 1d10
17
+25
ft. Monastic
Tradition
feature
18th
+6 1d10
18
+30
ft. Empty
Body
19th
+6 1d10
19
+30
ft. Ability
Score
Improvement
20th
+6 1d10
20
+30
ft. Perfect
Self
Unarmored Defense
You
gain
the
following
benefits
while
you
are
unarmed
or
wielding
only
monk
weapons
and
you
Beginning
at
1st
level,
while
you
are
wearing
no
aren’t
wearing
armor
or
wielding
a
shield:
armor
and
not
wielding
a
shield,
your
AC
equals
10
+
your
Dexterity
modifier
+
your
Wisdom
modifier.
• You
can
use
Dexterity
instead
of
Strength
for
the
attack
and
damage
rolls
of
your
unarmed
strikes
Martial Arts and
monk
weapons.
• You
can
roll
a
d4
in
place
of
the
normal
damage
of
At
1st
level,
your
practice
of
martial
arts
gives
you
your
unarmed
strike
or
monk
weapon.
This
die
mastery
of
combat
styles
that
use
unarmed
strikes
changes
as
you
gain
monk
levels,
as
shown
in
the
and
monk
weapons,
which
are
shortswords
and
any
Martial
Arts
column
of
the
Monk
table.
simple
melee
weapons
that
don’t
have
the
two-‐‑ • When
you
use
the
Attack
action
with
an
unarmed
handed
or
heavy
property.
strike
or
a
monk
weapon
on
your
turn,
you
can
Tranquility
Beginning
at
11th
level,
you
can
enter
a
special
meditation
that
surrounds
you
with
an
aura
of
peace.
At
the
end
of
a
long
rest,
you
gain
the
effect
of
a
sanctuary
spell
that
lasts
until
the
start
of
your
next
long
rest
(the
spell
can
end
early
as
normal).
The
saving
throw
DC
for
the
spell
equals
8
+
your
Wisdom
modifier
+
your
proficiency
bonus.
Quivering Palm
At
17th
level,
you
gain
the
ability
to
set
up
lethal
vibrations
in
someone’s
body.
When
you
hit
a
creature
with
an
unarmed
strike,
you
can
spend
3
ki
points
to
start
these
imperceptible
vibrations,
which
last
for
a
number
of
days
equal
to
your
monk
level.
The
vibrations
are
harmless
unless
you
use
your
action
to
end
them.
To
do
so,
you
and
the
target
must
be
on
the
same
plane
of
existence.
When
you
use
this
action,
the
creature
must
make
a
Constitution
saving
throw.
If
it
fails,
it
is
reduced
to
0
hit
points.
If
it
succeeds,
it
takes
10d10
necrotic
damage.
You
can
have
only
one
creature
under
the
effect
of
this
feature
at
a
time.
You
can
choose
to
end
the
vibrations
harmlessly
without
using
an
action.
The
Paladin
Proficiency
̶Spell
Slots
per
Spell
Level̶
Level
Bonus
Features
1st
2nd
3rd
4th
5th
1st
+2 Divine
Sense,
Lay
on
Hands
̶ ̶ ̶ ̶ ̶
2nd
+2 Fighting
Style,
Spellcasting,
Divine
Smite
2
̶ ̶ ̶ ̶
3rd
+2 Divine
Health,
Sacred
Oath
3
̶ ̶ ̶ ̶
4th
+2 Ability
Score
Improvement
3
̶ ̶ ̶ ̶
5th
+3 Extra
Attack
4
2
̶ ̶ ̶
6th
+3 Aura
of
Protection
4
2
̶ ̶ ̶
7th
+3 Sacred
Oath
feature
4
3
̶ ̶ ̶
8th
+3 Ability
Score
Improvement
4
3
̶ ̶ ̶
9th
+4 ̶ 4
3
2
̶ ̶
10th
+4 Aura
of
Courage
4
3
2
̶ ̶
11th
+4 Improved
Divine
Smite
4
3
3
̶ ̶
12th
+4 Ability
Score
Improvement
4
3
3
̶ ̶
13th
+5 ̶ 4
3
3
1
̶
14th
+5 Cleansing
Touch
4
3
3
1
̶
15th
+5 Sacred
Oath
feature
4
3
3
2
̶
16th
+5 Ability
Score
Improvement
4
3
3
2
̶
17th
+6 ̶ 4
3
3
3
1
18th
+6 Aura
improvements
4
3
3
3
1
19th
+6 Ability
Score
Improvement
4
3
3
3
2
20th
+6 Sacred
Oath
feature
4
3
3
3
2
Divine Sense Count
Strahd
von
Zarovich,
for
instance).
Within
the
same
radius,
you
also
detect
the
presence
of
any
The
presence
of
strong
evil
registers
on
your
senses
place
or
object
that
has
been
consecrated
or
like
a
noxious
odor,
and
powerful
good
rings
like
desecrated,
as
with
the
hallow
spell.
heavenly
music
in
your
ears.
As
an
action,
you
can
You
can
use
this
feature
a
number
of
times
equal
open
your
awareness
to
detect
such
forces.
Until
the
to
1
+
your
Charisma
modifier.
When
you
finish
a
end
of
your
next
turn,
you
know
the
location
of
any
long
rest,
you
regain
all
expended
uses.
celestial,
fiend,
or
undead
within
60
feet
of
you
that
is
not
behind
total
cover.
You
know
the
type
(celestial,
fiend,
or
undead)
of
any
being
whose
presence
you
sense,
but
not
its
identity
(the
vampire
The
Ranger
Proficiency
̶Spell
Slots
per
Spell
Level̶
Level
Bonus
Features
Spells
Known
1st
2nd
3rd
4th
5th
1st
+2 Favored
Enemy,
Natural
Explorer
̶ ̶ ̶ ̶ ̶ ̶
2nd
+2 Fighting
Style,
Spellcasting
2
2
̶ ̶ ̶ ̶
3rd
+2 Ranger
Archetype,
Primeval
Awareness
3
3
̶ ̶ ̶ ̶
4th
+2 Ability
Score
Improvement
3
3
̶ ̶ ̶ ̶
5th
+3 Extra
Attack
4
4
2
̶ ̶ ̶
6th
+3 Favored
Enemy
and
Natural
Explorer
improvements
4
4
2
̶ ̶ ̶
7th
+3 Ranger
Archetype
feature
5
4
3
̶ ̶ ̶
8th
+3 Ability
Score
Improvement,
Land s
Stride 5
4
3
̶ ̶ ̶
9th
+4 ̶ 6
4
3
2
̶ ̶
10th
+4 Natural
Explorer
improvement,
Hide
in
Plain
Sight
6
4
3
2
̶ ̶
11th
+4 Ranger
Archetype
feature
7
4
3
3
̶ ̶
12th
+4 Ability
Score
Improvement
7
4
3
3
̶ ̶
13th
+5 ̶ 8
4
3
3
1
̶
14th
+5 Favored
Enemy
improvement,
Vanish
8
4
3
3
1
̶
15th
+5 Ranger
Archetype
feature
9
4
3
3
2
̶
16th
+5 Ability
Score
Improvement
9
4
3
3
2
̶
17th
+6 ̶ 10
4
3
3
3
1
18th
+6 Feral
Senses
10
4
3
3
3
1
19th
+6 Ability
Score
Improvement
11
4
3
3
3
2
20th
+6 Foe
Slayer
11
4
3
3
3
2
Favored Enemy humanoid
(such
as
gnolls
and
orcs)
as
favored
enemies.
Beginning
at
1st
level,
you
have
significant
You
have
advantage
on
Wisdom
(Survival)
checks
experience
studying,
tracking,
hunting,
and
even
to
track
your
favored
enemies,
as
well
as
on
talking
to
a
certain
type
of
enemy.
Intelligence
checks
to
recall
information
about
them.
Choose
a
type
of
favored
enemy:
aberrations,
When
you
gain
this
feature,
you
also
learn
one
beasts,
celestials,
constructs,
dragons,
elementals,
language
of
your
choice
that
is
spoken
by
your
fey,
fiends,
giants,
monstrosities,
oozes,
plants,
or
favored
enemies,
if
they
speak
one
at
all.
undead.
Alternatively,
you
can
select
two
races
of
You
choose
one
additional
favored
enemy,
as
well
as
an
associated
language,
at
6th
and
14th
level.
As
Defensive Tactics
At
7th
level,
you
gain
one
of
the
following
features
of
your
choice.
Escape
the
Horde.
Opportunity
attacks
against
you
are
made
with
disadvantage.
Multiattack
Defense.
When
a
creature
hits
you
with
an
attack,
you
gain
a
+4
bonus
to
AC
against
all
subsequent
attacks
made
by
that
creature
for
the
rest
of
the
turn.
Steel
Will.
You
have
advantage
on
saving
throws
against
being
frightened.
Multiattack
At
11th
level,
you
gain
one
of
the
following
features
of
your
choice.
Volley.
You
can
use
your
action
to
make
a
ranged
attack
against
any
number
of
creatures
within
10
feet
of
a
point
you
can
see
within
your
weapon’s
range.
You
must
have
ammunition
for
each
target,
as
normal,
and
you
make
a
separate
attack
roll
for
each
target.
Whirlwind
Attack.
You
can
use
your
action
to
make
a
melee
attack
against
any
number
of
creatures
within
5
feet
of
you,
with
a
separate
attack
roll
for
each
target.
Fast Hands
Starting
at
3rd
level,
you
can
use
the
bonus
action
granted
by
your
Cunning
Action
to
make
a
Dexterity
Second-Story Work
When
you
choose
this
archetype
at
3rd
level,
you
gain
the
ability
to
climb
faster
than
normal;
climbing
no
longer
costs
you
extra
movement.
In
addition,
when
you
make
a
running
jump,
the
distance
you
cover
increases
by
a
number
of
feet
equal
to
your
Dexterity
modifier.
Supreme Sneak
Starting
at
9th
level,
you
have
advantage
on
a
Dexterity
(Stealth)
check
if
you
move
no
more
than
half
your
speed
on
the
same
turn.
Thief’s Reflexes
When
you
reach
17th
level,
you
have
become
adept
at
laying
ambushes
and
quickly
escaping
danger.
You
can
take
two
turns
during
the
first
round
of
any
combat.
You
take
your
first
turn
at
your
normal
initiative
and
your
second
turn
at
your
initiative
minus
10.
You
can’t
use
this
feature
when
you
are
surprised.
The
Sorcerer
Proficiency
Sorcery
Cantrips
Spells
—Spell
Slots
per
Spell
Level—
Level
Bonus
Points
Features
Known
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2 ̶ Spellcasting,
Sorcerous
4
2
2
̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
Origin
2nd
+2 2
Font
of
Magic
4
3
3
̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
3rd
+2 3
Metamagic
4
4
4
2
̶ ̶ ̶ ̶ ̶ ̶ ̶
4th
+2 4
Ability
Score
5
5
4
3
̶ ̶ ̶ ̶ ̶ ̶ ̶
Improvement
5th
+3 5
̶ 5
6
4
3
2
̶ ̶ ̶ ̶ ̶ ̶
6th
+3 6
Sorcerous
Origin
5
7
4
3
3
̶ ̶ ̶ ̶ ̶ ̶
feature
7th
+3 7
̶ 5
8
4
3
3
1
̶ ̶ ̶ ̶ ̶
8th
+3 8
Ability
Score
5
9
4
3
3
2
̶ ̶ ̶ ̶ ̶
Improvement
9th
+4 9
̶ 5
10
4
3
3
3
1
̶ ̶ ̶ ̶
10th
+4 10
Metamagic
6
11
4
3
3
3
2
̶ ̶ ̶ ̶
11th
+4 11
̶ 6
12
4
3
3
3
2
1
̶ ̶ ̶
12th
+4 12
Ability
Score
6
12
4
3
3
3
2
1
̶ ̶ ̶
Improvement
13th
+5 13
̶ 6
13
4
3
3
3
2
1
1
̶ ̶
14th
+5 14
Sorcerous
Origin
6
13
4
3
3
3
2
1
1
̶ ̶
feature
15th
+5 15
̶ 6
14
4
3
3
3
2
1
1
1
̶
16th
+5 16
Ability
Score
6
14
4
3
3
3
2
1
1
1
̶
Improvement
17th
+6 17
Metamagic
6
15
4
3
3
3
2
1
1
1
1
18th
+6 18
Sorcerous
Origin
6
15
4
3
3
3
3
1
1
1
1
feature
19th
+6 19
Ability
Score
6
15
4
3
3
3
3
2
1
1
1
Improvement
20th
+6 20
Sorcerous
Restoration
6
15
4
3
3
3
3
2
2
1
1
Empowered Spell
When
you
roll
damage
for
a
spell,
you
can
spend
1
Sorcerous Origins
Different
sorcerers
claim
different
origins
for
their
sorcery
point
to
reroll
a
number
of
the
damage
dice
innate
magic,
such
as
a
draconic
bloodline.
up
to
your
Charisma
modifier
(minimum
of
one).
You
must
use
the
new
rolls.
Draconic Bloodline
You
can
use
Empowered
Spell
even
if
you
have
already
used
a
different
Metamagic
option
during
Your
innate
magic
comes
from
draconic
magic
that
the
casting
of
the
spell.
was
mingled
with
your
blood
or
that
of
your
ancestors.
Most
often,
sorcerers
with
this
origin
Extended Spell trace
their
descent
back
to
a
mighty
sorcerer
of
When
you
cast
a
spell
that
has
a
duration
of
1
minute
ancient
times
who
made
a
bargain
with
a
dragon
or
or
longer,
you
can
spend
1
sorcery
point
to
double
who
might
even
have
claimed
a
dragon
parent.
Some
its
duration,
to
a
maximum
duration
of
24
hours.
of
these
bloodlines
are
well
established
in
the
world,
but
most
are
obscure.
Any
given
sorcerer
could
be
Heightened Spell the
first
of
a
new
bloodline,
as
a
result
of
a
pact
or
When
you
cast
a
spell
that
forces
a
creature
to
make
some
other
exceptional
circumstance.
a
saving
throw
to
resist
its
effects,
you
can
spend
3
sorcery
points
to
give
one
target
of
the
spell
Dragon Ancestor
disadvantage
on
its
first
saving
throw
made
against
At
1st
level,
you
choose
one
type
of
dragon
as
your
the
spell.
ancestor.
The
damage
type
associated
with
each
dragon
is
used
by
features
you
gain
later.
Quickened Spell
When
you
cast
a
spell
that
has
a
casting
time
of
1
Draconic
Ancestry
action,
you
can
spend
2
sorcery
points
to
change
the
Dragon
Damage
Type
casting
time
to
1
bonus
action
for
this
casting.
Black
Acid
Draconic Resilience
As
magic
flows
through
your
body,
it
causes
physical
traits
of
your
dragon
ancestors
to
emerge.
At
1st
level,
your
hit
point
maximum
increases
by
1
and
increases
by
1
again
whenever
you
gain
a
level
in
this
class.
Additionally,
parts
of
your
skin
are
covered
by
a
thin
sheen
of
dragon-‐‑like
scales.
When
you
aren’t
wearing
armor,
your
AC
equals
13
+
your
Dexterity
modifier.
Elemental Affinity
Starting
at
6th
level,
when
you
cast
a
spell
that
deals
damage
of
the
type
associated
with
your
draconic
ancestry,
you
can
add
your
Charisma
modifier
to
one
damage
roll
of
that
spell.
At
the
same
time,
you
can
spend
1
sorcery
point
to
gain
resistance
to
that
damage
type
for
1
hour.
Dragon Wings
At
14th
level,
you
gain
the
ability
to
sprout
a
pair
of
dragon
wings
from
your
back,
gaining
a
flying
speed
equal
to
your
current
speed.
You
can
create
these
wings
as
a
bonus
action
on
your
turn.
They
last
until
you
dismiss
them
as
a
bonus
action
on
your
turn.
You
can’t
manifest
your
wings
while
wearing
armor
unless
the
armor
is
made
to
accommodate
them,
and
clothing
not
made
to
accommodate
your
wings
might
be
destroyed
when
you
manifest
them.
Draconic Presence
Beginning
at
18th
level,
you
can
channel
the
dread
presence
of
your
dragon
ancestor,
causing
those
around
you
to
become
awestruck
or
frightened.
As
an
action,
you
can
spend
5
sorcery
points
to
draw
on
this
power
and
exude
an
aura
of
awe
or
fear
(your
choice)
to
a
distance
of
60
feet.
For
1
minute
or
until
you
lose
your
concentration
(as
if
you
were
casting
a
concentration
spell),
each
hostile
creature
that
starts
The
Warlock
Proficiency
Cantrips
Spells
Spell
Slot
Invocations
Level
Bonus
Features
Known
Known
Slots
Level
Known
1st
+2 Otherworldly
Patron,
Pact
2
2
1
1st
̶
Magic
2nd
+2 Eldritch
Invocations
2
3
2
1st
2
3rd
+2 Pact
Boon
2
4
2
2nd
2
4th
+2 Ability
Score
Improvement
3
5
2
2nd
2
5th
+3 ̶ 3
6
2
3rd
3
6th
+3 Otherworldly
Patron
feature
3
7
2
3rd
3
7th
+3 ̶ 3
8
2
4th
4
8th
+3 Ability
Score
Improvement
3
9
2
4th
4
9th
+4 ̶ 3
10
2
5th
5
10th
+4 Otherworldly
Patron
feature
4
10
2
5th
5
11th
+4 Mystic
Arcanum
(6th
level)
4
11
3
5th
5
12th
+4 Ability
Score
Improvement
4
11
3
5th
6
13th
+5 Mystic
Arcanum
(7th
level)
4
12
3
5th
6
14th
+5 Otherworldly
Patron
feature
4
12
3
5th
6
15th
+5 Mystic
Arcanum
(8th
level)
4
13
3
5th
7
16th
+5 Ability
Score
Improvement
4
13
3
5th
7
17th
+6 Mystic
Arcanum
(9th
level)
4
14
4
5th
7
18th
+6 ̶ 4
14
4
5th
8
19th
+6 Ability
Score
Improvement
4
15
4
5th
8
20th
+6 Eldritch
Master
4
15
4
5th
8
You
can
cast
hold
monster
at
will—targeting
a
Mask of Many Faces
celestial,
fiend,
or
elemental—without
expending
a
You
can
cast
disguise
self
at
will,
without
expending
a
spell
slot
or
material
components.
You
must
finish
a
spell
slot.
long
rest
before
you
can
use
this
invocation
on
the
same
creature
again.
Master of Myriad Forms
Prerequisite:
15th
level
Devil’s Sight
You
can
see
normally
in
darkness,
both
magical
and
You
can
cast
alter
self
at
will,
without
expending
a
nonmagical,
to
a
distance
of
120
feet.
spell
slot.
You
can
cast
confusion
once
using
a
warlock
spell
You
can
cast
conjure
elemental
once
using
a
warlock
slot.
You
can’t
do
so
again
until
you
finish
a
long
rest.
spell
slot.
You
can’t
do
so
again
until
you
finish
a
long
rest.
Eldritch Sight
You
can
cast
detect
magic
at
will,
without
expending
Mire the Mind
a
spell
slot.
Prerequisite:
5th
level
You
can
cast
slow
once
using
a
warlock
spell
slot.
Eldritch Spear You
can’t
do
so
again
until
you
finish
a
long
rest.
Prerequisite:
eldritch
blast
cantrip
When
you
cast
eldritch
blast,
its
range
is
300
feet.
Misty Visions
You
can
cast
silent
image
at
will,
without
expending
a
Eyes of the Rune Keeper spell
slot
or
material
components.
You
can
read
all
writing.
One with Shadows
Fiendish Vigor Prerequisite:
5th
level
You
can
cast
false
life
on
yourself
at
will
as
a
1st-‐‑level
When
you
are
in
an
area
of
dim
light
or
darkness,
spell,
without
expending
a
spell
slot
or
material
you
can
use
your
action
to
become
invisible
until
you
components.
move
or
take
an
action
or
a
reaction.
Gaze of Two Minds Otherworldly Leap
You
can
use
your
action
to
touch
a
willing
humanoid
Prerequisite:
9th
level
and
perceive
through
its
senses
until
the
end
of
your
next
turn.
As
long
as
the
creature
is
on
the
same
You
can
cast
jump
on
yourself
at
will,
without
plane
of
existence
as
you,
you
can
use
your
action
on
expending
a
spell
slot
or
material
components.
subsequent
turns
to
maintain
this
connection,
extending
the
duration
until
the
end
of
your
next
Repelling Blast
turn.
While
perceiving
through
the
other
creature’s
Prerequisite:
eldritch
blast
cantrip
senses,
you
benefit
from
any
special
senses
When
you
hit
a
creature
with
eldritch
blast,
you
can
possessed
by
that
creature,
and
you
are
blinded
and
push
the
creature
up
to
10
feet
away
from
you
in
a
deafened
to
your
own
surroundings.
straight
line.
Fiendish Resilience
Starting
at
10th
level,
you
can
choose
one
damage
type
when
you
finish
a
short
or
long
rest.
You
gain
resistance
to
that
damage
type
until
you
choose
a
different
one
with
this
feature.
Damage
from
magical
weapons
or
silver
weapons
ignores
this
resistance.
The
Wizard
Proficiency
Cantrips
—Spell
Slots
per
Spell
Level—
Level
Bonus
Features
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2 Spellcasting,
Arcane
Recovery
3
2
̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
2nd
+2 Arcane
Tradition
3
3
̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
3rd
+2 ̶ 3
4
2
̶ ̶ ̶ ̶ ̶ ̶ ̶
4th
+2 Ability
Score
Improvement
4
4
3
̶ ̶ ̶ ̶ ̶ ̶ ̶
5th
+3 ̶ 4
4
3
2
̶ ̶ ̶ ̶ ̶ ̶
6th
+3 Arcane
Tradition
feature
4
4
3
3
̶ ̶ ̶ ̶ ̶ ̶
7th
+3 ̶ 4
4
3
3
1
̶ ̶ ̶ ̶ ̶
8th
+3 Ability
Score
Improvement
4
4
3
3
2
̶ ̶ ̶ ̶ ̶
9th
+4 ̶ 4
4
3
3
3
1
̶ ̶ ̶ ̶
10th
+4 Arcane
Tradition
feature
5
4
3
3
3
2
̶ ̶ ̶ ̶
11th
+4 ̶ 5
4
3
3
3
2
1
̶ ̶ ̶
12th
+4 Ability
Score
Improvement
5
4
3
3
3
2
1
̶ ̶ ̶
13th
+5 ̶ 5
4
3
3
3
2
1
1
̶ ̶
14th
+5 Arcane
Tradition
feature
5
4
3
3
3
2
1
1
̶ ̶
15th
+5 ̶ 5
4
3
3
3
2
1
1
1
̶
16th
+5 Ability
Score
Improvement
5
4
3
3
3
2
1
1
1
̶
17th
+6 ̶ 5
4
3
3
3
2
1
1
1
1
18th
+6 Spell
Mastery
5
4
3
3
3
3
1
1
1
1
19th
+6 Ability
Score
Improvement
5
4
3
3
3
3
2
1
1
1
20th
+6 Signature
Spell
5
4
3
3
3
3
2
2
1
1
Spellcasting shown
in
the
Cantrips
Known
column
of
the
Wizard
table.
As
a
student
of
arcane
magic,
you
have
a
spellbook
containing
spells
that
show
the
first
glimmerings
of
Spellbook
your
true
power.
At
1st
level,
you
have
a
spellbook
containing
six
1st-‐‑
level
wizard
spells
of
your
choice.
Your
spellbook
is
Cantrips the
repository
of
the
wizard
spells
you
know,
except
At
1st
level,
you
know
three
cantrips
of
your
choice
your
cantrips,
which
are
fixed
in
your
mind.
from
the
wizard
spell
list.
You
learn
additional
wizard
cantrips
of
your
choice
at
higher
levels,
as
Empowered Evocation
Arcane Traditions Beginning
at
10th
level,
you
can
add
your
The
study
of
wizardry
is
ancient,
stretching
back
to
Intelligence
modifier
to
one
damage
roll
of
any
the
earliest
mortal
discoveries
of
magic.
It
is
firmly
wizard
evocation
spell
you
cast.
established
in
fantasy
gaming
worlds,
with
various
traditions
dedicated
to
its
complex
study.
Overchannel
The
most
common
arcane
traditions
in
the
Starting
at
14th
level,
you
can
increase
the
power
of
multiverse
revolve
around
the
schools
of
magic.
your
simpler
spells.
When
you
cast
a
wizard
spell
of
Wizards
through
the
ages
have
cataloged
thousands
1st
through
5th
level
that
deals
damage,
you
can
deal
of
spells,
grouping
them
into
eight
categories
called
maximum
damage
with
that
spell.
schools.
In
some
places,
these
traditions
are
literally
The
first
time
you
do
so,
you
suffer
no
adverse
schools.
In
other
institutions,
the
schools
are
more
effect.
If
you
use
this
feature
again
before
you
finish
like
academic
departments,
with
rival
faculties
a
long
rest,
you
take
2d12
necrotic
damage
for
each
competing
for
students
and
funding.
Even
wizards
level
of
the
spell,
immediately
after
you
cast
it.
Each
who
train
apprentices
in
the
solitude
of
their
own
time
you
use
this
feature
again
before
finishing
a
towers
use
the
division
of
magic
into
schools
as
a
long
rest,
the
necrotic
damage
per
spell
level
learning
device,
since
the
spells
of
each
school
increases
by
1d12.
This
damage
ignores
resistance
require
mastery
of
different
techniques.
and
immunity.
School of Evocation
You
focus
your
study
on
magic
that
creates
powerful
Your Spellbook
elemental
effects
such
as
bitter
cold,
searing
flame,
The
spells
that
you
add
to
your
spellbook
as
you
gain
levels
rolling
thunder,
crackling
lightning,
and
burning
acid.
reflect
the
arcane
research
you
conduct
on
your
own,
as
well
Some
evokers
find
employment
in
military
forces,
as
intellectual
breakthroughs
you
have
had
about
the
nature
serving
as
artillery
to
blast
enemy
armies
from
afar.
of
the
multiverse.
