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193137-C3 - Monster Stat Blocks UPDATE
193137-C3 - Monster Stat Blocks UPDATE
2
Fort Knucklebone 3 Fiendish Flesh Golem
Large construct, unaligned
Illumination. The flameskull sheds either dim light Berserk. Whenever the golem starts its turn with
in a 15-foot radius, or bright light in a 15-foot 100 hit points or fewer, roll a d6. On a 6, the
radius and dim light for an additional 15 feet. It golem goes berserk. On each of its turns while
can switch between the options as an action. berserk, the golem attacks the nearest creature it
can see. If no creature is near enough to move to
Magic Resistance. The flameskull has advantage on and attack, the golem attacks an object, with
saving throws against spells and other magical preference for an object smaller than itself. Once
effects. the golem goes berserk, it continues to do so
until it is destroyed or regains all its hit points.
Rejuvenation. If the flameskull is destroyed, it The golem's creator, if within 60 feet of the
regains all its hit points in 1 hour unless holy berserk golem, can try to calm it by speaking
water is sprinkled on its remains or a dispel magic firmly and persuasively. The golem must be able
or remove curse spell is cast on them. to hear its creator, who must take an action to
Spellcasting. The flameskull is a 5th-level make a DC 15 Charisma (Persuasion) check. If the
spellcaster. Its spellcasting ability is Intelligence check succeeds, the golem ceases being berserk.
(spell save DC 13, +5 to hit with spell attacks). If it takes damage while still at 100 hit points or
The flameskull has the following wizard spells fewer, the golem might go berserk again.
prepared:
Immutable Form. The golem is immune to any
Cantrip (at will): mage hand 1st level (3 slots): spell or effect that would alter its form.
magic missile, shield 2nd level (2 slots): blur,
flaming sphere 3rd level (1 slot): fireball Lightning Absorption. Whenever the golem is
subjected to lightning damage, it takes no damage
Actions and instead regains a number of hit points equal
to the lightning damage dealt.
Multiattack. The flameskull uses Fire Ray twice.
Magic Resistance. The golem has advantage on
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 saving throws against spells and other magical
ft. Hit: 10 (3d6) fire damage. effects.
Magic Weapons. The golem's weapon attacks are
magical.
Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit: 16 (2d10 + 4) bludgeoning damage.
3
Lulu's Dream Quest
Spined Devil
Small fiend (devil), lawful evil
Actions
Multiattack. The devil makes two attacks: one with
its bite and one with its fork or two with its tail
spines.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.