You
might
find
other
spells
during
your
adventures.
You
could
discover
a
spell
recorded
on
a
scroll
in
Others
use
their
spectacular
power
to
protect
the
an
evil
wizard’s
chest,
for
example,
or
in
a
dusty
tome
in
an
weak,
while
some
seek
their
own
gain
as
bandits,
ancient
library.
adventurers,
or
aspiring
tyrants.
Copying
a
Spell
into
the
Book.
When
you
find
a
wizard
spell
of
1st
level
or
higher,
you
can
add
it
to
your
spellbook
if
Evocation Savant it
is
of
a
spell
level
you
can
prepare
and
if
you
can
spare
the
Beginning
when
you
select
this
school
at
2nd
level,
time
to
decipher
and
copy
it.
the
gold
and
time
you
must
spend
to
copy
an
Copying
that
spell
into
your
spellbook
involves
reproducing
evocation
spell
into
your
spellbook
is
halved.
the
basic
form
of
the
spell,
then
deciphering
the
unique
system
of
notation
used
by
the
wizard
who
wrote
it.
You
Sculpt Spells must
practice
the
spell
until
you
understand
the
sounds
or
Beginning
at
2nd
level,
you
can
create
pockets
of
gestures
required,
then
transcribe
it
into
your
spellbook
using
relative
safety
within
the
effects
of
your
evocation
your
own
notation.
spells.
When
you
cast
an
evocation
spell
that
affects
For
each
level
of
the
spell,
the
process
takes
2
hours
and
other
creatures
that
you
can
see,
you
can
choose
a
costs
50
gp.
The
cost
represents
material
components
you
Armor
Armor
Cost
Armor
Class
(AC)
Strength
Stealth
Weight
Light
Armor
Padded
5
gp
11
+
Dex
modifier
—
Disadvantage
8
lb.
Getting Into and Out of Armor can
use
simple
weapons
with
proficiency.
These
weapons
include
clubs,
maces,
and
other
weapons
The
time
it
takes
to
don
or
doff
armor
depends
on
often
found
in
the
hands
of
commoners.
Martial
the
armor’s
category.
weapons,
including
swords,
axes,
and
polearms,
Don.
This
is
the
time
it
takes
to
put
on
armor.
You
require
more
specialized
training
to
use
effectively.
benefit
from
the
armor’s
AC
only
if
you
take
the
full
Most
warriors
use
martial
weapons
because
these
time
to
don
the
suit
of
armor.
weapons
put
their
fighting
style
and
training
to
best
Doff.
This
is
the
time
it
takes
to
take
off
armor.
If
use.
you
have
help,
reduce
this
time
by
half.
Proficiency
with
a
weapon
allows
you
to
add
your
proficiency
bonus
to
the
attack
roll
for
any
attack
Donning
and
Doffing
Armor
you
make
with
that
weapon.
If
you
make
an
attack
Category
Don
Doff
roll
using
a
weapon
with
which
you
lack
proficiency,
Light
Armor
1
minute
1
minute
you
do
not
add
your
proficiency
bonus
to
the
attack
Medium
Armor
5
minutes
1
minute
roll.
Heavy
Armor
10
minutes
5
minutes
Shield
1
action
1
action
Weapon Properties
Many
weapons
have
special
properties
related
to
Weapons their
use,
as
shown
in
the
Weapons
table.
Your
class
grants
proficiency
in
certain
weapons,
Ammunition.
You
can
use
a
weapon
that
has
the
reflecting
both
the
class’s
focus
and
the
tools
you
are
ammunition
property
to
make
a
ranged
attack
only
if
most
likely
to
use.
Whether
you
favor
a
longsword
or
you
have
ammunition
to
fire
from
the
weapon.
Each
a
longbow,
your
weapon
and
your
ability
to
wield
it
time
you
attack
with
the
weapon,
you
expend
one
effectively
can
mean
the
difference
between
life
and
piece
of
ammunition.
Drawing
the
ammunition
from
death
while
adventuring.
a
quiver,
case,
or
other
container
is
part
of
the
attack
The
Weapons
table
shows
the
most
common
(you
need
a
free
hand
to
load
a
one-‐‑handed
weapon).
weapons
used
in
the
fantasy
gaming
worlds,
their
At
the
end
of
the
battle,
you
can
recover
half
your
price
and
weight,
the
damage
they
deal
when
they
expended
ammunition
by
taking
a
minute
to
search
hit,
and
any
special
properties
they
possess.
Every
the
battlefield.
weapon
is
classified
as
either
melee
or
ranged.
A
If
you
use
a
weapon
that
has
the
ammunition
melee
weapon
is
used
to
attack
a
target
within
5
property
to
make
a
melee
attack,
you
treat
the
feet
of
you,
whereas
a
ranged
weapon
is
used
to
weapon
as
an
improvised
weapon
(see
“Improvised
attack
a
target
at
a
distance.
Weapons”
later
in
the
section).
A
sling
must
be
loaded
to
deal
any
damage
when
used
in
this
way.
Weapon Proficiency
Finesse.
When
making
an
attack
with
a
finesse
weapon,
you
use
your
choice
of
your
Strength
or
Your
race,
class,
and
feats
can
grant
you
proficiency
Dexterity
modifier
for
the
attack
and
damage
rolls.
with
certain
weapons
or
categories
of
weapons.
The
You
must
use
the
same
modifier
for
both
rolls.
two
categories
are
simple
and
martial.
Most
people
Weapons
Name
Cost
Damage
Weight
Properties
Simple
Melee
Weapons
Spellcasting Services
Services
People
who
are
able
to
cast
spells
don’t
fall
into
the
Adventurers
can
pay
nonplayer
characters
to
assist
category
of
ordinary
hirelings.
It
might
be
possible
them
or
act
on
their
behalf
in
a
variety
of
to
find
someone
willing
to
cast
a
spell
in
exchange
circumstances.
Most
such
hirelings
have
fairly
for
coin
or
favors,
but
it
is
rarely
easy
and
no
ordinary
skills,
while
others
are
masters
of
a
craft
or
established
pay
rates
exist.
As
a
rule,
the
higher
the
art,
and
a
few
are
experts
with
specialized
level
of
the
desired
spell,
the
harder
it
is
to
find
adventuring
skills.
someone
who
can
cast
it
and
the
more
it
costs.
Some
of
the
most
basic
types
of
hirelings
appear
Hiring
someone
to
cast
a
relatively
common
spell
on
the
Services
table.
Other
common
hirelings
of
1st
or
2nd
level,
such
as
cure
wounds
or
identify,
is
include
any
of
the
wide
variety
of
people
who
easy
enough
in
a
city
or
town,
and
might
cost
10
to
inhabit
a
typical
town
or
city,
when
the
adventurers
50
gold
pieces
(plus
the
cost
of
any
expensive
pay
them
to
perform
a
specific
task.
For
example,
a
material
components).
Finding
someone
able
and
wizard
might
pay
a
carpenter
to
construct
an
willing
to
cast
a
higher-‐‑level
spell
might
involve
elaborate
chest
(and
its
miniature
replica)
for
use
in
traveling
to
a
large
city,
perhaps
one
with
a
the
secret
chest
spell.
A
fighter
might
commission
a
university
or
prominent
temple.
Once
found,
the
blacksmith
to
forge
a
special
sword.
A
bard
might
spellcaster
might
ask
for
a
service
instead
of
pay
a
tailor
to
make
exquisite
clothing
for
an
payment—the
kind
of
service
that
only
adventurers
upcoming
performance
in
front
of
the
duke.
can
provide,
such
as
retrieving
a
rare
item
from
a
Other
hirelings
provide
more
expert
or
dangerous
dangerous
locale
or
traversing
a
monster-‐‑infested
services.
Mercenary
soldiers
paid
to
help
the
wilderness
to
deliver
something
important
to
a
adventurers
take
on
a
hobgoblin
army
are
hirelings,
distant
settlement.
as
are
sages
hired
to
research
ancient
or
esoteric
lore.
If
a
high-‐‑level
adventurer
establishes
a
stronghold
of
some
kind,
he
or
she
might
hire
a
whole
staff
of
servants
and
agents
to
run
the
place,
from
a
castellan
or
steward
to
menial
laborers
to
keep
the
stables
clean.
These
hirelings
often
enjoy
a
long-‐‑term
contract
that
includes
a
place
to
live
within
the
stronghold
as
part
of
the
offered
compensation.
Grappler
Prerequisite:
Strength
13
or
higher
You’ve
developed
the
skills
necessary
to
hold
your
own
in
close-‐‑quarters
grappling.
You
gain
the
following
benefits:
• You
have
advantage
on
attack
rolls
against
a
creature
you
are
grappling.
• You
can
use
your
action
to
try
to
pin
a
creature
grappled
by
you.
To
do
so,
make
another
grapple
check.
If
you
succeed,
you
and
the
creature
are
both
restrained
until
the
grapple
ends.
Scores
18–19
+4
20–21
+5
22–23
+6
Six
abilities
provide
a
quick
description
of
every
24–25
+7
creature’s
physical
and
mental
characteristics:
26–27
+8
28–29
+9
• Strength,
measuring
physical
power
30
+10
• Dexterity,
measuring
agility
• Constitution,
measuring
endurance
To
determine
an
ability
modifier
without
• Intelligence,
measuring
reasoning
and
memory consulting
the
table,
subtract
10
from
the
ability
• Wisdom,
measuring
perception
and
insight score
and
then
divide
the
total
by
2
(round
down).
• Charisma,
measuring
force
of
personality
Because
ability
modifiers
affect
almost
every
Is
a
character
muscle-‐‑bound
and
insightful?
Brilliant
attack
roll,
ability
check,
and
saving
throw,
ability
and
charming?
Nimble
and
hardy?
Ability
scores
modifiers
come
up
in
play
more
often
than
their
define
these
qualities—a
creature’s
assets
as
well
as
associated
scores.
weaknesses.
The
three
main
rolls
of
the
game—the
ability
check,
the
saving
throw,
and
the
attack
roll—rely
on
Advantage and
the
six
ability
scores.
The
book’s
introduction
describes
the
basic
rule
behind
these
rolls:
roll
a
d20,
Disadvantage
add
an
ability
modifier
derived
from
one
of
the
six
Sometimes
a
special
ability
or
spell
tells
you
that
you
ability
scores,
and
compare
the
total
to
a
target
have
advantage
or
disadvantage
on
an
ability
check,
number.
a
saving
throw,
or
an
attack
roll.
When
that
happens,
you
roll
a
second
d20
when
you
make
the
roll.
Use
the
higher
of
the
two
rolls
if
you
have
advantage,
and
Ability Scores and Modifiers use
the
lower
roll
if
you
have
disadvantage.
For
Each
of
a
creature’s
abilities
has
a
score,
a
number
example,
if
you
have
disadvantage
and
roll
a
17
and
that
defines
the
magnitude
of
that
ability.
An
ability
a
5,
you
use
the
5.
If
you
instead
have
advantage
and
score
is
not
just
a
measure
of
innate
capabilities,
but
roll
those
numbers,
you
use
the
17.
also
encompasses
a
creature’s
training
and
If
multiple
situations
affect
a
roll
and
each
one
competence
in
activities
related
to
that
ability.
grants
advantage
or
imposes
disadvantage
on
it,
you
A
score
of
10
or
11
is
the
normal
human
average,
don’t
roll
more
than
one
additional
d20.
If
two
but
adventurers
and
many
monsters
are
a
cut
above
favorable
situations
grant
advantage,
for
example,
average
in
most
abilities.
A
score
of
18
is
the
highest
you
still
roll
only
one
additional
d20.
that
a
person
usually
reaches.
Adventurers
can
have
If
circumstances
cause
a
roll
to
have
both
scores
as
high
as
20,
and
monsters
and
divine
beings
advantage
and
disadvantage,
you
are
considered
to
can
have
scores
as
high
as
30.
have
neither
of
them,
and
you
roll
one
d20.
This
is
Each
ability
also
has
a
modifier,
derived
from
the
true
even
if
multiple
circumstances
impose
score
and
ranging
from
−5
(for
an
ability
score
of
1)
disadvantage
and
only
one
grants
advantage
or
vice
to
+10
(for
a
score
of
30).
The
Ability
Scores
and
versa.
In
such
a
situation,
you
have
neither
Modifiers
table
notes
the
ability
modifiers
for
the
advantage
nor
disadvantage.
range
of
possible
ability
scores,
from
1
to
30.
When
you
have
advantage
or
disadvantage
and
something
in
the
game,
such
as
the
halfling’s
Lucky
Ability
Scores
and
Modifiers
trait,
lets
you
reroll
the
d20,
you
can
reroll
only
one
Score
Modifier
of
the
dice.
You
choose
which
one.
For
example,
if
a
1
−5 halfling
has
advantage
or
disadvantage
on
an
ability
2–3
−4 check
and
rolls
a
1
and
a
13,
the
halfling
could
use
4–5
−3 the
Lucky
trait
to
reroll
the
1.
6–7
−2
You
usually
gain
advantage
or
disadvantage
8–9
−1 through
the
use
of
special
abilities,
actions,
or
spells.
10–11
+0 Inspiration
can
also
give
a
character
advantage.
The
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
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.
Jumping
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,
Training
You
can
spend
time
between
adventures
learning
a
new
language
or
training
with
a
set
of
tools.
Your
GM
might
allow
additional
training
options.
First,
you
must
find
an
instructor
willing
to
teach
you.
The
GM
determines
how
long
it
takes,
and
whether
one
or
more
ability
checks
are
required.
The
training
lasts
for
250
days
and
costs
1
gp
per
day.
After
you
spend
the
requisite
amount
of
time
and
money,
you
learn
the
new
language
or
gain
proficiency
with
the
new
tool.
Controlling a Mount
While
you’re
mounted,
you
have
two
options.
You
can
either
control
the
mount
or
allow
it
to
act
independently.
Intelligent
creatures,
such
as
dragons,
act
independently.
You
can
control
a
mount
only
if
it
has
been
trained
to
accept
a
rider.
Domesticated
horses,
donkeys,
and
similar
creatures
are
assumed
to
have
such
training.
The
initiative
of
a
controlled
mount
changes
to
match
yours
when
you
mount
it.
It
moves
as
you
direct
it,
and
it
has
only
three
action
options:
Dash,
Disengage,
and
Dodge.
A
controlled
mount
can
move
and
act
even
on
the
turn
that
you
mount
it.
An
independent
mount
retains
its
place
in
the
initiative
order.
Bearing
a
rider
puts
no
restrictions
on
the
actions
the
mount
can
take,
and
it
moves
and
acts
as
it
wishes.
It
might
flee
from
combat,
rush
to
7th Level
Arcane
Sword
Delayed
Blast
Fireball
Etherealness
Finger
of
Death
Forcecage
Magnificent
Mansion
Mirage
Arcane
Plane
Shift
A
shimmering
green
arrow
streaks
toward
a
target
You
set
an
alarm
against
unwanted
intrusion.
within
range
and
bursts
in
a
spray
of
acid.
Make
a
Choose
a
door,
a
window,
or
an
area
within
range
ranged
spell
attack
against
the
target.
On
a
hit,
the
that
is
no
larger
than
a
20-‐‑foot
cube.
Until
the
spell
target
takes
4d4
acid
damage
immediately
and
2d4
ends,
an
alarm
alerts
you
whenever
a
Tiny
or
larger
acid
damage
at
the
end
of
its
next
turn.
On
a
miss,
creature
touches
or
enters
the
warded
area.
When
the
arrow
splashes
the
target
with
acid
for
half
as
you
cast
the
spell,
you
can
designate
creatures
that
much
of
the
initial
damage
and
no
damage
at
the
end
won’t
set
off
the
alarm.
You
also
choose
whether
the
of
its
next
turn.
alarm
is
mental
or
audible.
At
Higher
Levels.
When
you
cast
this
spell
using
a
A
mental
alarm
alerts
you
with
a
ping
in
your
spell
slot
of
3rd
level
or
higher,
the
damage
(both
mind
if
you
are
within
1
mile
of
the
warded
area.
initial
and
later)
increases
by
1d4
for
each
slot
level
This
ping
awakens
you
if
you
are
sleeping.
above
2nd.
An
audible
alarm
produces
the
sound
of
a
hand
bell
for
10
seconds
within
60
feet.
Acid Splash
Conjuration
cantrip Alter Self
2nd-‐‑level
transmutation
Casting
Time:
1
action
Range:
60
feet
Casting
Time:
1
action
Components:
V,
S
Range:
Self
Duration: Instantaneous
Components:
V,
S
Duration:
Concentration,
up
to
1
hour
You
hurl
a
bubble
of
acid.
Choose
one
creature
within
range,
or
choose
two
creatures
within
range
You
assume
a
different
form.
When
you
cast
the
spell,
that
are
within
5
feet
of
each
other.
A
target
must
choose
one
of
the
following
options,
the
effects
of
succeed
on
a
Dexterity
saving
throw
or
take
1d6
acid
which
last
for
the
duration
of
the
spell.
While
the
damage.
spell
lasts,
you
can
end
one
option
as
an
action
to
This
spell’s
damage
increases
by
1d6
when
you
gain
the
benefits
of
a
different
one.
reach
5th
level
(2d6),
11th
level
(3d6),
and
17th
Aquatic
Adaptation.
You
adapt
your
body
to
an
level
(4d6).
aquatic
environment,
sprouting
gills
and
growing
webbing
between
your
fingers.
You
can
breathe
Aid underwater
and
gain
a
swimming
speed
equal
to
2nd-‐‑level
abjuration your
walking
speed.
Change
Appearance.
You
transform
your
Casting
Time:
1
action
appearance.
You
decide
what
you
look
like,
including
Range:
30
feet
your
height,
weight,
facial
features,
sound
of
your
Components:
V,
S,
M
(a
tiny
strip
of
white
cloth)
voice,
hair
length,
coloration,
and
distinguishing
Duration:
8
hours
characteristics,
if
any.
You
can
make
yourself
appear
Your
spell
bolsters
your
allies
with
toughness
and
as
a
member
of
another
race,
though
none
of
your
resolve.
Choose
up
to
three
creatures
within
range.
statistics
change.
You
also
can’t
appear
as
a
creature
Each
target’s
hit
point
maximum
and
current
hit
of
a
different
size
than
you,
and
your
basic
shape
points
increase
by
5
for
the
duration.
stays
the
same;
if
you’re
bipedal,
you
can’t
use
this
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
to
become
quadrupedal,
for
instance.
At
any
spell
slot
of
3rd
level
or
higher,
a
target’s
hit
points
Cloudkill Command
5th-‐‑level
conjuration
1st-‐‑level
enchantment
Casting
Time:
1
action
Casting
Time:
1
action
Range:
120
feet
Range:
60
feet
Components:
V,
S
Components:
V
Duration:
Concentration,
up
to
10
minutes
Duration:
1
round
You
create
a
20-‐‑foot-‐‑radius
sphere
of
poisonous,
You
speak
a
one-‐‑word
command
to
a
creature
you
yellow-‐‑green
fog
centered
on
a
point
you
choose
can
see
within
range.
The
target
must
succeed
on
a
within
range.
The
fog
spreads
around
corners.
It
Wisdom
saving
throw
or
follow
the
command
on
its
lasts
for
the
duration
or
until
strong
wind
disperses
next
turn.
The
spell
has
no
effect
if
the
target
is
the
fog,
ending
the
spell.
Its
area
is
heavily
obscured.
undead,
if
it
doesn’t
understand
your
language,
or
if
When
a
creature
enters
the
spell’s
area
for
the
first
your
command
is
directly
harmful
to
it.
time
on
a
turn
or
starts
its
turn
there,
that
creature
Some
typical
commands
and
their
effects
follow.
must
make
a
Constitution
saving
throw.
The
You
might
issue
a
command
other
than
one
creature
takes
5d8
poison
damage
on
a
failed
save,
described
here.
If
you
do
so,
the
GM
determines
how
or
half
as
much
damage
on
a
successful
one.
Control Weather Casting
Time:
1
reaction,
which
you
take
when
you
8th-‐‑level
transmutation
see
a
creature
within
60
feet
of
you
casting
a
spell
Range:
60
feet
Casting
Time:
10
minutes
Components:
S
Range:
Self
(5-‐‑mile
radius)
Duration:
Instantaneous
Components:
V,
S,
M
(burning
incense
and
bits
of
You
attempt
to
interrupt
a
creature
in
the
process
of
earth
and
wood
mixed
in
water)
casting
a
spell.
If
the
creature
is
casting
a
spell
of
3rd
Duration:
Concentration,
up
to
8
hours
level
or
lower,
its
spell
fails
and
has
no
effect.
If
it
is
You
take
control
of
the
weather
within
5
miles
of
you
casting
a
spell
of
4th
level
or
higher,
make
an
ability
for
the
duration.
You
must
be
outdoors
to
cast
this
check
using
your
spellcasting
ability.
The
DC
equals
spell.
Moving
to
a
place
where
you
don’t
have
a
clear
10
+
the
spell's
level.
On
a
success,
the
creature's
path
to
the
sky
ends
the
spell
early.
spell
fails
and
has
no
effect.
When
you
cast
the
spell,
you
change
the
current
At
Higher
Levels.
When
you
cast
this
spell
using
a
weather
conditions,
which
are
determined
by
the
spell
slot
of
4th
level
or
higher,
the
interrupted
spell
GM
based
on
the
climate
and
season.
You
can
change
has
no
effect
if
its
level
is
less
than
or
equal
to
the
precipitation,
temperature,
and
wind.
It
takes
1d4
×
level
of
the
spell
slot
you
used.
10
minutes
for
the
new
conditions
to
take
effect.
Once
they
do
so,
you
can
change
the
conditions
again.
Create Food and Water
When
the
spell
ends,
the
weather
gradually
returns
3rd-‐‑level
conjuration
to
normal.
Casting
Time:
1
action
When
you
change
the
weather
conditions,
find
a
Range:
30
feet
current
condition
on
the
following
tables
and
change
Components:
V,
S
its
stage
by
one,
up
or
down.
When
changing
the
Duration:
Instantaneous
wind,
you
can
change
its
direction.
You
create
45
pounds
of
food
and
30
gallons
of
Precipitation
water
on
the
ground
or
in
containers
within
range,
Stage
Condition
enough
to
sustain
up
to
fifteen
humanoids
or
five
1
Clear
steeds
for
24
hours.
The
food
is
bland
but
nourishing,
2
Light
clouds
and
spoils
if
uneaten
after
24
hours.
The
water
is
3
Overcast
or
ground
fog
clean
and
doesn’t
go
bad.
4
Rain,
hail,
or
snow
5
Torrential
rain,
driving
hail,
or
blizzard
You
create
up
to
four
torch-‐‑sized
lights
within
range,
Casting
Time:
1
action
making
them
appear
as
torches,
lanterns,
or
glowing
Range:
60
feet
orbs
that
hover
in
the
air
for
the
duration.
You
can
Components:
V,
S
also
combine
the
four
lights
into
one
glowing
Duration:
1
hour
vaguely
humanoid
form
of
Medium
size.
Whichever
A
60-‐‑foot-‐‑radius
sphere
of
light
spreads
out
from
a
form
you
choose,
each
light
sheds
dim
light
in
a
10-‐‑ point
you
choose
within
range.
The
sphere
is
bright
foot
radius.
light
and
sheds
dim
light
for
an
additional
60
feet.
As
a
bonus
action
on
your
turn,
you
can
move
the
If
you
chose
a
point
on
an
object
you
are
holding
lights
up
to
60
feet
to
a
new
spot
within
range.
A
or
one
that
isn’t
being
worn
or
carried,
the
light
light
must
be
within
20
feet
of
another
light
created
shines
from
the
object
and
moves
with
it.
Completely
by
this
spell,
and
a
light
winks
out
if
it
exceeds
the
covering
the
affected
object
with
an
opaque
object,
spell’s
range.
such
as
a
bowl
or
a
helm,
blocks
the
light.
If
any
of
this
spell’s
area
overlaps
with
an
area
of
Darkness darkness
created
by
a
spell
of
3rd
level
or
lower,
the
2nd-‐‑level
evocation
spell
that
created
the
darkness
is
dispelled.
Casting
Time:
1
action
Range:
60
feet
Death Ward
Components:
V,
M
(bat
fur
and
a
drop
of
pitch
or
4th-‐‑level
abjuration
piece
of
coal)
Casting
Time:
1
action
Duration:
Concentration,
up
to
10
minutes
Range:
Touch
Magical
darkness
spreads
from
a
point
you
choose
Components:
V,
S
within
range
to
fill
a
15-‐‑foot-‐‑radius
sphere
for
the
Duration:
8
hours
duration.
The
darkness
spreads
around
corners.
A
You
touch
a
creature
and
grant
it
a
measure
of
creature
with
darkvision
can’t
see
through
this
protection
from
death.
darkness,
and
nonmagical
light
can’t
illuminate
it.
The
first
time
the
target
would
drop
to
0
hit
points
If
the
point
you
choose
is
on
an
object
you
are
as
a
result
of
taking
damage,
the
target
instead
drops
holding
or
one
that
isn’t
being
worn
or
carried,
the
to
1
hit
point,
and
the
spell
ends.
darkness
emanates
from
the
object
and
moves
with
If
the
spell
is
still
in
effect
when
the
target
is
it.
Completely
covering
the
source
of
the
darkness
subjected
to
an
effect
that
would
kill
it
with
an
opaque
object,
such
as
a
bowl
or
a
helm,
instantaneously
without
dealing
damage,
that
effect
blocks
the
darkness.
is
instead
negated
against
the
target,
and
the
spell
If
any
of
this
spell’s
area
overlaps
with
an
area
of
ends.
light
created
by
a
spell
of
2nd
level
or
lower,
the
spell
that
created
the
light
is
dispelled.
Delayed Blast Fireball
7th-‐‑level
evocation
Casting
Time:
1
action
Casting
Time:
1
action
You
teleport
yourself
from
your
current
location
to
Range:
Self
any
other
spot
within
range.
You
arrive
at
exactly
Components:
V,
S,
M
(a
copper
piece)
the
spot
desired.
It
can
be
a
place
you
can
see,
one
Duration:
Concentration,
up
to
1
minute
you
can
visualize,
or
one
you
can
describe
by
stating
distance
and
direction,
such
as
“200
feet
straight
For
the
duration,
you
can
read
the
thoughts
of
downward”
or
“upward
to
the
northwest
at
a
45-‐‑
certain
creatures.
When
you
cast
the
spell
and
as
degree
angle,
300
feet.”
your
action
on
each
turn
until
the
spell
ends,
you
can
You
can
bring
along
objects
as
long
as
their
weight
focus
your
mind
on
any
one
creature
that
you
can
doesn’t
exceed
what
you
can
carry.
You
can
also
see
within
30
feet
of
you.
If
the
creature
you
choose
bring
one
willing
creature
of
your
size
or
smaller
has
an
Intelligence
of
3
or
lower
or
doesn’t
speak
who
is
carrying
gear
up
to
its
carrying
capacity.
The
any
language,
the
creature
is
unaffected.
creature
must
be
within
5
feet
of
you
when
you
cast
You
initially
learn
the
surface
thoughts
of
the
this
spell.
creature—what
is
most
on
its
mind
in
that
moment.
If
you
would
arrive
in
a
place
already
occupied
by
As
an
action,
you
can
either
shift
your
attention
to
an
object
or
a
creature,
you
and
any
creature
another
creature’s
thoughts
or
attempt
to
probe
traveling
with
you
each
take
4d6
force
damage,
and
deeper
into
the
same
creature’s
mind.
If
you
probe
the
spell
fails
to
teleport
you.
deeper,
the
target
must
make
a
Wisdom
saving
throw.
If
it
fails,
you
gain
insight
into
its
reasoning
(if
Disguise Self
any),
its
emotional
state,
and
something
that
looms
1st-‐‑level
illusion
large
in
its
mind
(such
as
something
it
worries
over,
loves,
or
hates).
If
it
succeeds,
the
spell
ends.
Either
Casting
Time:
1
action
way,
the
target
knows
that
you
are
probing
into
its
Range:
Self
mind,
and
unless
you
shift
your
attention
to
another
Components:
V,
S
creature’s
thoughts,
the
creature
can
use
its
action
Duration:
1
hour
on
its
turn
to
make
an
Intelligence
check
contested
You
make
yourself—including
your
clothing,
armor,
by
your
Intelligence
check;
if
it
succeeds,
the
spell
weapons,
and
other
belongings
on
your
person—
ends.
look
different
until
the
spell
ends
or
until
you
use
Questions
verbally
directed
at
the
target
creature
your
action
to
dismiss
it.
You
can
seem
1
foot
shorter
naturally
shape
the
course
of
its
thoughts,
so
this
or
taller
and
can
appear
thin,
fat,
or
in
between.
You
spell
is
particularly
effective
as
part
of
an
can’t
change
your
body
type,
so
you
must
adopt
a
interrogation.
form
that
has
the
same
basic
arrangement
of
limbs.
You
can
also
use
this
spell
to
detect
the
presence
Otherwise,
the
extent
of
the
illusion
is
up
to
you.
of
thinking
creatures
you
can’t
see.
When
you
cast
The
changes
wrought
by
this
spell
fail
to
hold
up
the
spell
or
as
your
action
during
the
duration,
you
to
physical
inspection.
For
example,
if
you
use
this
can
search
for
thoughts
within
30
feet
of
you.
The
spell
to
add
a
hat
to
your
outfit,
objects
pass
through
spell
can
penetrate
barriers,
but
2
feet
of
rock,
2
the
hat,
and
anyone
who
touches
it
would
feel
inches
of
any
metal
other
than
lead,
or
a
thin
sheet
of
nothing
or
would
feel
your
head
and
hair.
If
you
use
lead
blocks
you.
You
can’t
detect
a
creature
with
an
this
spell
to
appear
thinner
than
you
are,
the
hand
of
Intelligence
of
3
or
lower
or
one
that
doesn’t
speak
someone
who
reaches
out
to
touch
you
would
bump
any
language.
into
you
while
it
was
seemingly
still
in
midair.
Once
you
detect
the
presence
of
a
creature
in
this
To
discern
that
you
are
disguised,
a
creature
can
way,
you
can
read
its
thoughts
for
the
rest
of
the
use
its
action
to
inspect
your
appearance
and
must
duration
as
described
above,
even
if
you
can’t
see
it,
succeed
on
an
Intelligence
(Investigation)
check
but
it
must
still
be
within
range.
against
your
spell
save
DC.
Dimension Door Disintegrate
4th-‐‑level
conjuration
6th-‐‑level
transmutation
Casting
Time:
1
action
Casting
Time:
1
action
Range:
500
feet
Range:
60
feet
Bolstering
yourself
with
a
necromantic
facsimile
of
You
blast
the
mind
of
a
creature
that
you
can
see
life,
you
gain
1d4
+
4
temporary
hit
points
for
the
within
range,
attempting
to
shatter
its
intellect
and
duration.
personality.
The
target
takes
4d6
psychic
damage
At
Higher
Levels.
When
you
cast
this
spell
using
a
and
must
make
an
Intelligence
saving
throw.
spell
slot
of
2nd
level
or
higher,
you
gain
5
additional
On
a
failed
save,
the
creature’s
Intelligence
and
temporary
hit
points
for
each
slot
level
above
1st.
Charisma
scores
become
1.
The
creature
can’t
cast
spells,
activate
magic
items,
understand
language,
or
Fear communicate
in
any
intelligible
way.
The
creature
3rd-‐‑level
illusion
can,
however,
identify
its
friends,
follow
them,
and
even
protect
them.
Casting
Time:
1
action
At
the
end
of
every
30
days,
the
creature
can
Range:
Self
(30-‐‑foot
cone)
repeat
its
saving
throw
against
this
spell.
If
it
Components:
V,
S,
M
(a
white
feather
or
the
heart
of
succeeds
on
its
saving
throw,
the
spell
ends.
a
hen)
The
spell
can
also
be
ended
by
greater
restoration,
Duration:
Concentration,
up
to
1
minute
heal,
or
wish.
You
project
a
phantasmal
image
of
a
creature’s
worst
fears.
Each
creature
in
a
30-‐‑foot
cone
must
succeed
on
a
Wisdom
saving
throw
or
drop
Casting
Time:
1
hour
You
summon
a
spirit
that
assumes
the
form
of
an
Range:
10
feet
unusually
intelligent,
strong,
and
loyal
steed,
Components:
V,
S,
M
(10
gp
worth
of
charcoal,
creating
a
long-‐‑lasting
bond
with
it.
Appearing
in
an
incense,
and
herbs
that
must
be
consumed
by
fire
in
unoccupied
space
within
range,
the
steed
takes
on
a
a
brass
brazier)
form
that
you
choose:
a
warhorse,
a
pony,
a
camel,
Duration:
Instantaneous
an
elk,
or
a
mastiff.
(Your
GM
might
allow
other
You
gain
the
service
of
a
familiar,
a
spirit
that
takes
animals
to
be
summoned
as
steeds.)
The
steed
has
an
animal
form
you
choose:
bat,
cat,
crab,
frog
(toad),
the
statistics
of
the
chosen
form,
though
it
is
a
hawk,
lizard,
octopus,
owl,
poisonous
snake,
fish
celestial,
fey,
or
fiend
(your
choice)
instead
of
its
(quipper),
rat,
raven,
sea
horse,
spider,
or
weasel.
normal
type.
Additionally,
if
your
steed
has
an
Appearing
in
an
unoccupied
space
within
range,
the
Intelligence
of
5
or
less,
its
Intelligence
becomes
6,
familiar
has
the
statistics
of
the
chosen
form,
though
and
it
gains
the
ability
to
understand
one
language
of
it
is
a
celestial,
fey,
or
fiend
(your
choice)
instead
of
a
your
choice
that
you
speak.
beast.
Your
steed
serves
you
as
a
mount,
both
in
combat
Your
familiar
acts
independently
of
you,
but
it
and
out,
and
you
have
an
instinctive
bond
with
it
always
obeys
your
commands.
In
combat,
it
rolls
its
that
allows
you
to
fight
as
a
seamless
unit.
While
own
initiative
and
acts
on
its
own
turn.
A
familiar
mounted
on
your
steed,
you
can
make
any
spell
you
can't
attack,
but
it
can
take
other
actions
as
normal.
cast
that
targets
only
you
also
target
your
steed.
When
the
familiar
drops
to
0
hit
points,
it
When
the
steed
drops
to
0
hit
points,
it
disappears,
disappears,
leaving
behind
no
physical
form.
It
leaving
behind
no
physical
form.
You
can
also
reappears
after
you
cast
this
spell
again
dismiss
your
steed
at
any
time
as
an
action,
causing
While
your
familiar
is
within
100
feet
of
you,
you
it
to
disappear.
In
either
case,
casting
this
spell
again
can
communicate
with
it
telepathically.
Additionally,
summons
the
same
steed,
restored
to
its
hit
point
as
an
action,
you
can
see
through
your
familiar's
maximum.
eyes
and
hear
what
it
hears
until
the
start
of
your
While
your
steed
is
within
1
mile
of
you,
you
can
next
turn,
gaining
the
benefits
of
any
special
senses
communicate
with
it
telepathically.
that
the
familiar
has.
During
this
time,
you
are
deaf
You
can’t
have
more
than
one
steed
bonded
by
and
blind
with
regard
to
your
own
senses.
this
spell
at
a
time.
As
an
action,
you
can
release
the
As
an
action,
you
can
temporarily
dismiss
your
steed
from
its
bond
at
any
time,
causing
it
to
familiar.
It
disappears
into
a
pocket
dimension
disappear.
where
it
awaits
your
summons.
Alternatively,
you
can
dismiss
it
forever.
As
an
action
while
it
is
Find the Path
temporarily
dismissed,
you
can
cause
it
to
reappear
6th-‐‑level
divination
in
any
unoccupied
space
within
30
feet
of
you.
Casting
Time:
1
minute
You
can't
have
more
than
one
familiar
at
a
time.
If
Range:
Self
you
cast
this
spell
while
you
already
have
a
familiar,
Components:
V,
S,
M
(a
set
of
divinatory
tools—
you
instead
cause
it
to
adopt
a
new
form.
Choose
one
such
as
bones,
ivory
sticks,
cards,
teeth,
or
carved
of
the
forms
from
the
above
list.
Your
familiar
runes—worth
100
gp
and
an
object
from
the
transforms
into
the
chosen
creature.
location
you
wish
to
find)
Finally,
when
you
cast
a
spell
with
a
range
of
touch,
Duration:
Concentration,
up
to
1
day
your
familiar
can
deliver
the
spell
as
if
it
had
cast
the
spell.
Your
familiar
must
be
within
100
feet
of
you,
This
spell
allows
you
to
find
the
shortest,
most
direct
and
it
must
use
its
reaction
to
deliver
the
spell
when
physical
route
to
a
specific
fixed
location
that
you
you
cast
it.
If
the
spell
requires
an
attack
roll,
you
use
are
familiar
with
on
the
same
plane
of
existence.
If
your
attack
modifier
for
the
roll.
you
name
a
destination
on
another
plane
of
existence,
a
destination
that
moves
(such
as
a
mobile
Find Steed fortress),
or
a
destination
that
isn’t
specific
(such
as
2nd-‐‑level
conjuration
“a
green
dragon’s
lair”),
the
spell
fails.
For
the
duration,
as
long
as
you
are
on
the
same
Casting
Time:
10
minutes
plane
of
existence
as
the
destination,
you
know
how
Range:
30
feet
far
it
is
and
in
what
direction
it
lies.
While
you
are
Mage Armor • The
creature
can’t
willingly
enter
the
cylinder
by
nonmagical
means.
If
the
creature
tries
to
use
1st-‐‑level
abjuration
teleportation
or
interplanar
travel
to
do
so,
it
must
Casting
Time:
1
action
first
succeed
on
a
Charisma
saving
throw.
Range:
Touch
• The
creature
has
disadvantage
on
attack
rolls
Components:
V,
S,
M
(a
piece
of
cured
leather)
against
targets
within
the
cylinder.
Duration:
8
hours
• Targets
within
the
cylinder
can’t
be
charmed,
You
touch
a
willing
creature
who
isn’t
wearing
frightened,
or
possessed
by
the
creature.
armor,
and
a
protective
magical
force
surrounds
it
When
you
cast
this
spell,
you
can
elect
to
cause
its
until
the
spell
ends.
The
target’s
base
AC
becomes
13
magic
to
operate
in
the
reverse
direction,
preventing
+ its
Dexterity
modifier.
The
spell
ends
if
the
target a
creature
of
the
specified
type
from
leaving
the
dons
armor
or
if
you
dismiss
the
spell
as
an
action. cylinder
and
protecting
targets
outside
it.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Mage Hand spell
slot
of
4th
level
or
higher,
the
duration
Conjuration
cantrip
increases
by
1
hour
for
each
slot
level
above
3rd.
Casting
Time:
1
action
Magic Jar
Range:
30
feet
6th-‐‑level
necromancy
Components:
V,
S
Duration:
1
minute
Casting
Time:
1
minute
Range:
Self
A
spectral,
floating
hand
appears
at
a
point
you
Components:
V,
S,
M
(a
gem,
crystal,
reliquary,
or
choose
within
range.
The
hand
lasts
for
the
duration
some
other
ornamental
container
worth
at
least
or
until
you
dismiss
it
as
an
action.
The
hand
500
gp)
vanishes
if
it
is
ever
more
than
30
feet
away
from
Duration:
Until
dispelled
you
or
if
you
cast
this
spell
again.
Protection from Energy All
nonmagical
food
and
drink
within
a
5-‐‑foot-‐‑radius
sphere
centered
on
a
point
of
your
choice
within
3rd-‐‑level
abjuration
range
is
purified
and
rendered
free
of
poison
and
Casting
Time:
1
action
disease.
Range:
Touch
Components:
V,
S
Raise Dead
Duration:
Concentration,
up
to
1
hour
5th-‐‑level
necromancy
For
the
duration,
the
willing
creature
you
touch
has
Casting
Time:
1
hour
resistance
to
one
damage
type
of
your
choice:
acid,
Range:
Touch
cold,
fire,
lightning,
or
thunder.
Components:
V,
S,
M
(a
diamond
worth
at
least
500
gp,
which
the
spell
consumes)
Protection from Evil and Good Duration:
Instantaneous
1st-‐‑level
abjuration
You
return
a
dead
creature
you
touch
to
life,
Casting
Time:
1
action
provided
that
it
has
been
dead
no
longer
than
10
Range:
Touch
days.
If
the
creature’s
soul
is
both
willing
and
at
Components:
V,
S,
M
(holy
water
or
powdered
silver
liberty
to
rejoin
the
body,
the
creature
returns
to
life
and
iron,
which
the
spell
consumes)
with
1
hit
point.
Duration:
Concentration
up
to
10
minutes
This
spell
also
neutralizes
any
poisons
and
cures
nonmagical
diseases
that
affected
the
creature
at
the
Until
the
spell
ends,
one
willing
creature
you
touch
is
time
it
died.
This
spell
doesn’t,
however,
remove
protected
against
certain
types
of
creatures:
magical
diseases,
curses,
or
similar
effects;
if
these
aberrations,
celestials,
elementals,
fey,
fiends,
and
aren’t
first
removed
prior
to
casting
the
spell,
they
undead.
take
effect
when
the
creature
returns
to
life.
The
The
protection
grants
several
benefits.
Creatures
spell
can’t
return
an
undead
creature
to
life.
of
those
types
have
disadvantage
on
attack
rolls
This
spell
closes
all
mortal
wounds,
but
it
doesn’t
against
the
target.
The
target
also
can’t
be
charmed,
restore
missing
body
parts.
If
the
creature
is
lacking
frightened,
or
possessed
by
them.
If
the
target
is
body
parts
or
organs
integral
for
its
survival—its
already
charmed,
frightened,
or
possessed
by
such
a
head,
for
instance—the
spell
automatically
fails.
creature,
the
target
has
advantage
on
any
new
Coming
back
from
the
dead
is
an
ordeal.
The
saving
throw
against
the
relevant
effect.
target
takes
a
−4
penalty
to
all
attack
rolls,
saving
Protection from Poison throws,
and
ability
checks.
Every
time
the
target
finishes
a
long
rest,
the
penalty
is
reduced
by
1
until
2nd-‐‑level
abjuration
it
disappears.
Casting
Time:
1
action
Resurrection Revivify
7th-‐‑level
necromancy
3rd-‐‑level
necromancy
Casting
Time:
1
hour
Casting
Time:
1
action
Range:
Touch
Range:
Touch
Components:
V,
S,
M
(a
diamond
worth
at
least
Components:
V,
S,
M
(diamonds
worth
300
gp,
1,000
gp,
which
the
spell
consumes)
which
the
spell
consumes)
Duration:
Instantaneous
Duration:
Instantaneous
Curing Madness
A
calm
emotions
spell
can
suppress
the
effects
of
madness,
while
a
lesser
restoration
spell
can
rid
a
character
of
a
short-‐‑term
or
long-‐‑term
madness.
Depending
on
the
source
of
the
madness,
remove
curse
or
dispel
evil
might
also
prove
effective.
A
greater
restoration
spell
or
more
powerful
magic
is
required
to
rid
a
character
of
indefinite
madness.
This
slender
taper
is
dedicated
to
a
deity
and
shares
You
can
speak
the
carpet’s
command
word
as
an
that
deity’s
alignment.
The
candle’s
alignment
can
be
action
to
make
the
carpet
hover
and
fly.
It
moves
detected
with
the
detect
evil
and
good
spell.
The
GM
according
to
your
spoken
directions,
provided
that
chooses
the
god
and
associated
alignment
or
you
are
within
30
feet
of
it.
determines
the
alignment
randomly.
Four
sizes
of
carpet
of
flying
exist.
The
GM
chooses
the
size
of
a
given
carpet
or
determines
it
randomly.
d20
Alignment
1–2
Chaotic
evil
d100
Size
Capacity
Flying
Speed
3–4
Chaotic
neutral
01–20
3
ft.
×
5
ft.
200
lb.
80
feet
5–7
Chaotic
good
21–55
4
ft.
×
6
ft.
400
lb.
60
feet
8–9
Neutral
evil
56–80
5
ft.
×
7
ft.
600
lb.
40
feet
10–11
Neutral
81–100
6
ft.
×
9
ft.
800
lb.
30
feet
12–13
Neutral
good
14–15
Lawful
evil
A
carpet
can
carry
up
to
twice
the
weight
shown
16–17
Lawful
neutral
on
the
table,
but
it
flies
at
half
speed
if
it
carries
18–20
Lawful
good
more
than
its
normal
capacity.
The
candle’s
magic
is
activated
when
the
candle
is
Censer of Controlling Air Elementals
lit,
which
requires
an
action.
After
burning
for
4
Wondrous
item,
rare
hours,
the
candle
is
destroyed.
You
can
snuff
it
out
While
incense
is
burning
in
this
censer,
you
can
use
early
for
use
at
a
later
time.
Deduct
the
time
it
an
action
to
speak
the
censer’s
command
word
and
burned
in
increments
of
1
minute
from
the
candle’s
summon
an
air
elemental,
as
if
you
had
cast
the
total
burn
time.
conjure
elemental
spell.
The
censer
can’t
be
used
this
While
lit,
the
candle
sheds
dim
light
in
a
30-‐‑foot
way
again
until
the
next
dawn.
radius.
Any
creature
within
that
light
whose
This
6-‐‑inch-‐‑wide,
1-‐‑foot-‐‑high
vessel
resembles
a
alignment
matches
that
of
the
candle
makes
attack
chalice
with
a
decorated
lid.
It
weighs
1
pound.
rolls,
saving
throws,
and
ability
checks
with
advantage.
In
addition,
a
cleric
or
druid
in
the
light
Chime of Opening
whose
alignment
matches
the
candle’s
can
cast
1st-‐‑
Wondrous
item,
rare
level
spells
he
or
she
has
prepared
without
expending
spell
slots,
though
the
spell’s
effect
is
as
if
This
hollow
metal
tube
measures
about
1
foot
long
cast
with
a
1st-‐‑level
slot.
and
weighs
1
pound.
You
can
strike
it
as
an
action,
pointing
it
at
an
object
within
120
feet
of
you
that
can
be
opened,
such
as
a
door,
lid,
or
lock.
The
chime
Circlet of Blasting You
gain
a
+1
bonus
to
AC
and
saving
throws
while
you
wear
this
cloak.
Wondrous
item,
uncommon
While
wearing
this
circlet,
you
can
use
an
action
to
Cloak of the Bat
cast
the
scorching
ray
spell
with
it.
When
you
make
Wondrous
item,
rare
(requires
attunement)
the
spell’s
attacks,
you
do
so
with
an
attack
bonus
of
While
wearing
this
cloak,
you
have
advantage
on
+5.
The
circlet
can’t
be
used
this
way
again
until
the
Dexterity
(Stealth)
checks.
In
an
area
of
dim
light
or
next
dawn.
darkness,
you
can
grip
the
edges
of
the
cloak
with
Cloak of Arachnida both
hands
and
use
it
to
fly
at
a
speed
of
40
feet.
If
you
ever
fail
to
grip
the
cloak’s
edges
while
flying
in
Wondrous
item,
very
rare
(requires
attunement)
this
way,
or
if
you
are
no
longer
in
dim
light
or
This
fine
garment
is
made
of
black
silk
interwoven
darkness,
you
lose
this
flying
speed.
with
faint
silvery
threads.
While
wearing
it,
you
gain
While
wearing
the
cloak
in
an
area
of
dim
light
or
the
following
benefits:
darkness,
you
can
use
your
action
to
cast
polymorph
on
yourself,
transforming
into
a
bat.
While
you
are
in
• You
have
resistance
to
poison
damage.
the
form
of
the
bat,
you
retain
your
Intelligence,
• You
have
a
climbing
speed
equal
to
your
walking Wisdom,
and
Charisma
scores.
The
cloak
can’t
be
speed. used
this
way
again
until
the
next
dawn.
• You
can
move
up,
down,
and
across
vertical
surfaces
and
upside
down
along
ceilings,
while Cloak of the Manta Ray
leaving
your
hands
free. Wondrous
item,
uncommon
• You
can’t
be
caught
in
webs
of
any
sort
and
can
move
through
webs
as
if
they
were
difficult
terrain. While
wearing
this
cloak
with
its
hood
up,
you
can
• You
can
use
an
action
to
cast
the
web
spell
(save breathe
underwater,
and
you
have
a
swimming
DC
13).
The
web
created
by
the
spell
fills
twice
its speed
of
60
feet.
Pulling
the
hood
up
or
down
normal
area.
Once
used,
this
property
of
the
cloak requires
an
action.
can’t
be
used
again
until
the
next
dawn.
Crystal Ball
Cloak of Displacement Wondrous
item,
very
rare
or
legendary
(requires
Wondrous
item,
rare
(requires
attunement)
attunement)
While
you
wear
this
cloak,
it
projects
an
illusion
that
The
typical
crystal
ball,
a
very
rare
item,
is
about
6
makes
you
appear
to
be
standing
in
a
place
near
inches
in
diameter.
While
touching
it,
you
can
cast
your
actual
location,
causing
any
creature
to
have
the
scrying
spell
(save
DC
17)
with
it.
disadvantage
on
attack
rolls
against
you.
If
you
take
The
following
crystal
ball
variants
are
legendary
damage,
the
property
ceases
to
function
until
the
items
and
have
additional
properties.
start
of
your
next
turn.
This
property
is
suppressed
Crystal
Ball
of
Mind
Reading.
You
can
use
an
while
you
are
incapacitated,
restrained,
or
otherwise
action
to
cast
the
detect
thoughts
spell
(save
DC
17)
unable
to
move.
while
you
are
scrying
with
the
crystal
ball,
targeting
creatures
you
can
see
within
30
feet
of
the
spell’s
Cloak of Elvenkind sensor.
You
don’t
need
to
concentrate
on
this
detect
Wondrous
item,
uncommon
(requires
attunement)
thoughts
to
maintain
it
during
its
duration,
but
it
ends
if
scrying
ends.
While
you
wear
this
cloak
with
its
hood
up,
Wisdom
Crystal
Ball
of
Telepathy.
While
scrying
with
the
(Perception)
checks
made
to
see
you
have
crystal
ball,
you
can
communicate
telepathically
with
disadvantage,
and
you
have
advantage
on
Dexterity
creatures
you
can
see
within
30
feet
of
the
spell’s
(Stealth)
checks
made
to
hide,
as
the
cloak’s
color
sensor.
You
can
also
use
an
action
to
cast
the
suggestion
spell
(save
DC
17)
through
the
sensor
on
You
can
use
an
action
to
place
these
shackles
on
an
Dust of Disappearance
incapacitated
creature.
The
shackles
adjust
to
fit
a
Wondrous
item,
uncommon
creature
of
Small
to
Large
size.
In
addition
to
serving
as
mundane
manacles,
the
shackles
prevent
a
Found
in
a
small
packet,
this
powder
resembles
very
creature
bound
by
them
from
using
any
method
of
fine
sand.
There
is
enough
of
it
for
one
use.
When
extradimensional
movement,
including
teleportation
you
use
an
action
to
throw
the
dust
into
the
air,
you
or
travel
to
a
different
plane
of
existence.
They
don’t
and
each
creature
and
object
within
10
feet
of
you
prevent
the
creature
from
passing
through
an
become
invisible
for
2d4
minutes.
The
duration
is
interdimensional
portal.
the
same
for
all
subjects,
and
the
dust
is
consumed
You
and
any
creature
you
designate
when
you
use
when
its
magic
takes
effect.
If
a
creature
affected
by
the
shackles
can
use
an
action
to
remove
them.
Once
the
dust
attacks
or
casts
a
spell,
the
invisibility
ends
every
30
days,
the
bound
creature
can
make
a
DC
30
for
that
creature.
Strength
(Athletics)
check.
On
a
success,
the
creature
breaks
free
and
destroys
the
shackles.
Dust of Dryness
Wondrous
item,
uncommon
Dragon Scale Mail This
small
packet
contains
1d6
+
4
pinches
of
dust.
Armor
(scale
mail),
very
rare
(requires
attunement)
You
can
use
an
action
to
sprinkle
a
pinch
of
it
over
Dragon
scale
mail
is
made
of
the
scales
of
one
kind
of
water.
The
dust
turns
a
cube
of
water
15
feet
on
a
dragon.
Sometimes
dragons
collect
their
cast-‐‑off
side
into
one
marble-‐‑sized
pellet,
which
floats
or
scales
and
gift
them
to
humanoids.
Other
times,
rests
near
where
the
dust
was
sprinkled.
The
pellet’s
hunters
carefully
skin
and
preserve
the
hide
of
a
weight
is
negligible.
dead
dragon.
In
either
case,
dragon
scale
mail
is
Someone
can
use
an
action
to
smash
the
pellet
highly
valued.
against
a
hard
surface,
causing
the
pellet
to
shatter
While
wearing
this
armor,
you
gain
a
+1
bonus
to
and
release
the
water
the
dust
absorbed.
Doing
so
AC,
you
have
advantage
on
saving
throws
against
the
ends
that
pellet’s
magic.
Frightful
Presence
and
breath
weapons
of
dragons,
An
elemental
composed
mostly
of
water
that
is
and
you
have
resistance
to
one
damage
type
that
is
exposed
to
a
pinch
of
the
dust
must
make
a
DC
13
determined
by
the
kind
of
dragon
that
provided
the
Constitution
saving
throw,
taking
10d6
necrotic
scales
(see
the
table).
damage
on
a
failed
save,
or
half
as
much
damage
on
Additionally,
you
can
focus
your
senses
as
an
a
successful
one.
action
to
magically
discern
the
distance
and
direction
to
the
closest
dragon
within
30
miles
of
Dust of Sneezing and Choking
you
that
is
of
the
same
type
as
the
armor.
This
Wondrous
item,
uncommon
special
action
can’t
be
used
again
until
the
next
Found
in
a
small
container,
this
powder
resembles
dawn.
very
fine
sand.
It
appears
to
be
dust
of
disappearance,
Dragon
Resistance
Dragon
Resistance
and
an
identify
spell
reveals
it
to
be
such.
There
is
Black
Acid
Gold
Fire
enough
of
it
for
one
use.
Blue
Lightning
Green
Poison
When
you
use
an
action
to
throw
a
handful
of
the
Brass
Fire
Red
Fire
dust
into
the
air,
you
and
each
creature
that
needs
to
Bronze
Lightning
Silver
Cold
breathe
within
30
feet
of
you
must
succeed
on
a
DC
Copper
Acid
White
Cold
15
Constitution
saving
throw
or
become
unable
to
breathe,
while
sneezing
uncontrollably.
A
creature
Dragon Slayer affected
in
this
way
is
incapacitated
and
suffocating.
Weapon
(any
sword),
rare
As
long
as
it
is
conscious,
a
creature
can
repeat
the
You
gain
a
+1
bonus
to
attack
and
damage
rolls
saving
throw
at
the
end
of
each
of
its
turns,
ending
made
with
this
magic
weapon.
the
effect
on
it
on
a
success.
The
lesser
restoration
When
you
hit
a
dragon
with
this
weapon,
the
spell
can
also
end
the
effect
on
a
creature.
dragon
takes
an
extra
3d6
damage
of
the
weapon’s
type.
For
the
purpose
of
this
weapon,
“dragon”
When
you
drink
this
potion,
you
gain
a
flying
speed
Potions
of
Healing
equal
to
your
walking
speed
for
1
hour
and
can
Potion
of
…
Rarity
HP
Regained
hover.
If
you’re
in
the
air
when
the
potion
wears
off,
Healing
Common
2d4
+
2
you
fall
unless
you
have
some
other
means
of
staying
Greater
healing
Uncommon
4d4
+
4
aloft.
This
potion’s
clear
liquid
floats
at
the
top
of
its
Superior
healing
Rare
8d4
+
8
container
and
has
cloudy
white
impurities
drifting
in
Supreme
healing
Very
rare
10d4
+
20
it.
Potion of Heroism
Potion of Gaseous Form Potion,
rare
Potion,
rare
For
1
hour
after
drinking
it,
you
gain
10
temporary
When
you
drink
this
potion,
you
gain
the
effect
of
the
hit
points
that
last
for
1
hour.
For
the
same
duration,
gaseous
form
spell
for
1
hour
(no
concentration
you
are
under
the
effect
of
the
bless
spell
(no
required)
or
until
you
end
the
effect
as
a
bonus
concentration
required).
This
blue
potion
bubbles
action.
This
potion’s
container
seems
to
hold
fog
that
and
steams
as
if
boiling.
moves
and
pours
like
water.
Potion of Invisibility
Potion of Giant Strength Potion,
very
rare
Potion,
rarity
varies
This
potion’s
container
looks
empty
but
feels
as
When
you
drink
this
potion,
your
Strength
score
though
it
holds
liquid.
When
you
drink
it,
you
changes
for
1
hour.
The
type
of
giant
determines
the
become
invisible
for
1
hour.
Anything
you
wear
or
score
(see
the
table
below).
The
potion
has
no
effect
carry
is
invisible
with
you.
The
effect
ends
early
if
on
you
if
your
Strength
is
equal
to
or
greater
than
you
attack
or
cast
a
spell.
that
score.
This
potion’s
transparent
liquid
has
floating
in
it
a
Potion of Mind Reading
sliver
of
fingernail
from
a
giant
of
the
appropriate
Potion,
rare
type.
The
potion
of
frost
giant
strength
and
the
potion
When
you
drink
this
potion,
you
gain
the
effect
of
the
of
stone
giant
strength
have
the
same
effect.
detect
thoughts
spell
(save
DC
13).
The
potion’s
Type
of
Giant
Strength
Rarity
dense,
purple
liquid
has
an
ovoid
cloud
of
pink
Hill
giant
21
Uncommon
floating
in
it.
Frost/stone
giant
23
Rare
Fire
giant
25
Rare
Potion of Poison
Cloud
giant
27
Very
rare
Potion,
uncommon
Storm
giant
29
Legendary
This
concoction
looks,
smells,
and
tastes
like
a
potion
Potion of Growth of
healing
or
other
beneficial
potion.
However,
it
is
Potion,
uncommon
actually
poison
masked
by
illusion
magic.
An
identify
spell
reveals
its
true
nature.
When
you
drink
this
potion,
you
gain
the
“enlarge”
If
you
drink
it,
you
take
3d6
poison
damage,
and
effect
of
the
enlarge/reduce
spell
for
1d4
hours
(no
you
must
succeed
on
a
DC
13
Constitution
saving
concentration
required).
The
red
in
the
potion’s
throw
or
be
poisoned.
At
the
start
of
each
of
your
liquid
continuously
expands
from
a
tiny
bead
to
turns
while
you
are
poisoned
in
this
way,
you
take
color
the
clear
liquid
around
it
and
then
contracts.
3d6
poison
damage.
At
the
end
of
each
of
your
turns,
Shaking
the
bottle
fails
to
interrupt
this
process.
you
can
repeat
the
saving
throw.
On
a
successful
save,
the
poison
damage
you
take
on
your
Potion of Healing subsequent
turns
decreases
by
1d6.
The
poison
ends
Potion,
rarity
varies
when
the
damage
decreases
to
0.
You
regain
hit
points
when
you
drink
this
potion.
The
number
of
hit
points
depends
on
the
potion’s
rarity,
as
shown
in
the
Potions
of
Healing
table.
This
ring
has
3
charges,
and
it
regains
1d3
expended
This
robe
is
adorned
with
eyelike
patterns.
While
charges
daily
at
dawn.
While
wearing
the
ring,
you
you
wear
the
robe,
you
gain
the
following
benefits:
can
use
an
action
to
expend
1
to
3
of
its
charges
to
• The
robe
lets
you
see
in
all
directions,
and
you
attack
one
creature
you
can
see
within
60
feet
of
you.
have
advantage
on
Wisdom
(Perception)
checks
The
ring
produces
a
spectral
ram’s
head
and
makes
that
rely
on
sight.
its
attack
roll
with
a
+7
bonus.
On
a
hit,
for
each
• You
have
darkvision
out
to
a
range
of
120
feet.
charge
you
spend,
the
target
takes
2d10
force
• You
can
see
invisible
creatures
and
objects,
as
well
damage
and
is
pushed
5
feet
away
from
you.
as
see
into
the
Ethereal
Plane,
out
to
a
range
of
Alternatively,
you
can
expend
1
to
3
of
the
ring’s
120
feet.
charges
as
an
action
to
try
to
break
an
object
you
can
see
within
60
feet
of
you
that
isn’t
being
worn
or
The
eyes
on
the
robe
can’t
be
closed
or
averted.
carried.
The
ring
makes
a
Strength
check
with
a
+5
Although
you
can
close
or
avert
your
own
eyes,
you
bonus
for
each
charge
you
spend.
are
never
considered
to
be
doing
so
while
wearing
this
robe.
Ring of Three Wishes
A
light
spell
cast
on
the
robe
or
a
daylight
spell
Ring,
legendary
cast
within
5
feet
of
the
robe
causes
you
to
be
blinded
for
1
minute.
At
the
end
of
each
of
your
While
wearing
this
ring,
you
can
use
an
action
to
turns,
you
can
make
a
Constitution
saving
throw
(DC
expend
1
of
its
3
charges
to
cast
the
wish
spell
from
11
for
light
or
DC
15
for
daylight),
ending
the
it.
The
ring
becomes
nonmagical
when
you
use
the
blindness
on
a
success.
last
charge.
Robe of Scintillating Colors
Ring of Warmth Wondrous
item,
very
rare
(requires
attunement)
Ring,
uncommon
(requires
attunement)
This
robe
has
3
charges,
and
it
regains
1d3
expended
While
wearing
this
ring,
you
have
resistance
to
cold
charges
daily
at
dawn.
While
you
wear
it,
you
can
damage.
In
addition,
you
and
everything
you
wear
use
an
action
and
expend
1
charge
to
cause
the
and
carry
are
unharmed
by
temperatures
as
low
as
garment
to
display
a
shifting
pattern
of
dazzling
−50
degrees
Fahrenheit. hues
until
the
end
of
your
next
turn.
During
this
time,
the
robe
sheds
bright
light
in
a
30-‐‑foot
radius
and
Ring of Water Walking dim
light
for
an
additional
30
feet.
Creatures
that
can
Ring,
uncommon
see
you
have
disadvantage
on
attack
rolls
against
While
wearing
this
ring,
you
can
stand
on
and
move
you.
In
addition,
any
creature
in
the
bright
light
that
across
any
liquid
surface
as
if
it
were
solid
ground.
can
see
you
when
the
robe’s
power
is
activated
must
succeed
on
a
DC
15
Wisdom
saving
throw
or
become
Ring of X-ray Vision stunned
until
the
effect
ends.
Ring,
rare
(requires
attunement)
While
wearing
this
ring,
you
can
use
an
action
to
speak
its
command
word.
When
you
do
so,
you
can
Universal Solvent This
wand
has
7
charges.
While
holding
it,
you
can
Wondrous
item,
legendary
use
an
action
and
expend
1
charge
to
speak
its
command
word.
For
the
next
minute,
you
know
the
This
tube
holds
milky
liquid
with
a
strong
alcohol
direction
of
the
nearest
creature
hostile
to
you
smell.
You
can
use
an
action
to
pour
the
contents
of
within
60
feet,
but
not
its
distance
from
you.
The
the
tube
onto
a
surface
within
reach.
The
liquid
wand
can
sense
the
presence
of
hostile
creatures
instantly
dissolves
up
to
1
square
foot
of
adhesive
it
that
are
ethereal,
invisible,
disguised,
or
hidden,
as
touches,
including
sovereign
glue.
well
as
those
in
plain
sight.
The
effect
ends
if
you
stop
holding
the
wand.
Vicious Weapon
The
wand
regains
1d6
+
1
expended
charges
daily
Weapon
(any),
rare
at
dawn.
If
you
expend
the
wand’s
last
charge,
roll
a
When
you
roll
a
20
on
your
attack
roll
with
this
d20.
On
a
1,
the
wand
crumbles
into
ashes
and
is
magic
weapon,
your
critical
hit
deals
an
extra
2d6
destroyed.
damage
of
the
weapon’s
type.
Wand of Fear
Vorpal Sword Wand,
rare
(requires
attunement)
Weapon
(any
sword
that
deals
slashing
damage),
This
wand
has
7
charges
for
the
following
properties.
legendary
(requires
attunement)
It
regains
1d6
+
1
expended
charges
daily
at
dawn.
If
You
gain
a
+3
bonus
to
attack
and
damage
rolls
you
expend
the
wand’s
last
charge,
roll
a
d20.
On
a
1,
made
with
this
magic
weapon.
In
addition,
the
the
wand
crumbles
into
ashes
and
is
destroyed.
weapon
ignores
resistance
to
slashing
damage.
Command.
While
holding
the
wand,
you
can
use
When
you
attack
a
creature
that
has
at
least
one
an
action
to
expend
1
charge
and
command
another
head
with
this
weapon
and
roll
a
20
on
the
attack
creature
to
flee
or
grovel,
as
with
the
command
spell
roll,
you
cut
off
one
of
the
creature’s
heads.
The
(save
DC
15).
creature
dies
if
it
can’t
survive
without
the
lost
head.
Cone
of
Fear.
While
holding
the
wand,
you
can
use
A
creature
is
immune
to
this
effect
if
it
is
immune
to
an
action
to
expend
2
charges,
causing
the
wand’s
tip
slashing
damage,
doesn’t
have
or
need
a
head,
has
to
emit
a
60-‐‑foot
cone
of
amber
light.
Each
creature
legendary
actions,
or
the
GM
decides
that
the
in
the
cone
must
succeed
on
a
DC
15
Wisdom
saving
creature
is
too
big
for
its
head
to
be
cut
off
with
this
throw
or
become
frightened
of
you
for
1
minute.
weapon.
Such
a
creature
instead
takes
an
extra
6d8
While
it
is
frightened
in
this
way,
a
creature
must
slashing
damage
from
the
hit.
spend
its
turns
trying
to
move
as
far
away
from
you
as
it
can,
and
it
can’t
willingly
move
to
a
space
within
Wand of Binding 30
feet
of
you.
It
also
can’t
take
reactions.
For
its
Wand,
rare
(requires
attunement
by
a
spellcaster)
action,
it
can
use
only
the
Dash
action
or
try
to
escape
from
an
effect
that
prevents
it
from
moving.
If
This
wand
has
7
charges
for
the
following
properties.
it
has
nowhere
it
can
move,
the
creature
can
use
the
It
regains
1d6
+
1
expended
charges
daily
at
dawn.
If
Dodge
action.
At
the
end
of
each
of
its
turns,
a
you
expend
the
wand’s
last
charge,
roll
a
d20.
On
a
1,
creature
can
repeat
the
saving
throw,
ending
the
the
wand
crumbles
into
ashes
and
is
destroyed.
effect
on
itself
on
a
success.
Spells.
While
holding
the
wand,
you
can
use
an
action
to
expend
some
of
its
charges
to
cast
one
of
Wand of Fireballs
the
following
spells
(save
DC
17):
hold
monster
(5
Wand,
rare
(requires
attunement
by
a
spellcaster)
charges)
or
hold
person
(2
charges).
Assisted
Escape.
While
holding
the
wand,
you
can
This
wand
has
7
charges.
While
holding
it,
you
can
use
your
reaction
to
expend
1
charge
and
gain
use
an
action
to
expend
1
or
more
of
its
charges
to
advantage
on
a
saving
throw
you
make
to
avoid
cast
the
fireball
spell
(save
DC
15)
from
it.
For
1
being
paralyzed
or
restrained,
or
you
can
expend
1
charge,
you
cast
the
3rd-‐‑level
version
of
the
spell.
charge
and
gain
advantage
on
any
check
you
make
to
You
can
increase
the
spell
slot
level
by
one
for
each
escape
a
grapple.
additional
charge
you
expend.
The
wand
regains
1d6
+
1
expended
charges
daily
at
dawn.
If
you
expend
the
wand’s
last
charge,
roll
a
Wand of Magic Missiles While
holding
this
wand,
you
gain
a
bonus
to
spell
Wand,
uncommon
attack
rolls
determined
by
the
wand’s
rarity.
In
addition,
you
ignore
half
cover
when
making
a
spell
This
wand
has
7
charges.
While
holding
it,
you
can
attack.
use
an
action
to
expend
1
or
more
of
its
charges
to
cast
the
magic
missile
spell
from
it.
For
1
charge,
you
Wand of Web
cast
the
1st-‐‑level
version
of
the
spell.
You
can
Wand,
uncommon
(requires
attunement
by
a
increase
the
spell
slot
level
by
one
for
each
spellcaster)
additional
charge
you
expend.
The
wand
regains
1d6
+
1
expended
charges
daily
This
wand
has
7
charges.
While
holding
it,
you
can
at
dawn.
If
you
expend
the
wand’s
last
charge,
roll
a
use
an
action
to
expend
1
of
its
charges
to
cast
the
d20.
On
a
1,
the
wand
crumbles
into
ashes
and
is
web
spell
(save
DC
15)
from
it.
destroyed.
The
wand
regains
1d6
+
1
expended
charges
daily
at
dawn.
If
you
expend
the
wand’s
last
charge,
roll
a
Wand of Paralysis d20.
On
a
1,
the
wand
crumbles
into
ashes
and
is
Wand,
rare
(requires
attunement
by
a
spellcaster)
destroyed.
This
wand
has
7
charges.
While
holding
it,
you
can
Wand of Wonder
use
an
action
to
expend
1
of
its
charges
to
cause
a
Wand,
rare
(requires
attunement
by
a
spellcaster)
thin
blue
ray
to
streak
from
the
tip
toward
a
creature
you
can
see
within
60
feet
of
you.
The
target
must
This
wand
has
7
charges.
While
holding
it,
you
can
succeed
on
a
DC
15
Constitution
saving
throw
or
be
use
an
action
to
expend
1
of
its
charges
and
choose
a
paralyzed
for
1
minute.
At
the
end
of
each
of
the
target
within
120
feet
of
you.
The
target
can
be
a
target’s
turns,
it
can
repeat
the
saving
throw,
ending
creature,
an
object,
or
a
point
in
space.
Roll
d100
and
the
effect
on
itself
on
a
success.
consult
the
following
table
to
discover
what
happens.
The
wand
regains
1d6
+
1
expended
charges
daily
If
the
effect
causes
you
to
cast
a
spell
from
the
at
dawn.
If
you
expend
the
wand’s
last
charge,
roll
a
wand,
the
spell’s
save
DC
is
15.
If
the
spell
normally
d20.
On
a
1,
the
wand
crumbles
into
ashes
and
is
has
a
range
expressed
in
feet,
its
range
becomes
120
destroyed.
feet
if
it
isn’t
already.
If
an
effect
covers
an
area,
you
must
center
the
spell
on
and
include
the
target.
If
an
effect
has
Legendary Creatures
A
legendary
creature
can
do
things
that
ordinary
creatures
can’t.
It
can
take
special
actions
outside
its
turn,
and
it
might
exert
magical
influence
for
miles
around.
If
a
creature
assumes
the
form
of
a
legendary
creature,
such
as
through
a
spell,
it
doesn’t
gain
that
form’s
legendary
actions,
lair
actions,
or
regional
effects.
Legendary Actions
A
legendary
creature
can
take
a
certain
number
of
special
actions—called
legendary
actions—outside
its
turn.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
another
creature’s
turn.
A
creature
regains
its
spent
legendary
actions
at
the
start
of
its
turn.
It
can
forgo
using
them,
and
it
can’t
use
them
while
incapacitated
or
otherwise
unable
to
take
actions.
If
surprised,
it
can’t
use
them
until
after
its
first
turn
in
the
combat.
Lair Actions
If
a
legendary
creature
has
lair
actions,
it
can
use
them
to
harness
the
ambient
magic
in
its
lair.
On
initiative
count
20
(losing
all
initiative
ties),
it
can
use
one
of
its
lair
action
options.
It
can’t
do
so
while
incapacitated
or
otherwise
unable
to
take
actions.
If
surprised,
it
can’t
use
one
until
after
its
first
turn
in
the
combat.
Regional Effects
The
mere
presence
of
a
legendary
creature
can
have
strange
and
wondrous
effects
on
its
environment,
as
Healing
Touch
(3/Day).
The
deva
touches
another
3/day
each:
blade
barrier,
dispel
evil
and
good,
flame
creature.
The
target
magically
regains
20
(4d8
+
2)
hit
strike,
raise
dead
points
and
is
freed
from
any
curse,
disease,
poison,
1/day
each:
commune,
control
weather,
insect
plague
blindness,
or
deafness.
Magic
Resistance.
The
planetar
has
advantage
on
Change
Shape.
The
deva
magically
polymorphs
into
a
saving
throws
against
spells
and
other
magical
effects.
humanoid
or
beast
that
has
a
challenge
rating
equal
to
or
less
than
its
own,
or
back
into
its
true
form.
It
Actions
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
Multiattack.
The
planetar
makes
two
melee
attacks.
wearing
or
carrying
is
absorbed
or
borne
by
the
new
Greatsword.
Melee
Weapon
Attack:
+12
to
hit,
reach
5
form
(the
deva’s
choice).
ft.,
one
target.
Hit:
21
(4d6
+
7)
slashing
damage
plus
In
a
new
form,
the
deva
retains
its
game
statistics
22
(5d8)
radiant
damage.
and
ability
to
speak,
but
its
AC,
movement
modes,
Strength,
Dexterity,
and
special
senses
are
replaced
by
Healing
Touch
(4/Day).
The
planetar
touches
another
those
of
the
new
form,
and
it
gains
any
statistics
and
creature.
The
target
magically
regains
30
(6d8
+
3)
hit
capabilities
(except
class
features,
legendary
actions,
points
and
is
freed
from
any
curse,
disease,
poison,
and
lair
actions)
that
the
new
form
has
but
that
it
lacks.
blindness,
or
deafness.
Planetar
Solar
Large
celestial,
lawful
good
Large
celestial,
lawful
good
Armor
Class
19
(natural
armor)
Armor
Class
21
(natural
armor)
Hit
Points
200
(16d10
+
112)
Hit
Points
243
(18d10
+
144)
Speed
40
ft.,
fly
120
ft.
Speed
50
ft.,
fly
150
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
24
(+7)
20
(+5)
24
(+7)
19
(+4)
22
(+6)
25
(+7)
26
(+8)
22
(+6)
26
(+8)
25
(+7)
25
(+7)
30
(+10)
Rug
of
Smothering
Senses
darkvision
60
ft.,
tremorsense
60
ft.,
passive
Perception
11
Large
construct,
unaligned
Languages
—
Armor
Class
12
Challenge
2
(450
XP)
Skills
Perception
+6,
Stealth
+7
Skills
Stealth
+6,
Survival
+2
Damage
Immunities
lightning
Senses
darkvision
60
ft.,
passive
Perception
10
Senses
darkvision
90
ft.,
passive
Perception
16
Languages
Common,
Goblin
Languages
Draconic
Challenge
1
(200
XP)
Challenge
11
(7,200
XP)
Brute.
A
m elee
w eapon
d eals
o ne
extra
d ie
o f
its
d amage
Actions
when
the
b ugbear
h its
w ith
it
(included
in
the
attack).
Multiattack.
The
behir
makes
two
attacks:
one
with
its
Surprise
Attack.
If
the
bugbear
surprises
a
creature
and
bite
and
one
to
constrict.
hits
it
with
an
attack
during
the
first
round
of
combat,
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
the
target
takes
an
extra
7
(2d6)
damage
from
the
one
target.
Hit:
22
(3d10
+
6)
piercing
damage.
attack.
Constrict.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
one
Large
or
smaller
creature.
Hit:
17
(2d10
+
6)
Actions
bludgeoning
damage
plus
17
(2d10
+
6)
slashing
Morningstar.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
damage.
The
target
is
grappled
(escape
DC
16)
if
the
ft.,
one
target.
Hit:
11
(2d8
+
2)
piercing
damage.
behir
isn’t
already
constricting
a
creature,
and
the
Javelin.
Melee
or
Ranged
Weapon
Attack:
+4
to
hit,
target
is
restrained
until
this
grapple
ends.
reach
5
ft.
or
range
30/120
ft.,
one
target.
Hit:
9
(2d6
+
Lightning
Breath
(Recharge
5–6).
The
behir
exhales
a
2) piercing
damage
in
melee
or
5
(1d6
+
2)
piercing
line
of
lightning
that
is
20
feet
long
and
5
feet
wide.
damage
at
range.
Each
creature
in
that
line
must
make
a
DC
16
Dexterity
saving
throw,
taking
66
(12d10)
lightning
damage
on
a
Bulette
failed
save,
or
half
as
much
damage
on
a
successful
one.
Large
monstrosity,
unaligned
Swallow.
The
behir
makes
one
bite
attack
against
a
Medium
or
smaller
target
it
is
grappling.
If
the
attack
Armor
Class
17
(natural
armor)
hits,
the
target
is
also
swallowed,
and
the
grapple
ends.
Hit
Points
94
(9d10
+
45)
While
swallowed,
the
target
is
blinded
and
restrained,
Speed
40
ft.,
burrow
40
ft.
it
has
total
cover
against
attacks
and
other
effects
outside
the
behir,
and
it
takes
21
(6d6)
acid
damage
at
STR
DEX
CON
INT
WIS
CHA
the
start
of
each
of
the
behir’s
turns.
A
behir
can
have
19
(+4)
11
(+0)
21
(+5)
2
(−4)
10
(+0)
5
(−3)
only
one
creature
swallowed
at
a
time.
If
the
behir
takes
30
damage
or
more
on
a
single
turn
Skills
Perception
+6
from
the
swallowed
creature,
the
behir
must
succeed
Senses
darkvision
60
ft.,
tremorsense
60
ft.,
passive
on
a
DC
14
Constitution
saving
throw
at
the
end
of
that
Perception
16
turn
or
regurgitate
the
creature,
which
falls
prone
in
a
Languages
—
space
within
10
feet
of
the
behir.
If
the
behir
dies,
a
swallowed
creature
is
no
longer
restrained
by
it
and
can
Challenge
5
(1,800
XP)
escape
from
the
corpse
by
using
15
feet
of
movement,
exiting
prone.
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
Bugbear
running
start.
Medium
humanoid
(goblinoid),
chaotic
evil
Actions
Armor
Class
16
(hide
armor,
shield)
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Hit
Points
27
(5d8
+
5)
target.
Hit:
30
(4d12
+
4)
piercing
damage.
Speed
30
ft.
Marilith
Nalfeshnee
Large
fiend
(demon),
chaotic
evil
Large
fiend
(demon),
chaotic
evil
Armor
Class
18
(natural
armor)
Armor
Class
18
(natural
armor)
Hit
Points
189
(18d10
+
90)
Hit
Points
184
(16d10
+
96)
Speed
40
ft.
Speed
20
ft.,
fly
30
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
18
(+4)
20
(+5)
20
(+5)
18
(+4)
16
(+3)
20
(+5)
21
(+5)
10
(+0)
22
(+6)
19
(+4)
12
(+1)
15
(+2)
Saving
Throws
Str
+9,
Con
+10,
Wis
+8,
Cha
+10
Saving
Throws
Con
+11,
Int
+9,
Wis
+6,
Cha
+7
Damage
Resistances
cold,
fire,
lightning;
bludgeoning,
Damage
Resistances
cold,
fire,
lightning;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
piercing,
and
slashing
from
nonmagical
attacks
Damage
Immunities
poison
Damage
Immunities
poison
Condition
Immunities
poisoned
Condition
Immunities
poisoned
Senses
truesight
120
ft.,
passive
Perception
13
Senses
truesight
120
ft.,
passive
Perception
11
Languages
Abyssal,
telepathy
120
ft.
Languages
Abyssal,
telepathy
120
ft.
Challenge
16
(15,000
XP)
Challenge
13
(10,000
XP)
Magic
Resistance.
The
marilith
has
advantage
on
Magic
Resistance.
The
nalfeshnee
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
saving
throws
against
spells
and
other
magical
effects.
Magic
Weapons.
The
marilith’s
weapon
attacks
are
magical.
Actions
Reactive.
The
marilith
can
take
one
reaction
on
every
Multiattack.
The
nalfeshnee
uses
Horror
Nimbus
if
it
turn
in
a
combat.
can.
It
then
makes
three
attacks:
one
with
its
bite
and
two
with
its
claws.
Actions
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
one
Multiattack.
The
marilith
makes
seven
attacks:
six
with
target.
Hit:
32
(5d10
+
5)
piercing
damage.
its
longswords
and
one
with
its
tail.
Claw.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
Longsword.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
target.
Hit:
15
(3d6
+
5)
slashing
damage.
one
target.
Hit:
13
(2d8
+
4)
slashing
damage.
Horror
Nimbus
(Recharge
5–6).
The
nalfeshnee
Tail.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.,
one
magically
emits
scintillating,
multicolored
light.
Each
creature.
Hit:
15
(2d10
+
4)
bludgeoning
damage.
If
the
creature
within
15
feet
of
the
nalfeshnee
that
can
see
target
is
Medium
or
smaller,
it
is
grappled
(escape
DC
the
light
must
succeed
on
a
DC
15
Wisdom
saving
19).
Until
this
grapple
ends,
the
target
is
restrained,
the
throw
or
be
frightened
for
1
minute.
A
creature
can
marilith
can
automatically
hit
the
target
with
its
tail,
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
and
the
marilith
can’t
make
tail
attacks
against
other
ending
the
effect
on
itself
on
a
success.
If
a
creature’s
targets.
saving
throw
is
successful
or
the
effect
ends
for
it,
the
Bone
Devil
Saving
Throws
Con
+7,
Wis
+4,
Cha
+5
Large
fiend
(devil),
lawful
evil
Damage
Resistances
cold;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
that
aren’t
silvered
Armor
Class
19
(natural
armor)
Damage
Immunities
fire,
poison
Hit
Points
142
(15d10
+
60)
Condition
Immunities
poisoned
Speed
40
ft.,
fly
40
ft.
Senses
darkvision
120
ft.,
passive
Perception
11
STR
DEX
CON
INT
WIS
CHA
Languages
Infernal,
telepathy
120
ft.
18
(+4)
16
(+3)
18
(+4)
13
(+1)
14
(+2)
16
(+3)
Challenge
8
(3,900
XP)
STR
DEX
CON
INT
WIS
CHA
Saving
Throws
Str
+10,
Dex
+7,
Wis
+7,
Cha
+7
18
(+4)
16
(+3)
18
(+4)
14
(+2)
14
(+2)
18
(+4)
Damage
Resistances
cold;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
not
made
with
Saving
Throws
Dex
+7,
Con
+8,
Wis
+6,
Cha
+8
silvered
weapons
Damage
Resistances
cold;
bludgeoning,
piercing,
and
Damage
Immunities
fire,
poison
slashing
from
nonmagical
attacks
that
aren’t
silvered
Condition
Immunities
poisoned
Damage
Immunities
fire,
poison
Senses
darkvision
120
ft.,
passive
Perception
13
Condition
Immunities
poisoned
Languages
Infernal,
telepathy
120
ft.
Senses
truesight
120
ft.,
passive
Perception
12
Challenge
11
(7,200
XP)
Languages
Infernal,
telepathy
120
ft.
Challenge
12
(8,400
XP)
Devil’s
Sight.
Magical
darkness
doesn’t
impede
the
devil’s
darkvision.
Hellish
Weapons.
The
erinyes’s
weapon
attacks
are
Magic
Resistance.
The
devil
has
advantage
on
saving
magical
and
deal
an
extra
13
(3d8)
poison
damage
on
a
throws
against
spells
and
other
magical
effects.
hit
(included
in
the
attacks).
Magic
Resistance.
The
erinyes
has
advantage
on
saving
Actions
throws
against
spells
and
other
magical
effects.
Multiattack.
The
devil
makes
three
melee
attacks:
two
with
its
fork
and
one
with
its
tail.
It
can
use
Hurl
Flame
Actions
in
place
of
any
melee
attack.
Multiattack.
The
erinyes
makes
three
attacks.
Fork.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
Longsword.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
target.
Hit:
15
(2d8
+
6)
piercing
damage.
one
target.
Hit:
8
(1d8
+
4)
slashing
damage,
or
9
(1d10
Tail.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
one
+ 4)
slashing
damage
if
used
with
two
hands,
plus
13 target.
Hit:
10
(1d8
+
6)
piercing
damage.
If
the
target
is
(3d8)
poison
damage. a
creature
other
than
an
undead
or
a
construct,
it
must
Longbow.
Ranged
Weapon
Attack:
+7
to
hit,
range
succeed
on
a
DC
17
Constitution
saving
throw
or
lose
150/600
ft.,
one
target.
Hit:
7
(1d8
+
3)
piercing
10
(3d6)
hit
points
at
the
start
of
each
of
its
turns
due
damage
plus
13
(3d8)
poison
damage,
and
the
target
to
an
infernal
wound.
Each
time
the
devil
hits
the
must
succeed
on
a
DC
14
Constitution
saving
throw
or
wounded
target
with
this
attack,
the
damage
dealt
by
be
poisoned.
The
poison
lasts
until
it
is
removed
by
the
the
wound
increases
by
10
(3d6).
Any
creature
can
take
lesser
restoration
spell
or
similar
magic.
an
action
to
stanch
the
wound
with
a
successful
DC
12
Wisdom
(Medicine)
check.
The
wound
also
closes
if
the
Reactions
target
receives
magical
healing.
Parry.
The
erinyes
adds
4
to
its
AC
against
one
melee
Hurl
Flame.
Ranged
Spell
Attack:
+7
to
hit,
range
150
attack
that
would
hit
it.
To
do
so,
the
erinyes
must
see
ft.,
one
target.
Hit:
14
(4d6)
fire
damage.
If
the
target
is
the
attacker
and
be
wielding
a
melee
weapon.
a
flammable
object
that
isn’t
being
worn
or
carried,
it
also
catches
fire.
Legendary
Actions
Ancient
Black
Dragon
The
dragon
can
take
3
legendary
actions,
choosing
Gargantuan
dragon,
chaotic
evil
from
the
options
below.
Only
one
legendary
action
Armor
Class
22
(natural
armor)
option
can
be
used
at
a
time
and
only
at
the
end
of
Hit
Points
367
(21d20
+
147)
another
creature’s
turn.
The
dragon
regains
spent
legendary
actions
at
the
start
of
its
turn.
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
Bite.
Melee
Weapon
Attack:
+12
to
hit,
reach
10
ft.,
Saving
Throws
Dex
+4,
Con
+8,
Wis
+5,
Cha
+7
one
target.
Hit:
18
(2d10
+
7)
piercing
damage
plus
5
Skills
Perception
+9,
Stealth
+4
(1d10)
lightning
damage.
Damage
Immunities
lightning
Claw.
Melee
Weapon
Attack:
+12
to
hit,
reach
5
ft.,
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
one
target.
Hit:
14
(2d6
+
7)
slashing
damage.
Perception
19
Saving
Throws
Dex
+2,
Con
+4,
Wis
+2,
Cha
+4
Actions
Skills
Perception
+4,
Stealth
+2
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
Damage
Immunities
lightning
It
then
makes
three
attacks:
one
with
its
bite
and
two
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
with
its
claws.
Perception
14
Bite.
Melee
Weapon
Attack:
+15
to
hit,
reach
15
ft.,
Languages
Draconic
one
target.
Hit:
19
(2d10
+
8)
piercing
damage
plus
10
(3d6)
poison
damage.
Challenge
3
(700
XP)
Claw.
Melee
Weapon
Attack:
+15
to
hit,
reach
10
ft.,
Actions
one
target.
Hit:
22
(4d6
+
8)
slashing
damage.
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Tail.
Melee
Weapon
Attack:
+15
to
hit,
reach
20
ft.,
one
target.
Hit:
8
(1d10
+
3)
piercing
damage
plus
3
(1d6)
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
lightning
damage.
Frightful
Presence.
Each
creature
of
the
dragon’s
Lightning
Breath
(Recharge
5–6).
The
dragon
exhales
choice
that
is
within
120
feet
of
the
dragon
and
aware
lightning
in
a
30-‐foot
line
that
is
5
feet
wide.
Each
of
it
must
succeed
on
a
DC
19
Wisdom
saving
throw
or
creature
in
that
line
must
make
a
DC
12
Dexterity
become
frightened
for
1
minute.
A
creature
can
repeat
saving
throw,
taking
22
(4d10)
lightning
damage
on
a
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
failed
save,
or
half
as
much
damage
on
a
successful
one.
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.
Amphibious.
The
dragon
can
breathe
air
and
water.
Young
Green
Dragon
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
Large
dragon,
lawful
evil
saving
throw,
it
can
choose
to
succeed
instead.
Armor
Class
18
(natural
armor)
Hit
Points
136
(16d10
+
48)
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
Saving
Throws
Dex
+4,
Con
+6,
Wis
+4,
Cha
+5
Actions
Skills
Deception
+5,
Perception
+7,
Stealth
+4
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Damage
Immunities
poison
target.
Hit:
7
(1d10
+
2)
piercing
damage
plus
3
(1d6)
Condition
Immunities
poisoned
poison
damage.
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
Poison
Breath
(Recharge
5–6).
The
dragon
exhales
Perception
17
poisonous
gas
in
a
15-‐foot
cone.
Each
creature
in
that
area
must
make
a
DC
11
Constitution
saving
throw,
Languages
Common,
Draconic
taking
21
(6d6)
poison
damage
on
a
failed
save,
or
half
Challenge
8
(3,900
XP)
as
much
damage
on
a
successful
one.
Legendary
Actions
Adult
Red
Dragon
The
dragon
can
take
3
legendary
actions,
choosing
Huge
dragon,
chaotic
evil
from
the
options
below.
Only
one
legendary
action
Armor
Class
19
(natural
armor)
option
can
be
used
at
a
time
and
only
at
the
end
of
another
creature’s
turn.
The
dragon
regains
spent
Hit
Points
256
(19d12
+
133)
legendary
actions
at
the
start
of
its
turn.
Speed
40
ft.,
climb
40
ft.,
fly
80
ft.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
STR
DEX
CON
INT
WIS
CHA
check.
27
(+8)
10
(+0)
25
(+7)
16
(+3)
13
(+1)
21
(+5)
Tail
Attack.
The
dragon
makes
a
tail
attack.
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Saving
Throws
Dex
+6,
Con
+13,
Wis
+7,
Cha
+11
wings.
Each
creature
within
10
feet
of
the
dragon
Skills
Perception
+13,
Stealth
+6
must
succeed
on
a
DC
22
Dexterity
saving
throw
or
Damage
Immunities
fire
take
15
(2d6
+
8)
bludgeoning
damage
and
be
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
Perception
23
flying
speed.
Multiattack.
The
dragon
makes
three
attacks:
one
with
Hit
Points
333
(18d20
+
144)
its
bite
and
two
with
its
claws.
Speed
40
ft.,
burrow
40
ft.,
fly
80
ft.,
swim
40
ft.
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
STR
DEX
CON
INT
WIS
CHA
one
target.
Hit:
17
(2d10
+
6)
piercing
damage
plus
3
26
(+8)
10
(+0)
26
(+8)
10
(+0)
13
(+1)
14
(+2)
(1d6)
fire
damage.
Claw.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
Saving
Throws
Dex
+6,
Con
+14,
Wis
+7,
Cha
+8
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
Skills
Perception
+13,
Stealth
+6
Fire
Breath
(Recharge
5–6).
The
dragon
exhales
fire
in
Damage
Immunities
cold
a
30-‐foot
cone.
Each
creature
in
that
area
must
make
a
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
DC
17
Dexterity
saving
throw,
taking
56
(16d6)
fire
Perception
23
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Languages
Common,
Draconic
Challenge
20
(25,000
XP)
Red
Dragon
Wyrmling
Medium
dragon,
chaotic
evil
Ice
Walk.
The
dragon
can
move
across
and
climb
icy
surfaces
without
needing
to
make
an
ability
check.
Armor
Class
17
(natural
armor)
Additionally,
difficult
terrain
composed
of
ice
or
snow
Hit
Points
75
(10d8
+
30)
doesn’t
cost
it
extra
moment.
Speed
30
ft.,
climb
30
ft.,
fly
60
ft.
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
saving
throw,
it
can
choose
to
succeed
instead.
STR
DEX
CON
INT
WIS
CHA
19
(+4)
10
(+0)
17
(+3)
12
(+1)
11
(+0)
15
(+2)
Actions
Saving
Throws
Dex
+2,
Con
+5,
Wis
+2,
Cha
+4
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
It
then
makes
three
attacks:
one
with
its
bite
and
two
Skills
Perception
+4,
Stealth
+2
with
its
claws.
Damage
Immunities
fire
Bite.
Melee
Weapon
Attack:
+14
to
hit,
reach
15
ft.,
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
one
target.
Hit:
19
(2d10
+
8)
piercing
damage
plus
9
Perception
14
(2d8)
cold
damage.
Languages
Draconic
Dragons, Metallic
Ice
Walk.
The
dragon
can
move
across
and
climb
icy
surfaces
without
needing
to
make
an
ability
check.
Brass Dragon
Additionally,
difficult
terrain
composed
of
ice
or
snow
doesn’t
cost
it
extra
moment.
Ancient
Brass
Dragon
Actions
Gargantuan
dragon,
chaotic
good
Multiattack.
The
dragon
makes
three
attacks:
one
with
Armor
Class
20
(natural
armor)
its
bite
and
two
with
its
claws.
Hit
Points
297
(17d20
+
119)
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
Speed
40
ft.,
burrow
40
ft.,
fly
80
ft.
target.
Hit:
15
(2d10
+
4)
piercing
damage
plus
4
(1d8)
cold
damage.
STR
DEX
CON
INT
WIS
CHA
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
27
(+8)
10
(+0)
25
(+7)
16
(+3)
15
(+2)
19
(+4)
target.
Hit:
11
(2d6
+
4)
slashing
damage.
Saving
Throws
Dex
+6,
Con
+13,
Wis
+8,
Cha
+10
Cold
Breath
(Recharge
5–6).
The
dragon
exhales
an
icy
blast
in
a
30-‐foot
cone.
Each
creature
in
that
area
must
Skills
History
+9,
Perception
+14,
Persuasion
+10,
make
a
DC
15
Constitution
saving
throw,
taking
45
Stealth
+6
(10d8)
cold
damage
on
a
failed
save,
or
half
as
much
Damage
Immunities
fire
damage
on
a
successful
one.
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Perception
24
White
Dragon
Wyrmling
Languages
Common,
Draconic
Medium
dragon,
chaotic
evil
Challenge
20
(25,000
XP)
Armor
Class
16
(natural
armor)
Amphibious.
The
dragon
can
breathe
air
and
water.
Legendary
Actions
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
The
dragon
can
take
3
legendary
actions,
choosing
saving
throw,
it
can
choose
to
succeed
instead.
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
Actions
another
creature’s
turn.
The
dragon
regains
spent
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
legendary
actions
at
the
start
of
its
turn.
It
then
makes
three
attacks:
one
with
its
bite
and
two
Detect.
The
dragon
makes
a
Wisdom
(Perception)
with
its
claws.
check.
Bite.
Melee
Weapon
Attack:
+12
to
hit,
reach
10
ft.,
Tail
Attack.
The
dragon
makes
a
tail
attack.
one
target.
Hit:
18
(2d10
+
7)
piercing
damage.
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Claw.
Melee
Weapon
Attack:
+12
to
hit,
reach
5
ft.,
wings.
Each
creature
within
10
feet
of
the
dragon
one
target.
Hit:
14
(2d6
+
7)
slashing
damage.
must
succeed
on
a
DC
20
Dexterity
saving
throw
or
Tail.
Melee
Weapon
Attack:
+12
to
hit,
reach
15
ft.,
one
take
14
(2d6
+
7)
bludgeoning
damage
and
be
target.
Hit:
16
(2d8
+
7)
bludgeoning
damage.
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
Frightful
Presence.
Each
creature
of
the
dragon’s
flying
speed.
choice
that
is
within
120
feet
of
the
dragon
and
aware
Armor
Class
16
(natural
armor)
Saving
Throws
Dex
+9,
Con
+16,
Wis
+10,
Cha
+16
Hit
Points
22
(4d8
+
4)
Skills
Insight
+10,
Perception
+17,
Persuasion
+16,
Speed
30
ft.,
climb
30
ft.,
fly
60
ft.
Stealth
+9
Damage
Immunities
fire
STR
DEX
CON
INT
WIS
CHA
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
15
(+2)
12
(+1)
13
(+1)
14
(+2)
11
(+0)
13
(+1)
Perception
27
Saving
Throws
Dex
+3,
Con
+3,
Wis
+2,
Cha
+3
Languages
Common,
Draconic
Skills
Perception
+4,
Stealth
+3
Challenge
24
(62,000
XP)
Damage
Immunities
acid
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
Amphibious.
The
dragon
can
breathe
air
and
water.
Perception
14
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
Languages
Draconic
saving
throw,
it
can
choose
to
succeed
instead.
Challenge
1
(200
XP)
Actions
Actions
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
It
then
makes
three
attacks:
one
with
its
bite
and
two
target.
Hit:
7
(1d10
+
2)
piercing
damage.
with
its
claws.
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
Bite.
Melee
Weapon
Attack:
+17
to
hit,
reach
15
ft.,
of
the
following
breath
weapons.
one
target.
Hit:
21
(2d10
+
10)
piercing
damage.
Acid
Breath.
The
dragon
exhales
acid
in
an
20-‐foot
line
Claw.
Melee
Weapon
Attack:
+17
to
hit,
reach
10
ft.,
that
is
5
feet
wide.
Each
creature
in
that
line
must
one
target.
Hit:
17
(2d6
+
10)
slashing
damage.
make
a
DC
11
Dexterity
saving
throw,
taking
18
(4d8)
Tail.
Melee
Weapon
Attack:
+17
to
hit,
reach
20
ft.,
one
acid
damage
on
a
failed
save,
or
half
as
much
target.
Hit:
19
(2d8
+
10)
bludgeoning
damage.
damage
on
a
successful
one.
Frightful
Presence.
Each
creature
of
the
dragon’s
Slowing
Breath.
The
dragon
exhales
gas
in
a
15-‐foot
choice
that
is
within
120
feet
of
the
dragon
and
aware
cone.
Each
creature
in
that
area
must
succeed
on
a
of
it
must
succeed
on
a
DC
24
Wisdom
saving
throw
or
DC
11
Constitution
saving
throw.
On
a
failed
save,
become
frightened
for
1
minute.
A
creature
can
repeat
the
creature
can’t
use
reactions,
its
speed
is
halved,
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
and
it
can’t
make
more
than
one
attack
on
its
turn.
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
In
addition,
the
creature
can
use
either
an
action
or
a
throw
is
successful
or
the
effect
ends
for
it,
the
bonus
action
on
its
turn,
but
not
both.
These
effects
creature
is
immune
to
the
dragon’s
Frightful
Presence
last
for
1
minute.
The
creature
can
repeat
the
saving
for
the
next
24
hours.
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
with
a
successful
save.
Large dragon, lawful good 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
Armor
Class
18
(natural
armor)
Saving
Throws
Dex
+2,
Con
+5,
Wis
+2,
Cha
+4
Hit
Points
168
(16d10
+
80)
Skills
Perception
+4,
Stealth
+2
Speed
40
ft.,
fly
80
ft.
Damage
Immunities
cold
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
STR
DEX
CON
INT
WIS
CHA
Perception
14
23
(+6)
10
(+0)
21
(+5)
14
(+2)
11
(+0)
19
(+4)
Languages
Draconic
Saving
Throws
Dex
+4,
Con
+9,
Wis
+4,
Cha
+8
Challenge
2
(450
XP)
Skills
Arcana
+6,
History
+6,
Perception
+8,
Stealth
+4
Actions
Damage
Immunities
cold
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
target.
Hit:
9
(1d10
+
4)
piercing
damage.
Perception
18
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
Languages
Common,
Draconic
of
the
following
breath
weapons.
Challenge
9
(5,000
XP)
Cold
Breath.
The
dragon
exhales
an
icy
blast
in
a
15-‐
Actions
foot
cone.
Each
creature
in
that
area
must
make
a
DC
13
Constitution
saving
throw,
taking
18
(4d8)
cold
Multiattack.
The
dragon
makes
three
attacks:
one
with
damage
on
a
failed
save,
or
half
as
much
damage
on
its
bite
and
two
with
its
claws.
a
successful
one.
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
Paralyzing
Breath.
The
dragon
exhales
paralyzing
gas
in
one
target.
Hit:
17
(2d10
+
6)
piercing
damage.
a
15-‐foot
cone.
Each
creature
in
that
area
must
Claw.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
succeed
on
a
DC
13
Constitution
saving
throw
or
be
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
paralyzed
for
1
minute.
A
creature
can
repeat
the
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
saving
throw
at
the
end
of
each
of
its
turns,
ending
of
the
following
breath
weapons.
the
effect
on
itself
on
a
success.
Cold
Breath.
The
dragon
exhales
an
icy
blast
in
a
30-‐
foot
cone.
Each
creature
in
that
area
must
make
a
Dragon
Turtle
DC
17
Constitution
saving
throw,
taking
54
(12d8)
Gargantuan
dragon,
neutral
cold
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Armor
Class
20
(natural
armor)
Paralyzing
Breath.
The
dragon
exhales
paralyzing
gas
in
Hit
Points
341
(22d20
+
110)
a
30-‐foot
cone.
Each
creature
in
that
area
must
Speed
20
ft.,
swim
40
ft.
succeed
on
a
DC
17
Constitution
saving
throw
or
be
paralyzed
for
1
minute.
A
creature
can
repeat
the
STR
DEX
CON
INT
WIS
CHA
saving
throw
at
the
end
of
each
of
its
turns,
ending
25
(+7)
10
(+0)
20
(+5)
10
(+0)
12
(+1)
12
(+1)
the
effect
on
itself
on
a
success.
Saving
Throws
Dex
+6,
Con
+11,
Wis
+7
Damage
Resistances
fire
Senses
darkvision
120
ft.,
passive
Perception
11
Drider
Dryad
Large
monstrosity,
chaotic
evil
Medium
fey,
neutral
Armor
Class
19
(natural
armor)
Armor
Class
11
(16
with
barkskin)
Hit
Points
123
(13d10
+
52)
Hit
Points
22
(5d8)
Speed
30
ft.,
climb
30
ft.
Speed
30
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
16
(+3)
16
(+3)
18
(+4)
13
(+1)
14
(+2)
12
(+1)
10
(+0)
12
(+1)
11
(+0)
14
(+2)
15
(+2)
18
(+4)
Skills
Perception
+5,
Stealth
+9
Skills
Perception
+4,
Stealth
+5
Senses
darkvision
120
ft.,
passive
Perception
15
Senses
darkvision
60
ft.,
passive
Perception
14
Languages
Elvish,
Undercommon
Languages
Elvish,
Sylvan
Challenge
6
(2,300
XP)
Challenge
1
(200
XP)
Fey
Ancestry.
The
drider
has
advantage
on
saving
Innate
Spellcasting.
The
dryad’s
innate
spellcasting
throws
against
being
charmed,
and
magic
can’t
put
the
ability
is
Charisma
(spell
save
DC
14).
The
dryad
can
drider
to
sleep.
innately
cast
the
following
spells,
requiring
no
material
Innate
Spellcasting.
The
drider’s
innate
spellcasting
components:
ability
is
Wisdom
(spell
save
DC
13).
The
drider
can
At
will:
druidcraft
Duergar
Medium
humanoid
(dwarf),
lawful
evil
Monsters (E)
Armor
Class
16
(scale
mail,
shield)
Elementals
Hit
Points
26
(4d8
+
8)
Speed
25
ft.
Air
Elemental
Large
elemental,
neutral
STR
DEX
CON
INT
WIS
CHA
Armor
Class
15
14
(+2)
11
(+0)
14
(+2)
11
(+0)
10
(+0)
9
(−1)
Hit
Points
90
(12d10
+
24)
Speed
0
ft.,
fly
90
ft.
(hover)
Fungi Actions
Multiattack.
The
fungus
makes
1d4
Rotting
Touch
Shrieker
attacks.
Medium
plant,
unaligned
Rotting
Touch.
Melee
Weapon
Attack:
+2
to
hit,
reach
Armor
Class
5
10
ft.,
one
creature.
Hit:
4
(1d8)
necrotic
damage.
Hit
Points
13
(3d8)
Speed
0
ft.
Violet
Fungus
False
Appearance.
While
the
gargoyle
remains
Medium
plant,
unaligned
motionless,
it
is
indistinguishable
from
an
inanimate
Armor
Class
5
statue.
Hit
Points
18
(4d8)
Actions
Speed
5
ft.
Multiattack.
The
gargoyle
makes
two
attacks:
one
with
STR
DEX
CON
INT
WIS
CHA
its
bite
and
one
with
its
claws.
3
(−4)
1
(−5)
10
(+0)
1
(−5)
3
(−4)
1
(−5)
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Condition
Immunities
blinded,
deafened,
frightened
Claws.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Senses
blindsight
30
ft.
(blind
beyond
this
radius),
target.
Hit:
5
(1d6
+
2)
slashing
damage.
passive
Perception
6
Languages
—
Challenge
1/4
(50
XP)
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
23
(+6)
9
(−1)
21
(+5)
9
(−1)
10
(+0)
12
(+1)
23
(+6)
15
(+2)
20
(+5)
10
(+0)
12
(+1)
9
(−1)
Saving
Throws
Con
+8,
Wis
+3,
Cha
+4
Saving
Throws
Dex
+5,
Con
+8,
Wis
+4
Skills
Athletics
+9,
Perception
+3
Skills
Athletics
+12,
Perception
+4
Damage
Immunities
cold
Senses
darkvision
60
ft.,
passive
Perception
14
Senses
passive
Perception
13
Languages
Giant
Languages
Giant
Challenge
7
(2,900
XP)
Challenge
8
(3,900
XP)
Stone
Camouflage.
The
giant
has
advantage
on
Actions
Dexterity
(Stealth)
checks
made
to
hide
in
rocky
terrain.
Multiattack.
The
giant
makes
two
greataxe
attacks.
Greataxe.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.,
Actions
one
target.
Hit:
25
(3d12
+
6)
slashing
damage.
Multiattack.
The
giant
makes
two
greatclub
attacks.
Rock.
Ranged
Weapon
Attack:
+9
to
hit,
range
60/240
Greatclub.
Melee
Weapon
Attack:
+9
to
hit,
reach
15
ft.,
one
target.
Hit:
28
(4d10
+
6)
bludgeoning
damage.
ft.,
one
target.
Hit:
19
(3d8
+
6)
bludgeoning
damage.
Rock.
Ranged
Weapon
Attack:
+9
to
hit,
range
60/240
Hill
Giant
ft.,
one
target.
Hit:
28
(4d10
+
6)
bludgeoning
damage.
If
the
target
is
a
creature,
it
must
succeed
on
a
DC
17
Huge
giant,
chaotic
evil
Strength
saving
throw
or
be
knocked
prone.
Armor
Class
13
(natural
armor)
Hit
Points
105
(10d12
+
40)
Reactions
Speed
40
ft.
Rock
Catching.
If
a
rock
or
similar
object
is
hurled
at
the
giant,
the
giant
can,
with
a
successful
DC
10
STR
DEX
CON
INT
WIS
CHA
Dexterity
saving
throw,
catch
the
missile
and
take
no
21
(+5)
8
(−1)
19
(+4)
5
(−3)
9
(−1)
6
(−2)
bludgeoning
damage
from
it.
STR
DEX
CON
INT
WIS
CHA
Nimble
Escape.
The
goblin
can
take
the
Disengage
or
15
(+2)
14
(+2)
14
(+2)
12
(+1)
10
(+0)
9
(−1)
Hide
action
as
a
bonus
action
on
each
of
its
turns.
Skills
Investigation
+3,
Perception
+2,
Stealth
+4
Actions
Senses
darkvision
120
ft.,
passive
Perception
12
Scimitar.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
Languages
Gnomish,
Terran,
Undercommon
one
target.
Hit:
5
(1d6
+
2)
slashing
damage.
Challenge
1/2
(100
XP)
Shortbow.
Ranged
Weapon
Attack:
+4
to
hit,
range
80/320
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Stone
Camouflage.
The
gnome
has
advantage
on
Dexterity
(Stealth)
checks
made
to
hide
in
rocky
terrain.
Golems
Gnome
Cunning.
The
gnome
has
advantage
on
Intelligence,
Wisdom,
and
Charisma
saving
throws
Clay
Golem
against
magic.
Large
construct,
unaligned
Innate
Spellcasting.
The
gnome’s
innate
spellcasting
Armor
Class
14
(natural
armor)
ability
is
Intelligence
(spell
save
DC
11).
It
can
innately
Hit
Points
133
(14d10
+
56)
cast
the
following
spells,
requiring
no
material
components:
Speed
20
ft.
At
will:
nondetection
(self
only)
STR
DEX
CON
INT
WIS
CHA
1/day
each:
blindness/deafness,
blur,
disguise
self
20
(+5)
9
(−1)
18
(+4)
3
(−4)
8
(−1)
1
(−5)
Stone
Camouflage.
The
grick
has
advantage
on
Skills
Athletics
+5,
Perception
+3,
Stealth
+3
Dexterity
(Stealth)
checks
made
to
hide
in
rocky
terrain.
Condition
Immunities
blinded
Senses
blindsight
30
ft.
or
10
ft.
while
deafened
(blind
Actions
beyond
this
radius),
passive
Perception
13
Multiattack.
The
grick
makes
one
attack
with
its
Languages
Undercommon
tentacles.
If
that
attack
hits,
the
grick
can
make
one
Challenge
1/4
(50
XP)
beak
attack
against
the
same
target.
Actions
Half-‐Red
Dragon
Veteran
Medium
humanoid
(human),
any
alignment
Multiattack.
The
harpy
makes
two
attacks:
one
with
its
claws
and
one
with
its
club.
Armor
Class
18
(plate)
Claws.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Hit
Points
65
(10d8
+
20)
target.
Hit:
6
(2d4
+
1)
slashing
damage.
Speed
30
ft.
Club.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
3
(1d4
+
1)
bludgeoning
damage.
STR
DEX
CON
INT
WIS
CHA
Luring
Song.
The
harpy
sings
a
magical
melody.
Every
16
(+3)
13
(+1)
14
(+2)
10
(+0)
11
(+0)
10
(+0)
humanoid
and
giant
within
300
feet
of
the
harpy
that
Skills
Athletics
+5,
Perception
+2
can
hear
the
song
must
succeed
on
a
DC
11
Wisdom
saving
throw
or
be
charmed
until
the
song
ends.
The
Damage
Resistances
fire
harpy
must
take
a
bonus
action
on
its
subsequent
turns
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
to
continue
singing.
It
can
stop
singing
at
any
time.
The
Perception
12
song
ends
if
the
harpy
is
incapacitated.
Languages
Common,
Draconic
While
charmed
by
the
harpy,
a
target
is
Challenge
5
(1,800
XP)
incapacitated
and
ignores
the
songs
of
other
harpies.
If
the
charmed
target
is
more
than
5
feet
away
from
the
Actions
harpy,
the
target
must
move
on
its
turn
toward
the
harpy
by
the
most
direct
route,
trying
to
get
within
5
Multiattack.
The
veteran
makes
two
longsword
attacks.
feet.
It
doesn’t
avoid
opportunity
attacks,
but
before
If
it
has
a
shortsword
drawn,
it
can
also
make
a
moving
into
damaging
terrain,
such
as
lava
or
a
pit,
and
shortsword
attack.
whenever
it
takes
damage
from
a
source
other
than
Longsword.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
the
harpy,
the
target
can
repeat
the
saving
throw.
A
one
target.
Hit:
7
(1d8
+
3)
slashing
damage,
or
8
(1d10
charmed
target
can
also
repeat
the
saving
throw
at
the
+ 3)
slashing
damage
if
used
with
two
hands. end
of
each
of
its
turns.
If
the
saving
throw
is
Shortsword.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
successful,
the
effect
ends
on
it.
ft.,
one
target.
Hit:
6
(1d6
+
3)
piercing
damage.
A
target
that
successfully
saves
is
immune
to
this
Heavy
Crossbow.
Ranged
Weapon
Attack:
+3
to
hit,
harpy’s
song
for
the
next
24
hours.
range
100/400
ft.,
one
target.
Hit:
6
(1d10
+
1)
piercing
damage.
Hell
Hound
Fire
Breath
(Recharge
5–6).
The
veteran
exhales
fire
in
Medium
fiend,
lawful
evil
a
15-‐foot
cone.
Each
creature
in
that
area
must
make
a
DC
15
Dexterity
saving
throw,
taking
24
(7d6)
fire
Armor
Class
15
(natural
armor)
damage
on
a
failed
save,
or
half
as
much
damage
on
a
Hit
Points
45
(7d8
+
14)
successful
one.
Actions
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
creature.
Hit:
1
piercing
damage,
and
the
target
must
Monsters (I)
succeed
on
a
DC
10
Constitution
saving
throw
or
be
poisoned
for
1
minute.
If
the
saving
throw
fails
by
5
or
Invisible
Stalker
more,
the
target
is
instead
poisoned
for
5
(1d10)
Medium
elemental, neutral
minutes
and
unconscious
while
poisoned
in
this
way.
Armor
Class
14
Hit
Points
104
(16d8
+
32)
Hydra
Speed
50
ft.,
fly
50
ft.
(hover)
Huge
monstrosity,
unaligned
Armor
Class
15
(natural
armor)
STR
DEX
CON
INT
WIS
CHA
Hit Points 172 (15d12 + 75) 16 (+3) 19 (+4) 14 (+2) 10 (+0) 15 (+2) 11 (+0)
Speed
30
ft.,
swim
30
ft.
Skills
Perception
+8,
Stealth
+10
STR
DEX
CON
INT
WIS
CHA
Damage
Resistances
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
20
(+5)
12
(+1)
20
(+5)
2
(−4)
10
(+0)
7
(−2)
Damage
Immunities
poison
Skills
Perception
+6
Condition
Immunities
exhaustion,
grappled,
paralyzed,
Senses
darkvision
60
ft.,
passive
Perception
16
petrified,
poisoned,
prone,
restrained,
unconscious
Languages
—
Senses
darkvision
60
ft.,
passive
Perception
18
Challenge
8
(3,900
XP)
Languages
Auran,
understands
Common
but
doesn’t
speak
it
Hold
Breath.
The
hydra
can
hold
its
breath
for
1
hour.
Challenge
6
(2,300
XP)
Multiple
Heads.
The
hydra
has
five
heads.
While
it
has
more
than
one
head,
the
hydra
has
advantage
on
Invisibility.
The
stalker
is
invisible.
saving
throws
against
being
blinded,
charmed,
Faultless
Tracker.
The
stalker
is
given
a
quarry
by
its
deafened,
frightened,
stunned,
and
knocked
summoner.
The
stalker
knows
the
direction
and
unconscious.
distance
to
its
quarry
as
long
as
the
two
of
them
are
on
Whenever
the
hydra
takes
25
or
more
damage
in
a
the
same
plane
of
existence.
The
stalker
also
knows
the
single
turn,
one
of
its
heads
dies.
If
all
its
heads
die,
the
location
of
its
summoner.
hydra
dies.
At
the
end
of
its
turn,
it
grows
two
heads
for
each
of
Actions
its
heads
that
died
since
its
last
turn,
unless
it
has
taken
Multiattack.
The
stalker
makes
two
slam
attacks.
fire
damage
since
its
last
turn.
The
hydra
regains
10
hit
points
for
each
head
regrown
in
this
way.
Slam.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
bludgeoning
damage.
Reactive
Heads.
For
each
head
the
hydra
has
beyond
one,
it
gets
an
extra
reaction
that
can
be
used
only
for
opportunity
attacks.
7th level (1 slot): finger of death, plane shift 15 (+2) 10 (+0) 13 (+1) 7 (−2) 12 (+1) 7 (−2)
8th
level
(1
slot):
dominate
monster,
power
word
stun
Skills
Perception
+3,
Stealth
+4,
Survival
+5
9th
level
(1
slot):
power
word
kill
Senses
passive
Perception
13
Turn
Resistance.
The
lich
has
advantage
on
saving
Languages
Draconic
throws
against
any
effect
that
turns
undead.
Challenge
1/2
(100
XP)
Actions
Hold
Breath.
The
lizardfolk
can
hold
its
breath
for
15
Paralyzing
Touch.
Melee
Spell
Attack:
+12
to
hit,
reach
minutes.
5
ft.,
one
creature.
Hit:
10
(3d6)
cold
damage.
The
target
must
succeed
on
a
DC
18
Constitution
saving
Actions
throw
or
be
paralyzed
for
1
minute.
The
target
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
Multiattack.
The
lizardfolk
makes
two
melee
attacks,
ending
the
effect
on
itself
on
a
success.
each
one
with
a
different
weapon.
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Legendary
Actions
target.
Hit:
5
(1d6
+
2)
piercing
damage.
The
lich
can
take
3
legendary
actions,
choosing
from
Heavy
Club.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
the
options
below.
Only
one
legendary
action
option
ft.,
one
target.
Hit:
5
(1d6
+
2)
bludgeoning
damage.
can
be
used
at
a
time
and
only
at
the
end
of
another
Javelin.
Melee
or
Ranged
Weapon
Attack:
+4
to
hit,
creature’s
turn.
The
lich
regains
spent
legendary
reach
5
ft.
or
range
30/120
ft.,
one
target.
Hit:
5
(1d6
+
actions
at
the
start
of
its
turn.
2) piercing
damage.
Cantrip.
The
lich
casts
a
cantrip.
Spiked
Shield.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
Paralyzing
Touch
(Costs
2
Actions).
The
lich
uses
its
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Paralyzing
Touch.
Frightening
Gaze
(Costs
2
Actions).
The
lich
fixes
its
Lycanthropes
gaze
on
one
creature
it
can
see
within
10
feet
of
it.
The
target
must
succeed
on
a
DC
18
Wisdom
saving
Werebear
throw
against
this
magic
or
become
frightened
for
1
Medium
humanoid
(human,
shapechanger),
neutral
minute.
The
frightened
target
can
repeat
the
saving
good
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
If
a
target’s
saving
throw
Armor
Class
10
in
humanoid
form,
11
(natural
armor)
is
successful
or
the
effect
ends
for
it,
the
target
is
in
bear
and
hybrid
form
immune
to
the
lich’s
gaze
for
the
next
24
hours.
Hit
Points
135
(18d8
+
54)
Speed
30
ft.
(40
ft.,
climb
30
ft.
in
bear
or
hybrid
form)
Magmin
Tail
Spike
Regrowth.
The
manticore
has
twenty-‐four
Small
elemental,
chaotic
neutral
tail
spikes.
Used
spikes
regrow
when
the
manticore
Armor
Class
14
(natural
armor)
finishes
a
long
rest.
Hit
Points
9
(2d6
+
2)
Challenge
1/8
(25
XP)
STR
DEX
CON
INT
WIS
CHA
17
(+3)
12
(+1)
15
(+2)
5
(−3)
13
(+1)
8
(−1)
Amphibious.
The
merfolk
can
breathe
air
and
water.
Skills
Stealth
+5
Damage
Immunities
acid
Rejuvenation.
A
destroyed
mummy
lord
gains
a
new
Attack.
The
mummy
lord
makes
one
attack
with
its
body
in
24
hours
if
its
heart
is
intact,
regaining
all
its
hit
rotting
fist
or
uses
its
Dreadful
Glare.
points
and
becoming
active
again.
The
new
body
Blinding
Dust.
Blinding
dust
and
sand
swirls
magically
appears
within
5
feet
of
the
mummy
lord’s
heart.
around
the
mummy
lord.
Each
creature
within
5
feet
Spellcasting.
The
mummy
lord
is
a
10th-‐level
of
the
mummy
lord
must
succeed
on
a
DC
16
spellcaster.
Its
spellcasting
ability
is
Wisdom
(spell
save
Constitution
saving
throw
or
be
blinded
until
the
end
DC
17,
+9
to
hit
with
spell
attacks).
The
mummy
lord
of
the
creature’s
next
turn.
has
the
following
cleric
spells
prepared:
Cantrips
(at
will):
sacred
flame,
thaumaturgy
Nagas
Spirit
Naga
Guardian
Naga
Large
monstrosity,
chaotic
evil
Large
monstrosity,
lawful
good
Armor
Class
15
(natural
armor)
Armor
Class
18
(natural
armor)
Hit
Points
75
(10d10
+
20)
Hit
Points
127
(15d10
+
45)
Speed
40
ft.
Speed
40
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
18
(+4)
17
(+3)
14
(+2)
16
(+3)
15
(+2)
16
(+3)
19
(+4)
18
(+4)
16
(+3)
16
(+3)
19
(+4)
18
(+4)
Saving
Throws
Dex
+6,
Con
+5,
Wis
+5,
Cha
+6
Saving
Throws
Dex
+8,
Con
+7,
Int
+7,
Wis
+8,
Cha
+8
Damage
Immunities
poison
Damage
Immunities
poison
Condition
Immunities
charmed,
poisoned
Condition
Immunities
charmed,
poisoned
Senses
darkvision
60
ft.,
passive
Perception
12
Senses
darkvision
60
ft.,
passive
Perception
14
Languages
Abyssal,
Common
Languages
Celestial,
Common
Challenge
8
(3,900
XP)
Challenge
10
(5,900
XP)
Rejuvenation.
If
it
dies,
the
naga
returns
to
life
in
1d6
Rejuvenation.
If
it
dies,
the
naga
returns
to
life
in
1d6
days
and
regains
all
its
hit
points.
Only
a
wish
spell
can
days
and
regains
all
its
hit
points.
Only
a
wish
spell
can
prevent
this
trait
from
functioning.
prevent
this
trait
from
functioning.
Spellcasting.
The
naga
is
a
10th-‐level
spellcaster.
Its
Spellcasting.
The
naga
is
an
11th-‐level
spellcaster.
Its
spellcasting
ability
is
Intelligence
(spell
save
DC
14,
+6
spellcasting
ability
is
Wisdom
(spell
save
DC
16,
+8
to
to
hit
with
spell
attacks),
and
it
needs
only
verbal
hit
with
spell
attacks),
and
it
needs
only
verbal
Saving
Throws
Dex
+3,
Con
+6,
Wis
+4,
Cha
+5
Confer
Fire
Resistance.
The
nightmare
can
grant
Skills
Arcana
+5,
Deception
+8,
Perception
+4
resistance
to
fire
damage
to
anyone
riding
it.
Senses
darkvision
60
ft.,
passive
Perception
14
Illumination.
The
nightmare
sheds
bright
light
in
a
10-‐
Languages
Common,
Giant
foot
radius
and
dim
light
for
an
additional
10
feet.
Challenge
7
(2,900
XP)
Actions
Hooves.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Innate
Spellcasting.
The
oni’s
innate
spellcasting
ability
one
target.
Hit:
13
(2d8
+
4)
bludgeoning
damage
plus
is
Charisma
(spell
save
DC
13).
The
oni
can
innately
cast
7
(2d6)
fire
damage.
the
following
spells,
requiring
no
material
components:
Ethereal
Stride.
The
nightmare
and
up
to
three
willing
At
will:
darkness,
invisibility
creatures
within
5
feet
of
it
magically
enter
the
1/day
each:
charm
person,
cone
of
cold,
gaseous
form,
Ethereal
Plane
from
the
Material
Plane,
or
vice
versa.
sleep
Magic
Weapons.
The
oni’s
weapon
attacks
are
magical.
Reactions
Limited
Telepathy.
The
otyugh
can
magically
transmit
Split.
When
a
jelly
that
is
Medium
or
larger
is
subjected
simple
messages
and
images
to
any
creature
within
to
lightning
or
slashing
damage,
it
splits
into
two
new
120
feet
of
it
that
can
understand
a
language.
This
jellies
if
it
has
at
least
10
hit
points.
Each
new
jelly
has
form
of
telepathy
doesn’t
allow
the
receiving
creature
hit
points
equal
to
half
the
original
jelly’s,
rounded
to
telepathically
respond.
down.
New
jellies
are
one
size
smaller
than
the
original
jelly.
Actions
Multiattack.
The
otyugh
makes
three
attacks:
one
with
Orc
its
bite
and
two
with
its
tentacles.
Medium
humanoid
(orc),
chaotic
evil
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
12
(2d8
+
3)
piercing
damage.
If
the
target
is
Armor
Class
13
(hide
armor)
a
creature,
it
must
succeed
on
a
DC
15
Constitution
Hit
Points
15
(2d8
+
6)
saving
throw
against
disease
or
become
poisoned
until
Speed
30
ft.
the
disease
is
cured.
Every
24
hours
that
elapse,
the
target
must
repeat
the
saving
throw,
reducing
its
hit
STR
DEX
CON
INT
WIS
CHA
point
maximum
by
5
(1d10)
on
a
failure.
The
disease
is
16
(+3)
12
(+1)
16
(+3)
7
(−2)
11
(+0)
10
(+0)
cured
on
a
success.
The
target
dies
if
the
disease
reduces
its
hit
point
maximum
to
0.
This
reduction
to
Skills
Intimidation
+2
the
target’s
hit
point
maximum
lasts
until
the
disease
is
Senses
darkvision
60
ft.,
passive
Perception
10
cured.
Languages
Common,
Orc
Tentacle.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
Challenge
1/2
(100
XP)
one
target.
Hit:
7
(1d8
+
3)
bludgeoning
damage
plus
4
(1d8)
piercing
damage.
If
the
target
is
Medium
or
smaller,
it
is
grappled
(escape
DC
13)
and
restrained
Aggressive.
As
a
bonus
action,
the
orc
can
move
up
to
until
the
grapple
ends.
The
otyugh
has
two
tentacles,
its
speed
toward
a
hostile
creature
that
it
can
see.
each
of
which
can
grapple
one
target.
Actions
Tentacle
Slam.
The
otyugh
slams
creatures
grappled
by
it
into
each
other
or
a
solid
surface.
Each
creature
must
Greataxe.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
succeed
on
a
DC
14
Constitution
saving
throw
or
take
one
target.
Hit:
9
(1d12
+
3)
slashing
damage.
10
(2d6
+
3)
bludgeoning
damage
and
be
stunned
until
Javelin.
Melee
or
Ranged
Weapon
Attack:
+5
to
hit,
the
end
of
the
otyugh’s
next
turn.
On
a
successful
save,
reach
5
ft.
or
range
30/120
ft.,
one
target.
Hit:
6
(1d6
+
the
target
takes
half
the
bludgeoning
damage
and
isn’t
3) piercing
damage. stunned.
Otyugh
Owlbear
Large
aberration,
neutral
Large
monstrosity,
unaligned
Armor
Class
14
(natural
armor)
Armor
Class
13
(natural
armor)
Hooves.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Speed
50
ft.,
burrow
30
ft.
one
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
STR
DEX
CON
INT
WIS
CHA
28
(+9)
7
(−2)
22
(+6)
1
(−5)
8
(−1)
4
(−3)
Armor
Class
14
(natural
armor)
STR
DEX
CON
INT
WIS
CHA
Hit
Points
27
(5d8
+
5)
13
(+1)
11
(+0)
12
(+1)
12
(+1)
13
(+1)
9
(−1)
Speed
40
ft.
Skills
Perception
+5
STR
DEX
CON
INT
WIS
CHA
Senses
darkvision
120
ft.,
passive
Perception
15
13
(+1)
12
(+1)
13
(+1)
2
(−4)
13
(+1)
6
(−2)
Languages
Sahuagin
Challenge
1/2
(100
XP)
Senses
darkvision
60
ft.,
passive
Perception
11
Languages
—
Blood
Frenzy.
The
sahuagin
has
advantage
on
melee
Challenge
1/2
(100
XP)
attack
rolls
against
any
creature
that
doesn’t
have
all
its
hit
points.
Iron
Scent.
The
rust
monster
can
pinpoint,
by
scent,
Limited
Amphibiousness.
The
sahuagin
can
breathe
air
the
location
of
ferrous
metal
within
30
feet
of
it.
and
water,
but
it
needs
to
be
submerged
at
least
once
Rust
Metal.
Any
nonmagical
weapon
made
of
metal
every
4
hours
to
avoid
suffocating.
that
hits
the
rust
monster
corrodes.
After
dealing
Shark
Telepathy.
The
sahuagin
can
magically
command
damage,
the
weapon
takes
a
permanent
and
any
shark
within
120
feet
of
it,
using
a
limited
cumulative
−1
penalty
to
damage
rolls.
If
its
penalty
telepathy.
drops
to
−5,
the
weapon
is
destroyed.
Nonmagical
ammunition
made
of
metal
that
hits
the
rust
monster
Actions
is
destroyed
after
dealing
damage.
Multiattack.
The
sahuagin
makes
two
melee
attacks:
Actions
one
with
its
bite
and
one
with
its
claws
or
spear.
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
3
(1d4
+
1)
piercing
damage.
target.
Hit:
5
(1d8
+
1)
piercing
damage.
Claws.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Antennae.
The
rust
monster
corrodes
a
nonmagical
target.
Hit:
3
(1d4
+
1)
slashing
damage.
ferrous
metal
object
it
can
see
within
5
feet
of
it.
If
the
object
isn’t
being
worn
or
carried,
the
touch
destroys
a
Spear.
Melee
or
Ranged
Weapon
Attack:
+3
to
hit,
1-‐foot
cube
of
it.
If
the
object
is
being
worn
or
carried
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
4
(1d6
+
by
a
creature,
the
creature
can
make
a
DC
11
Dexterity
1) piercing
damage,
or
5
(1d8
+
1)
piercing
damage
if
saving
throw
to
avoid
the
rust
monster’s
touch.
used
with
two
hands
to
make
a
melee
attack.
If
the
object
touched
is
either
metal
armor
or
a
Hit
Points
31
(7d8)
Shadow
Stealth.
While
in
dim
light
or
darkness,
the
shadow
can
take
the
Hide
action
as
a
bonus
action.
Speed
40
ft.
Actions
Minotaur
Skeleton
Hooves.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Large
undead,
lawful
evil
one
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
Armor
Class
12
(natural
armor)
Hit
Points
67
(9d10
+
18)
Specter
Speed
40
ft.
Medium
undead,
chaotic
evil
STR
DEX
CON
INT
WIS
CHA
Armor
Class
12
18
(+4)
11
(+0)
15
(+2)
6
(−2)
8
(−1)
5
(−3)
Hit
Points
22
(5d8)
STR
DEX
CON
INT
WIS
CHA
Keen
Smell.
The
troll
has
advantage
on
Wisdom
23
(+6)
8
(−1)
21
(+5)
12
(+1)
16
(+3)
12
(+1)
(Perception)
checks
that
rely
on
smell.
Regeneration.
The
troll
regains
10
hit
points
at
the
Damage
Resistances
bludgeoning,
piercing
start
of
its
turn.
If
the
troll
takes
acid
or
fire
damage,
Damage
Vulnerabilities
fire
this
trait
doesn’t
function
at
the
start
of
the
troll’s
next
Senses
passive
Perception
13
turn.
The
troll
dies
only
if
it
starts
its
turn
with
0
hit
Languages
Common,
Druidic,
Elvish,
Sylvan
points
and
doesn’t
regenerate.
Challenge
9
(5,000
XP)
Actions
Multiattack.
The
troll
makes
three
attacks:
one
with
its
False
Appearance.
While
the
treant
remains
bite
and
two
with
its
claws.
motionless,
it
is
indistinguishable
from
a
normal
tree.
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Siege
Monster.
The
treant
deals
double
damage
to
target.
Hit:
7
(1d6
+
4)
piercing
damage.
objects
and
structures.
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Actions
target.
Hit:
11
(2d6
+
4)
slashing
damage.
Actions
Slam.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
4
(1d6
+
1)
bludgeoning
damage.
Ogre
Zombie
Large
undead,
neutral
evil
Armor
Class
8
Hit
Points
85
(9d10
+
36)
Speed
30
ft.
Actions
Morningstar.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
13
(2d8
+
4)
bludgeoning
damage.
Conditions
causes
exhaustion,
its
current
level
of
exhaustion
increases
by
the
amount
specified
in
the
effect’s
description.
A
creature
suffers
the
effect
of
its
current
level
of
Conditions
alter
a
creature’s
capabilities
in
a
variety
exhaustion
as
well
as
all
lower
levels.
For
example,
a
creature
of
ways
and
can
arise
as
a
result
of
a
spell,
a
class
suffering
level
2
exhaustion
has
its
speed
halved
and
has
feature,
a
monster s
attack,
or
other
effect.
Most disadvantage
on
ability
checks.
conditions,
such
as
blinded,
are
impairments,
but
a
An
effect
that
removes
exhaustion
reduces
its
level
as
few,
such
as
invisible,
can
be
advantageous.
specified
in
the
effect’s
description,
with
all
exhaustion
A
condition
lasts
either
until
it
is
countered
(the
effects
ending
if
a
creature’s
exhaustion
level
is
reduced
prone
condition
is
countered
by
standing
up,
for
below
1.
example)
or
for
a
duration
specified
by
the
effect
Finishing
a
long
rest
reduces
a
creature’s
exhaustion
level
that
imposed
the
condition.
by
1,
provided
that
the
creature
has
also
ingested
some
food
and
drink.
If
multiple
effects
impose
the
same
condition
on
a
creature,
each
instance
of
the
condition
has
its
own
duration,
but
the
condition’s
effects
don’t
get
worse.
Frightened
A
creature
either
has
a
condition
or
doesn’t.
• A
frightened
creature
has
disadvantage
on
ability
The
following
definitions
specify
what
happens
to
checks
and
attack
rolls
while
the
source
of
its
fear
a
creature
while
it
is
subjected
to
a
condition.
is
within
line
of
sight.
• The
creature
can’t
willingly
move
closer
to
the
Blinded source
of
its
fear.
• A
blinded
creature
can’t
see
and
automatically
fails
any
ability
check
that
requires
sight. Grappled
• Attack
rolls
against
the
creature
have
advantage, • A
grappled
creature’s
speed
becomes
0,
and
it
and
the
creature’s
attack
rolls
have
disadvantage. can’t
benefit
from
any
bonus
to
its
speed.
• The
condition
ends
if
the
grappler
is
incapacitated
Charmed (see
the
condition).
• A
charmed
creature
can’t
attack
the
charmer
or • The
condition
also
ends
if
an
effect
removes
the
target
the
charmer
with
harmful
abilities
or grappled
creature
from
the
reach
of
the
grappler
magical
effects. or
grappling
effect,
such
as
when
a
creature
is
• The
charmer
has
advantage
on
any
ability
check
to hurled
away
by
the
thunder-‐‑wave
spell.
interact
socially
with
the
creature.
Incapacitated
Deafened • An
incapacitated
creature
can’t
take
actions
or
• A
deafened
creature
can’t
hear
and
automatically reactions.
fails
any
ability
check
that
requires
hearing.
Invisible
• An
invisible
creature
is
impossible
to
see
without
Exhaustion the
aid
of
magic
or
a
special
sense.
For
the
purpose
Some
special
abilities
and
environmental
hazards,
such
as
of
hiding,
the
creature
is
heavily
obscured.
The
starvation
and
the
long-‐term
effects
of
freezing
or
scorching
creature’s
location
can
be
detected
by
any
noise
it
temperatures,
can
lead
to
a
special
condition
called
makes
or
any
tracks
it
leaves.
exhaustion.
Exhaustion
is
measured
in
six
levels.
An
effect
• Attack
rolls
against
the
creature
have
can
give
a
creature
one
or
more
levels
of
exhaustion,
as
disadvantage,
and
the
creature’s
attack
rolls
have
specified
in
the
effect’s
description.
advantage.
Poisoned
• A
poisoned
creature
has
disadvantage
on
attack
rolls
and
ability
checks.
Prone
• A
prone
creature’s
only
movement
option
is
to
crawl,
unless
it
stands
up
and
thereby
ends
the
condition.
• The
creature
has
disadvantage
on
attack
rolls.
• An
attack
roll
against
the
creature
has
advantage
if
the
attacker
is
within
5
feet
of
the
creature.
Otherwise,
the
attack
roll
has
disadvantage.
Restrained
• A
restrained
creature’s
speed
becomes
0,
and
it
can’t
benefit
from
any
bonus
to
its
speed.
• Attack
rolls
against
the
creature
have
advantage,
and
the
creature’s
attack
rolls
have
disadvantage.
• The
creature
has
disadvantage
on
Dexterity
saving
throws.
Stunned
• A
stunned
creature
is
incapacitated
(see
the
condition),
can’t
move,
and
can
speak
only
falteringly.
• The
creature
automatically
fails
Strength
and
Dexterity
saving
throws.
• Attack
rolls
against
the
creature
have
advantage.
Celtic
Deities
Deity
Alignment
Suggested
Domains
Symbol
The
Daghdha,
god
of
weather
and
crops
CG
Nature,
Trickery
Bubbling
cauldron
or
shield
Arawn,
god
of
life
and
death
NE
Life,
Death
Black
star
on
gray
background
Belenus,
god
of
sun,
light,
and
warmth
NG
Light
Solar
disk
and
standing
stones
Brigantia,
goddess
of
rivers
and
livestock
NG
Life
Footbridge
Diancecht,
god
of
medicine
and
healing
LG
Life
Crossed
oak
and
mistletoe
branches
Dunatis,
god
of
mountains
and
peaks
N
Nature
Red
sun-‐capped
mountain
peak
Goibhniu,
god
of
smiths
and
healing
NG
Knowledge,
Life
Giant
mallet
over
sword
Lugh,
god
of
arts,
travel,
and
commerce
CN
Knowledge,
Life
Pair
of
long
hands
Manannan
mac
Lir,
god
of
oceans
and
sea
creatures
LN
Nature,
Tempest
Wave
of
white
water
on
green
Greek
Deities
Deity
Alignment
Suggested
Domains
Symbol
Zeus,
god
of
the
sky,
ruler
of
the
gods
N
Tempest
Fist
full
of
lightning
bolts
Aphrodite,
goddess
of
love
and
beauty
CG
Light
Sea
shell
Apollo,
god
of
light,
music,
and
healing
CG
Knowledge,
Life,
Light
Lyre
Ares,
god
of
war
and
strife
CE
War
Spear
Artemis,
goddess
of
hunting
and
childbirth
NG
Life,
Nature
Bow
and
arrow
on
lunar
disk
Athena,
goddess
of
wisdom
and
civilization
LG
Knowledge,
War
Owl
Demeter,
goddess
of
agriculture
NG
Life
Mare s
head
Dionysus,
god
of
mirth
and
wine
CN
Life
Thyrsus
(staff
tipped
with
pine
cone)
Hades,
god
of
the
underworld
LE
Death
Black
ram
Hecate,
goddess
of
magic
and
the
moon
CE
Knowledge,
Trickery
Setting
moon
Hephaestus,
god
of
smithing
and
craft
NG
Knowledge
Hammer
and
anvil
Hera,
goddess
of
marriage
and
intrigue
CN
Trickery
Fan
of
peacock
feathers
Hercules,
god
of
strength
and
adventure
CG
Tempest,
War
Lion s
head
Hermes,
god
of
travel
and
commerce
CG
Trickery
Caduceus
(winged
staff
and
serpents)
Hestia,
goddess
of
home
and
family
NG
Life
Hearth
Nike,
goddess
of
victory
LN
War
Winged
woman
Pan,
god
of
nature
CN
Nature
Syrinx
(pan
pipes)
Poseidon,
god
of
the
sea
and
earthquakes
CN
Tempest
Trident
Tyche,
goddess
of
good
fortune
N
Trickery
Red
pentagram
Egyptian
Deities
Deity
Alignment
Suggested
Domains
Symbol
Re-‐Horakhty,
god
of
the
sun,
ruler
of
the
gods
LG
Life,
Light
Solar
disk
encircled
by
serpent
Anubis,
god
of
judgment
and
death
LN
Death
Black
jackal
Apep,
god
of
evil,
fire,
and
serpents
NE
Trickery
Flaming
snake
Bast,
goddess
of
cats
and
vengeance
CG
War
Cat
Bes,
god
of
luck
and
music
CN
Trickery
Image
of
the
misshapen
deity
Hathor,
goddess
of
love,
music,
and
motherhood
NG
Life,
Light
Horned
cow s
head
with
lunar
disk
Imhotep,
god
of
crafts
and
medicine
NG
Knowledge
Step
pyramid
Isis,
goddess
of
fertility
and
magic
NG
Knowledge,
Life
Ankh
and
star
Nephthys,
goddess
of
death
and
grief
CG
Death
Horns
around
a
lunar
disk
Osiris,
god
of
nature
and
the
underworld
LG
Life,
Nature
Crook
and
flail
Ptah,
god
of
crafts,
knowledge,
and
secrets
LN
Knowledge
Bull
Set,
god
of
darkness
and
desert
storms
CE
Death,
Tempest,
Trickery
Coiled
cobra
Sobek,
god
of
water
and
crocodiles
LE
Nature,
Tempest
Crocodile
head
with
horns
and
plumes
Thoth,
god
of
knowledge
and
wisdom
N
Knowledge
Ibis
Norse
Deities
Deity
Alignment
Suggested
Domains
Symbol
Odin,
god
of
knowledge
and
war
NG
Knowledge,
War
Watching
blue
eye
Aegir,
god
of
the
sea
and
storms
NE
Tempest
Rough
ocean
waves
Balder,
god
of
beauty
and
poetry
NG
Life,
Light
Gem-‐encrusted
silver
chalice
Forseti,
god
of
justice
and
law
N
Light
Head
of
a
bearded
man
Frey,
god
of
fertility
and
the
sun
NG
Life,
Light
Ice-‐blue
greatsword
Freya,
goddess
of
fertility
and
love
NG
Life
Falcon
Creatures Rake.
Melee
Weapon
Attack:
+1
to
hit,
reach
5
ft.,
one
target.
Hit:
1
(1d4
−
1)
slashing
damage.
This
appendix
contains
statistics
for
various
animals,
vermin,
and
other
critters.
The
stat
blocks
are
An
awakened
shrub
is
an
ordinary
shrub
given
organized
alphabetically
by
creature
name.
sentience
and
mobility
by
the
awaken
spell
or
similar
magic.
Ape
Medium
beast,
unaligned
Awakened
Tree
Armor
Class
12
Huge
plant,
unaligned
Hit
Points
19
(3d8
+
6)
Speed
30
ft.,
climb
30
ft.
Armor
Class
13
(natural
armor)
Hit
Points
59
(7d12
+
14)
STR
DEX
CON
INT
WIS
CHA
Speed
20
ft.
16
(+3)
14
(+2)
14
(+2)
6
(−2)
12
(+1)
7
(−2)
STR
DEX
CON
INT
WIS
CHA
Skills
Athletics
+5,
Perception
+3
19
(+4)
6
(−2)
15
(+2)
10
(+0)
10
(+0)
7
(−2)
Senses
passive
Perception
13
Languages
—
Damage
Vulnerabilities
fire
Armor
Class
9
An
awakened
tree
is
an
ordinary
tree
given
Hit
Points
10
(3d6)
sentience
and
mobility
by
the
awaken
spell
or
Speed
20
ft.
similar
magic.
Senses
passive
Perception
11
Echolocation.
The
bat
can’t
use
its
blindsight
while
Languages
—
deafened.
Challenge
0
(10
XP)
Keen
Hearing.
The
bat
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
hearing.
Pack
Tactics.
The
baboon
has
advantage
on
an
attack
Actions
roll
against
a
creature
if
at
least
one
of
the
baboon’s
allies
is
within
5
feet
of
the
creature
and
the
ally
isn’t
Bite.
Melee
Weapon
Attack:
+0
to
hit,
reach
5
ft.,
one
incapacitated.
creature.
Hit:
1
piercing
damage.
A
blink
dog
takes
its
name
from
its
ability
to
blink
in
Senses
passive
Perception
9
and
out
of
existence,
a
talent
it
uses
to
aid
its
attacks
Languages
—
and
to
avoid
harm.
Challenge
1/4
(50
XP)
Charge.
If
the
boar
moves
at
least
20
feet
straight
toward
a
target
and
then
hits
it
with
a
tusk
attack
on
Actions
Keen
Smell.
The
bear
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
smell.
Claws.
Melee
Weapon
Attack:
+0
to
hit,
reach
5
ft.,
one
target.
Hit:
1
slashing
damage.
Actions
Multiattack.
The
bear
makes
two
attacks:
one
with
its
Constrictor
Snake
bite
and
one
with
its
claws.
Large
beast,
unaligned
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Armor
Class
12
target.
Hit:
8
(1d8
+
4)
piercing
damage.
Hit
Points
13
(2d10
+
2)
Claws.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d6
+
4)
slashing
damage.
Speed
30
ft.,
swim
30
ft.
Hold
Breath.
The
crocodile
can
hold
its
breath
for
15
Deer
minutes.
Medium
beast,
unaligned
Actions
Armor
Class
13
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Hit
Points
4
(1d8)
creature.
Hit:
7
(1d10
+
2)
piercing
damage,
and
the
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
23
(+6)
14
(+2)
18
(+4)
7
(−2)
12
(+1)
7
(−2)
15
(+2)
16
(+3)
11
(+0)
2
(−4)
12
(+1)
6
(−2)
Skills
Athletics
+9,
Perception
+4
Senses
blindsight
60
ft.,
passive
Perception
11
Senses
passive
Perception
14
Languages
—
Languages
—
Challenge
1/4
(50
XP)
Challenge
7
(2,900
XP)
Echolocation.
The
bat
can’t
use
its
blindsight
while
Actions
deafened.
Multiattack.
The
ape
makes
two
fist
attacks.
Keen
Hearing.
The
bat
has
advantage
on
Wisdom
Fist.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.,
one
(Perception)
checks
that
rely
on
hearing.
target.
Hit:
22
(3d10
+
6)
bludgeoning
damage.
Rock.
Ranged
Weapon
Attack:
+9
to
hit,
range
50/100
Actions
ft.,
one
target.
Hit:
30
(7d6
+
6)
bludgeoning
damage.
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
creature.
Hit:
5
(1d6
+
2)
piercing
damage.
Giant
Badger
Medium
beast,
unaligned
Giant
Boar
Large
beast,
unaligned
Armor
Class
10
Hit
Points
13
(2d8
+
4)
Armor
Class
12
(natural
armor)
Speed
30
ft.,
burrow
10
ft.
Hit
Points
42
(5d10
+
15)
Speed
40
ft.
STR
DEX
CON
INT
WIS
CHA
13
(+1)
10
(+0)
15
(+2)
2
(−4)
12
(+1)
5
(−3)
STR
DEX
CON
INT
WIS
CHA
17
(+3)
10
(+0)
16
(+3)
2
(−4)
7
(−2)
5
(−3)
Senses
darkvision
30
ft.,
passive
Perception
11
Languages
—
Senses
passive
Perception
8
Challenge
1/4
(50
XP)
Languages
—
Challenge
2
(450
XP)
Keen
Smell.
The
badger
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
smell.
Charge.
If
the
boar
moves
at
least
20
feet
straight
toward
a
target
and
then
hits
it
with
a
tusk
attack
on
Actions
the
same
turn,
the
target
takes
an
extra
7
(2d6)
Multiattack.
The
badger
makes
two
attacks:
one
with
slashing
damage.
If
the
target
is
a
creature,
it
must
its
bite
and
one
with
its
claws.
succeed
on
a
DC
13
Strength
saving
throw
or
be
knocked
prone.
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
4
(1d6
+
1)
piercing
damage.
Relentless
(Recharges
after
a
Short
or
Long
Rest).
If
the
boar
takes
10
damage
or
less
that
would
reduce
it
Claws.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
to
0
hit
points,
it
is
reduced
to
1
hit
point
instead.
target.
Hit:
6
(2d4
+
1)
slashing
damage.
Giant
Crocodile
Giant
Constrictor
Snake
Huge
beast,
unaligned
Huge
beast,
unaligned
Armor
Class
14
(natural
armor)
Armor
Class
12
Hit
Points
85
(9d12
+
27)
Hit
Points
60
(8d12
+
8)
Speed
30
ft.,
swim
50
ft.
Speed
30
ft.,
swim
30
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
21
(+5)
9
(−1)
17
(+3)
2
(−4)
10
(+0)
7
(−2)
19
(+4)
14
(+2)
12
(+1)
1
(−5)
10
(+0)
3
(−4)
Skills
Stealth
+5
Skills
Perception
+2
Senses
passive
Perception
10
Senses
blindsight
10
ft.,
passive
Perception
12
Languages
—
Languages
—
Challenge
5
(1,800
XP)
Challenge
2
(450
XP)
Actions
Hold
Breath.
The
crocodile
can
hold
its
breath
for
30
minutes.
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
one
creature.
Hit:
11
(2d6
+
4)
piercing
damage.
Actions
Constrict.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Multiattack.
The
crocodile
makes
two
attacks:
one
one
creature.
Hit:
13
(2d8
+
4)
bludgeoning
damage,
with
its
bite
and
one
with
its
tail.
and
the
target
is
grappled
(escape
DC
16).
Until
this
Giant
Eagle
Charge.
If
the
elk
moves
at
least
20
feet
straight
Large
beast,
neutral
good
toward
a
target
and
then
hits
it
with
a
ram
attack
on
the
same
turn,
the
target
takes
an
extra
7
(2d6)
Armor
Class
13
damage.
If
the
target
is
a
creature,
it
must
succeed
on
Hit
Points
26
(4d10
+
4)
a
DC
14
Strength
saving
throw
or
be
knocked
prone.
Speed
10
ft.,
fly
80
ft.
Actions
STR
DEX
CON
INT
WIS
CHA
Ram.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
one
16
(+3)
17
(+3)
13
(+1)
8
(−1)
14
(+2)
10
(+0)
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
Skills
Perception
+4
Hooves.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
prone
creature.
Hit:
22
(4d8
+
4)
bludgeoning
Senses
passive
Perception
14
damage.
Languages
Giant
Eagle,
understands
Common
and
Auran
but
can’t
speak
them
The
majestic
giant
elk
is
rare
to
the
point
that
its
Challenge
1
(200
XP)
appearance
is
often
taken
as
a
foreshadowing
of
an
important
event,
such
as
the
birth
of
a
king.
Legends
Keen
Sight.
The
eagle
has
advantage
on
Wisdom
tell
of
gods
that
take
the
form
of
giant
elk
when
(Perception)
checks
that
rely
on
sight.
visiting
the
Material
Plane.
Many
cultures
therefore
believe
that
to
hunt
these
creatures
is
to
invite
Actions
divine
wrath.
Giant
Spider
Charge.
If
the
sea
horse
moves
at
least
20
feet
straight
toward
a
target
and
then
hits
it
with
a
ram
attack
on
Large
beast,
unaligned
the
same
turn,
the
target
takes
an
extra
7
(2d6)
Armor
Class
14
(natural
armor)
bludgeoning
damage.
It
the
target
is
a
creature,
it
must
Hit
Points
26
(4d10
+
4)
succeed
on
a
DC
11
Strength
saving
throw
or
be
knocked
prone.
Speed
30
ft.,
climb
30
ft.
Water
Breathing.
The
sea
horse
can
breathe
only
STR
DEX
CON
INT
WIS
CHA
underwater.
14
(+2)
16
(+3)
12
(+1)
2
(−4)
11
(+0)
4
(−3)
Actions
Skills
Stealth
+7
Ram.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
target.
Hit:
4
(1d6
+
1)
bludgeoning
damage.
Perception
10
Languages
—
Like
their
smaller
kin,
giant
sea
horses
are
shy,
Challenge
1
(200
XP)
colorful
fish
with
elongated
bodies
and
curled
tails.
Aquatic
elves
train
them
as
mounts.
Spider
Climb.
The
spider
can
climb
difficult
surfaces,
including
upside
down
on
ceilings,
without
needing
to
Giant
Shark
make
an
ability
check.
Huge
beast,
unaligned
Web
Sense.
While
in
contact
with
a
web,
the
spider
Armor
Class
13
(natural
armor)
knows
the
exact
location
of
any
other
creature
in
contact
with
the
same
web.
Hit
Points
126
(11d12
+
55)
Web
Walker.
The
spider
ignores
movement
restrictions
Speed
0
ft.,
swim
50
ft.
caused
by
webbing.
STR
DEX
CON
INT
WIS
CHA
Actions
23
(+6)
11
(+0)
21
(+5)
1
(−5)
10
(+0)
5
(−3)
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Skills
Perception
+3
creature.
Hit:
7
(1d8
+
3)
piercing
damage,
and
the
Senses
blindsight
60
ft.,
passive
Perception
13
target
must
make
a
DC
11
Constitution
saving
throw,
taking
9
(2d8)
poison
damage
on
a
failed
save,
or
half
Languages
—
as
much
damage
on
a
successful
one.
If
the
poison
Challenge
5
(1,800
XP)
damage
reduces
the
target
to
0
hit
points,
the
target
is
stable
but
poisoned
for
1
hour,
even
after
regaining
hit
Blood
Frenzy.
The
shark
has
advantage
on
melee
attack
points,
and
is
paralyzed
while
poisoned
in
this
way.
rolls
against
any
creature
that
doesn’t
have
all
its
hit
Web
(Recharge
5–6).
Ranged
Weapon
Attack:
+5
to
hit,
points.
range
30/60
ft.,
one
creature.
Hit:
The
target
is
Water
Breathing.
The
shark
can
breathe
only
restrained
by
webbing.
As
an
action,
the
restrained
underwater.
target
can
make
a
DC
12
Strength
check,
bursting
the
webbing
on
a
success.
The
webbing
can
also
be
Actions
attacked
and
destroyed
(AC
10;
hp
5;
vulnerability
to
fire
damage;
immunity
to
bludgeoning,
poison,
and
Bite.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
psychic
damage).
target.
Hit:
22
(3d10
+
6)
piercing
damage.
STR
DEX
CON
INT
WIS
CHA
Charge.
If
the
goat
moves
at
least
20
feet
straight
12
(+1)
16
(+3)
13
(+1)
3
(−4)
12
(+1)
4
(−3)
toward
a
target
and
then
hits
it
with
a
ram
attack
on
the
same
turn,
the
target
takes
an
extra
2
(1d4)
Skills
Perception
+3,
Stealth
+7
bludgeoning
damage.
If
the
target
is
a
creature,
it
must
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
succeed
on
a
DC
10
Strength
saving
throw
or
be
Perception
13
knocked
prone.
Languages
—
Sure-‐Footed.
The
goat
has
advantage
on
Strength
and
Challenge
1/4
(50
XP)
Dexterity
saving
throws
made
against
effects
that
would
knock
it
prone.
Keen
Sight.
The
hawk
has
advantage
on
Wisdom
Skills
Perception
+3
(Perception)
checks
that
rely
on
sight.
Senses
passive
Perception
13
Actions
Languages
—
Challenge
0
(10
XP)
Talons.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
1
slashing
damage.
Pack
Tactics.
The
hyena
has
advantage
on
an
attack
roll
against
a
creature
if
at
least
one
of
the
hyena’s
Hunter
Shark
allies
is
within
5
feet
of
the
creature
and
the
ally
isn’t
Large
beast,
unaligned
incapacitated.
Armor
Class
12
(natural
armor)
Actions
Hit
Points
45
(6d10
+
12)
Bite.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
Speed
0
ft.,
swim
40
ft.
target.
Hit:
3
(1d6)
piercing
damage.
STR
DEX
CON
INT
WIS
CHA
18
(+4)
13
(+1)
15
(+2)
1
(−5)
10
(+0)
4
(−3)
Jackal
Skills
Perception
+2
Small
beast,
unaligned
Senses
blindsight
30
ft.,
passive
Perception
12
Armor
Class
12
Languages
—
Hit
Points
3
(1d6)
Challenge
2
(450
XP)
Speed
40
ft.
Keen
Hearing.
The
whale
has
advantage
on
Wisdom
Speed
20
ft.,
climb
20
ft.
(Perception)
checks
that
rely
on
hearing.
STR
DEX
CON
INT
WIS
CHA
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Senses
darkvision
30
ft.,
passive
Perception
9
target.
Hit:
21
(5d6
+
4)
piercing
damage.
Languages
—
Challenge
0
(10
XP)
Lion
Large
beast,
unaligned
Actions
Bite.
Melee
Weapon
Attack:
+0
to
hit,
reach
5
ft.,
one
Armor
Class
12
target.
Hit:
1
piercing
damage.
Hit
Points
26
(4d10
+
4)
Speed
50
ft.
Stomp.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
14
(+2)
10
(+0)
13
(+1)
2
(−4)
10
(+0)
5
(−3)
one
prone
creature.
Hit:
29
(4d10
+
7)
bludgeoning
Senses
passive
Perception
10
damage.
Languages
—
Challenge
1/8
(25
XP)
A
mammoth
is
an
elephantine
creature
with
thick
fur
and
long
tusks.
Stockier
and
fiercer
than
normal
elephants,
mammoths
inhabit
a
wide
range
of
climes,
Beast
of
Burden.
The
mule
is
considered
to
be
a
Large
from
subarctic
to
subtropical.
animal
for
the
purpose
of
determining
its
carrying
capacity.
Mastiff
Sure-‐Footed.
The
mule
has
advantage
on
Strength
and
Dexterity
saving
throws
made
against
effects
that
Medium
beast,
unaligned
would
knock
it
prone.
Armor
Class
12
Hit
Points
5
(1d8
+
1)
Actions
Speed
40
ft.
Hooves.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
target.
Hit:
4
(1d4
+
2)
bludgeoning
damage.
STR
DEX
CON
INT
WIS
CHA
13
(+1)
14
(+2)
12
(+1)
3
(−4)
12
(+1)
7
(−2)
Octopus
Skills
Perception
+3
Small
beast,
unaligned
Senses
passive
Perception
13
Armor
Class
12
Languages
—
Hit
Points
3
(1d6)
Challenge
1/8
(25
XP)
Speed
5
ft.,
swim
30
ft.
Hold
Breath.
While
out
of
water,
the
octopus
can
hold
Hit
Points
13
(3d8)
its
breath
for
30
minutes.
Speed
50
ft.,
climb
40
ft.
Underwater
Camouflage.
The
octopus
has
advantage
STR
DEX
CON
INT
WIS
CHA
on
Dexterity
(Stealth)
checks
made
while
underwater.
14
(+2)
15
(+2)
10
(+0)
3
(−4)
14
(+2)
7
(−2)
Water
Breathing.
The
octopus
can
breathe
only
underwater.
Skills
Perception
+4,
Stealth
+6
Senses
passive
Perception
14
Actions
Languages
—
Tentacles.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
Challenge
1/4
(50
XP)
one
target.
Hit:
1
bludgeoning
damage,
and
the
target
is
grappled
(escape
DC
10).
Until
this
grapple
ends,
the
octopus
can’t
use
its
tentacles
on
another
target.
Keen
Smell.
The
panther
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
smell.
Ink
Cloud
(Recharges
after
a
Short
or
Long
Rest).
A
5-‐
foot-‐radius
cloud
of
ink
extends
all
around
the
octopus
Pounce.
If
the
panther
moves
at
least
20
feet
straight
if
it
is
underwater.
The
area
is
heavily
obscured
for
1
toward
a
creature
and
then
hits
it
with
a
claw
attack
on
minute,
although
a
significant
current
can
disperse
the
the
same
turn,
that
target
must
succeed
on
a
DC
12
ink.
After
releasing
the
ink,
the
octopus
can
use
the
Strength
saving
throw
or
be
knocked
prone.
If
the
Dash
action
as
a
bonus
action.
target
is
prone,
the
panther
can
make
one
bite
attack
against
it
as
a
bonus
action.
Owl
Actions
Tiny
beast,
unaligned
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Armor
Class
11
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Hit
Points
1
(1d4
−
1)
Claw.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Speed
5
ft.,
fly
60
ft.
target.
Hit:
4
(1d4
+
2)
slashing
damage.
Pony
Poisonous
Snake
Medium
beast,
unaligned
Tiny
beast,
unaligned
Armor
Class
10
Armor
Class
13
Hit
Points
11
(2d8
+
2)
Hit
Points
2
(1d4)
Speed
40
ft.
Speed
30
ft.,
swim
30
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
15
(+2)
10
(+0)
13
(+1)
2
(−4)
11
(+0)
7
(−2)
2
(−4)
16
(+3)
11
(+0)
1
(−5)
10
(+0)
3
(−4)
Senses
passive
Perception
10
Senses
blindsight
10
ft.,
passive
Perception
10
Languages
—
Languages
—
Challenge
1/8
(25
XP)
Challenge
1/8
(25
XP)
Actions
Actions
Hooves.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
one
target.
Hit:
7
(2d4
+
2)
bludgeoning
damage.
target.
Hit:
1
piercing
damage,
and
the
target
must
make
a
DC
10
Constitution
saving
throw,
taking
5
(2d4)
poison
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Blood
Frenzy.
The
quipper
has
advantage
on
melee
Skills
Perception
+3
attack
rolls
against
any
creature
that
doesn’t
have
all
Senses
passive
Perception
13
its
hit
points.
Languages
—
Water
Breathing.
The
quipper
can
breathe
only
Challenge
0
(10
XP)
underwater.
Actions
Mimicry.
The
raven
can
mimic
simple
sounds
it
has
heard,
such
as
a
person
whispering,
a
baby
crying,
or
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
an
animal
chittering.
A
creature
that
hears
the
sounds
target.
Hit:
1
piercing
damage.
can
tell
they
are
imitations
with
a
successful
DC
10
Wisdom
(Insight)
check.
A
quipper
is
a
carnivorous
fish
with
sharp
teeth.
Quippers
can
adapt
to
any
aquatic
environment,
Actions
including
cold
subterranean
lakes.
They
frequently
Beak.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
gather
in
swarms;
the
statistics
for
a
swarm
of
quippers
appear
later
in
this
appendix.
target.
Hit:
1
piercing
damage.
Reef
Shark
Rat
Medium
beast,
unaligned
Tiny
beast,
unaligned
Armor
Class
12
(natural
armor)
Armor
Class
10
Hit
Points
22
(4d8
+
4)
Hit
Points
1
(1d4
−
1)
Speed
0
ft.,
swim
40
ft.
Speed
20
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
14
(+2)
13
(+1)
13
(+1)
1
(−5)
10
(+0)
4
(−3)
2
(−4)
11
(+0)
9
(−1)
2
(−4)
10
(+0)
4
(−3)
Skills
Perception
+2
Senses
darkvision
30
ft.,
passive
Perception
10
Senses
blindsight
30
ft.,
passive
Perception
12
Languages
—
Languages
—
Challenge
0
(10
XP)
Challenge
1/2
(100
XP)
Senses
passive
Perception
11
Keen
Smell.
The
tiger
has
advantage
on
Wisdom
Languages
—
(Perception)
checks
that
rely
on
smell.
Challenge
2
(450
XP)
Pounce.
If
the
tiger
moves
at
least
20
feet
straight
toward
a
creature
and
then
hits
it
with
a
claw
attack
on
Charge.
If
the
rhinoceros
moves
at
least
20
feet
the
same
turn,
that
target
must
succeed
on
a
DC
14
straight
toward
a
target
and
then
hits
it
with
a
gore
Strength
saving
throw
or
be
knocked
prone.
If
the
attack
on
the
same
turn,
the
target
takes
an
extra
9
target
is
prone,
the
tiger
can
make
one
bite
attack
(2d8)
bludgeoning
damage.
If
the
target
is
a
creature,
it
against
it
as
a
bonus
action.
must
succeed
on
a
DC
15
Strength
saving
throw
or
be
Actions
knocked
prone.
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Actions
target.
Hit:
10
(1d10
+
5)
piercing
damage.
Gore.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Claw.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
14
(2d8
+
5)
bludgeoning
damage.
target.
Hit:
12
(2d6
+
5)
slashing
damage.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
16
(+3)
10
(+0)
12
(+1)
2
(−4)
11
(+0)
7
(−2)
2
(−4)
11
(+0)
8
(−1)
1
(−5)
8
(−1)
2
(−4)
Sting.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
Actions
creature.
Hit:
1
piercing
damage,
and
the
target
must
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
make
a
DC
9
Constitution
saving
throw,
taking
4
(1d8)
creature.
Hit:
1
piercing
damage,
and
the
target
must
poison
damage
on
a
failed
save,
or
half
as
much
succeed
on
a
DC
9
Constitution
saving
throw
or
take
2
damage
on
a
successful
one.
(1d4)
poison
damage.
Sea
Horse
Swarm
of
Bats
Tiny
beast,
unaligned
Medium
swarm
of
Tiny
beasts,
unaligned
Armor
Class
11
Armor
Class
12
Hit
Points
1
(1d4
−
1)
Hit
Points
22
(5d8)
Speed
0
ft.,
swim
20
ft.
Speed
0
ft.,
fly
30
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
1
(−5)
12
(+1)
8
(−1)
1
(−5)
10
(+0)
2
(−4)
5
(−3)
15
(+2)
10
(+0)
2
(−4)
12
(+1)
4
(−3)
Senses
passive
Perception
10
Damage
Resistances
bludgeoning,
piercing,
slashing
Languages
—
Condition
Immunities
charmed,
frightened,
grappled,
Challenge
0
(0
XP)
paralyzed,
petrified,
prone,
restrained,
stunned
Senses
blindsight
60
ft.,
passive
Perception
11
Water
Breathing.
The
sea
horse
can
breathe
only
Languages
—
underwater.
Challenge
1/4
(50
XP)
Spider
Echolocation.
The
swarm
can’t
use
its
blindsight
while
Tiny
beast,
unaligned
deafened.
Armor
Class
12
Keen
Hearing.
The
swarm
has
advantage
on
Wisdom
Hit
Points
1
(1d4
−
1)
(Perception)
checks
that
rely
on
hearing.
Speed
20
ft.,
climb
20
ft.
Swarm.
The
swarm
can
occupy
another
creature’s
space
and
vice
versa,
and
the
swarm
can
move
through
STR
DEX
CON
INT
WIS
CHA
any
opening
large
enough
for
a
Tiny
bat.
The
swarm
2
(−4)
14
(+2)
8
(−1)
1
(−5)
10
(+0)
2
(−4)
can’t
regain
hit
points
or
gain
temporary
hit
points.
Swarm.
The
swarm
can
occupy
another
creature’s
Hit
Points
28
(8d8
−
8)
space
and
vice
versa,
and
the
swarm
can
move
through
Speed
0
ft.,
swim
40
ft.
any
opening
large
enough
for
a
Tiny
insect.
The
swarm
STR
DEX
CON
INT
WIS
CHA
can’t
regain
hit
points
or
gain
temporary
hit
points.
13
(+1)
16
(+3)
9
(−1)
1
(−5)
7
(−2)
2
(−4)
Actions
Damage
Resistances
bludgeoning,
piercing,
slashing
Bites.
Melee
Weapon
Attack:
+3
to
hit,
reach
0
ft.,
one
Condition
Immunities
charmed,
frightened,
grappled,
target
in
the
swarm’s
space.
Hit:
10
(4d4)
piercing
paralyzed,
petrified,
prone,
restrained,
stunned
damage,
or
5
(2d4)
piercing
damage
if
the
swarm
has
half
of
its
hit
points
or
fewer.
Senses
darkvision
60
ft.,
passive
Perception
8
Languages
—
Swarm
of
Poisonous
Snakes
Challenge
1
(200
XP)
Medium
swarm
of
Tiny
beasts,
unaligned
Blood
Frenzy.
The
swarm
has
advantage
on
melee
Armor
Class
14
attack
rolls
against
any
creature
that
doesn’t
have
all
Hit
Points
36
(8d8)
its
hit
points.
Speed
30
ft.,
swim
30
ft.
Swarm.
The
swarm
can
occupy
another
creature’s
space
and
vice
versa,
and
the
swarm
can
move
through
STR
DEX
CON
INT
WIS
CHA
any
opening
large
enough
for
a
Tiny
quipper.
The
8
(−1)
18
(+4)
11
(+0)
1
(−5)
10
(+0)
3
(−4)
swarm
can’t
regain
hit
points
or
gain
temporary
hit
Damage
Resistances
bludgeoning,
piercing,
slashing
points.
Condition
Immunities
charmed,
frightened,
grappled,
Water
Breathing.
The
swarm
can
breathe
only
paralyzed,
petrified,
prone,
restrained,
stunned
underwater.
Actions
Vulture
Hooves.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Medium
beast,
unaligned
one
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
Armor
Class
10
Hit
Points
5
(1d8
+
1)
Weasel
Speed
10
ft.,
fly
50
ft.
Tiny
beast,
unaligned
Warhorse
Winter
Wolf
Large
beast,
unaligned
Large
monstrosity,
neutral
evil
Armor
Class
11
Armor
Class
13
(natural
armor)
Hit
Points
19
(3d10
+
3)
Hit
Points
75
(10d10
+
20)
Speed
60
ft.
Speed
50
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
18
(+4)
12
(+1)
13
(+1)
2
(−4)
12
(+1)
7
(−2)
18
(+4)
13
(+1)
14
(+2)
7
(−2)
12
(+1)
8
(−1)
Senses
passive
Perception
11
Skills
Perception
+5,
Stealth
+3
Languages
—
Damage
Immunities
cold
Challenge
1/2
(100
XP)
Wolf
Actions
Medium
beast,
unaligned
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
piercing
damage.
If
the
target
is
Armor
Class
13
(natural
armor)
a
creature,
it
must
succeed
on
a
DC
13
Strength
saving
Hit
Points
11
(2d8
+
2)
throw
or
be
knocked
prone.
Speed
40
ft.
A
worg
is
an
evil
predator
that
delights
in
hunting
STR
DEX
CON
INT
WIS
CHA
and
devouring
creatures
weaker
than
itself.
Cunning
12
(+1)
15
(+2)
12
(+1)
3
(−4)
12
(+1)
6
(−2)
and
malevolent,
worgs
roam
across
the
remote
wilderness
or
are
raised
by
goblins
and
hobgoblins.
Skills
Perception
+3,
Stealth
+4
Those
creatures
use
worgs
as
mounts,
but
a
worg
Senses
passive
Perception
13
will
turn
on
its
rider
if
it
feels
mistreated
or
Languages
—
malnourished.
Worgs
speak
in
their
own
language
Customizing NPCs
Acolytes
are
junior
members
of
a
clergy,
usually
There
are
many
easy
ways
to
customize
the
NPCs
in
answerable
to
a
priest.
They
perform
a
variety
of
this
appendix
for
your
home
campaign.
functions
in
a
temple
and
are
granted
minor
Racial
Traits.
You
can
add
racial
traits
to
an
NPC.
spellcasting
power
by
their
deities.
For
example,
a
halfling
druid
might
have
a
speed
of
25
feet
and
the
Lucky
trait.
Adding
racial
traits
to
an
NPC
doesn’t
alter
its
challenge
rating.
For
more
on
Archmage
racial
traits,
see
the
Player’s
Handbook.
Medium
humanoid
(any
race),
any
alignment
Spell
Swaps.
One
way
to
customize
an
NPC
spellcaster
is
to
replace
one
or
more
of
its
spells.
You
Armor
Class
12
(15
with
mage
armor)
can
substitute
any
spell
on
the
NPC’s
spell
list
with
a
Hit
Points
99
(18d8
+
18)
different
spell
of
the
same
level
from
the
same
spell
Speed
30
ft.
list.
Swapping
spells
in
this
manner
doesn’t
alter
an
NPC’s
challenge
rating.
STR
DEX
CON
INT
WIS
CHA
Armor
and
Weapon
Swaps.
You
can
upgrade
or
10
(+0)
14
(+2)
12
(+1)
20
(+5)
15
(+2)
16
(+3)
downgrade
an
NPC’s
armor,
or
add
or
switch
weapons.
Adjustments
to
Armor
Class
and
damage
Saving
Throws
Int
+9,
Wis
+6
can
change
an
NPC’s
challenge
rating.
Skills
Arcana
+13,
History
+13
Magic
Items.
The
more
powerful
an
NPC,
the
more
likely
it
has
one
or
more
magic
items
in
its
Damage
Resistance
damage
from
spells;
nonmagical
possession.
An
archmage,
for
example,
might
have
a
bludgeoning,
piercing,
and
slashing
(from
stoneskin)
magic
staff
or
wand,
as
well
as
one
or
more
potions
Senses
passive
Perception
12
and
scrolls.
Giving
an
NPC
a
potent
damage-‐‑dealing
Languages
any
six
languages
magic
item
could
alter
its
challenge
rating.
Challenge
12
(8,400
XP)
Acolyte
Medium
humanoid
(any
race),
any
alignment
Magic
Resistance.
The
archmage
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
Armor
Class
10
Spellcasting.
The
archmage
is
an
18th-‐level
spellcaster.
Hit
Points
9
(2d8)
Its
spellcasting
ability
is
Intelligence
(spell
save
DC
17,
Speed
30
ft.
+9
to
hit
with
spell
attacks).
The
archmage
can
cast
STR
DEX
CON
INT
WIS
CHA
disguise
self
and
invisibility
at
will
and
has
the
following
wizard
spells
prepared:
10
(+0)
10
(+0)
10
(+0)
10
(+0)
14
(+2)
11
(+0)
Cantrips
(at
will):
fire
bolt,
light,
mage
hand,
Skills
Medicine
+4,
Religion
+2
prestidigitation,
shocking
grasp
Senses
passive
Perception
12
STR
DEX
CON
INT
WIS
CHA
Senses
passive
Perception
10
15
(+2)
16
(+3)
14
(+2)
14
(+2)
11
(+0)
14
(+2)
Languages
any
one
language
(usually
Common)
Challenge
2
(450
XP)
Saving
Throws
Str
+4,
Dex
+5,
Wis
+2
Skills
Athletics
+4,
Deception
+4
Reckless.
At
the
start
of
its
turn,
the
berserker
can
gain
Senses
passive
Perception
10
advantage
on
all
melee
weapon
attack
rolls
during
that
Languages
any
two
languages
turn,
but
attack
rolls
against
it
have
advantage
until
the
Challenge
2
(450
XP)
start
of
its
next
turn.
Actions
Actions
Multiattack.
The
captain
makes
three
melee
attacks:
Greataxe.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
two
with
its
scimitar
and
one
with
its
dagger.
Or
the
one
target.
Hit:
9
(1d12
+
3)
slashing
damage.
captain
makes
two
ranged
attacks
with
its
daggers.
Scimitar.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
Hailing
from
uncivilized
lands,
unpredictable
one
target.
Hit:
6
(1d6
+
3)
slashing
damage.
berserkers
come
together
in
war
parties
and
seek
Dagger.
Melee
or
Ranged
Weapon
Attack:
+5
to
hit,
conflict
wherever
they
can
find
it.
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
5
(1d4
+
3) piercing
damage.
Dark
Devotion.
The
cultist
has
advantage
on
saving
Fanatics
are
often
part
of
a
cult’s
leadership,
using
throws
against
being
charmed
or
frightened.
their
charisma
and
dogma
to
influence
and
prey
on
those
of
weak
will.
Most
are
interested
in
personal
Actions
power
above
all
else.
Brave.
The
knight
has
advantage
on
saving
throws
Spellcasting.
The
mage
is
a
9th-‐level
spellcaster.
Its
against
being
frightened.
spellcasting
ability
is
Intelligence
(spell
save
DC
14,
+6
to
hit
with
spell
attacks).
The
mage
has
the
following
Actions
wizard
spells
prepared:
Multiattack.
The
knight
makes
two
melee
attacks.
Cantrips
(at
will):
fire
bolt,
light,
mage
hand,
Greatsword.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
prestidigitation
ft.,
one
target.
Hit:
10
(2d6
+
3)
slashing
damage.
1st
level
(4
slots):
detect
magic,
mage
armor,
magic
Heavy
Crossbow.
Ranged
Weapon
Attack:
+2
to
hit,
missile,
shield
range
100/400
ft.,
one
target.
Hit:
5
(1d10)
piercing
2nd
level
(3
slots):
misty
step,
suggestion
damage.
3rd
level
(3
slots):
counterspell,
fireball,
fly
Leadership
(Recharges
after
a
Short
or
Long
Rest).
For
4th
level
(3
slots):
greater
invisibility,
ice
storm
1
minute,
the
knight
can
utter
a
special
command
or
5th
level
(1
slot):
cone
of
cold
warning
whenever
a
nonhostile
creature
that
it
can
see
within
30
feet
of
it
makes
an
attack
roll
or
a
saving
Actions
throw.
The
creature
can
add
a
d4
to
its
roll
provided
it
can
hear
and
understand
the
knight.
A
creature
can
Dagger.
Melee
or
Ranged
Weapon
Attack:
+5
to
hit,
benefit
from
only
one
Leadership
die
at
a
time.
This
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
4
(1d4
+
effect
ends
if
the
knight
is
incapacitated.
2) piercing
damage.
Reactions
Mages
spend
their
lives
in
the
study
and
practice
of
magic.
Good-‐‑aligned
mages
offer
counsel
to
nobles
Parry.
The
knight
adds
2
to
its
AC
against
one
melee
and
others
in
power,
while
evil
mages
dwell
in
attack
that
would
hit
it.
To
do
so,
the
knight
must
see
isolated
sites
to
perform
unspeakable
experiments
the
attacker
and
be
wielding
a
melee
weapon.
without
interference.
Rapier.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
Actions
one
target.
Hit:
5
(1d8
+
1)
piercing
damage.
Mace.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
Reactions
target.
Hit:
3
(1d6)
bludgeoning
damage.
Parry.
The
noble
adds
2
to
its
AC
against
one
melee
Priests
bring
the
teachings
of
their
gods
to
the
attack
that
would
hit
it.
To
do
so,
the
noble
must
see
common
folk.
They
are
the
spiritual
leaders
of
the
attacker
and
be
wielding
a
melee
weapon.
temples
and
shrines
and
often
hold
positions
of
influence
in
their
communities.
Evil
priests
might
Nobles
wield
great
authority
and
influence
as
work
openly
under
a
tyrant,
or
they
might
be
the
members
of
the
upper
class,
possessing
wealth
and
leaders
of
religious
sects
hidden
in
the
shadows
of
connections
that
can
make
them
as
powerful
as
good
society,
overseeing
depraved
rites.
monarchs
and
generals.
A
noble
often
travels
in
the
A
priest
typically
has
one
or
more
acolytes
to
help
company
of
guards,
as
well
as
servants
who
are
with
religious
ceremonies
and
other
sacred
duties.
commoners.
The
noble’s
statistics
can
also
be
used
to
represent
courtiers
who
aren’t
of
noble
birth.
Scout
Medium
humanoid
(any
race),
any
alignment
Priest
Armor
Class
13
(leather
armor)
Medium
humanoid
(any
race),
any
alignment
Hit
Points
16
(3d8
+
3)
Armor
Class
13
(chain
shirt)
Speed
30
ft.
Hit
Points
27
(5d8
+
5)
STR
DEX
CON
INT
WIS
CHA
Speed
25
ft.
11
(+0)
14
(+2)
12
(+1)
11
(+0)
13
(+1)
11
(+0)
STR
DEX
CON
INT
WIS
CHA
Skills
Nature
+4,
Perception
+5,
Stealth
+6,
Survival
+5
10
(+0)
10
(+0)
12
(+1)
13
(+1)
16
(+3)
13
(+1)
Senses
passive
Perception
15
Skills
Medicine
+7,
Persuasion
+3,
Religion
+4
Languages
any
one
language
(usually
Common)
Senses
passive
Perception
13
Challenge
1/2
(100
XP)
Languages
any
two
languages
Challenge
2
(450
XP)
Keen
Hearing
and
Sight.
The
scout
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
hearing
or
sight.
Actions
Spear.
Melee
or
Ranged
Weapon
Attack:
+3
to
hit,
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
4
(1d6
+
1) piercing
damage,
or
5
(1d8
+
1)
piercing
damage
if
used
with
two
hands
to
make
a
melee
attack.
Veteran
Medium
humanoid
(any
race),
any
alignment
Armor
Class
17
(splint)
Hit
Points
58
(9d8
+
18)
Speed
30
ft.
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.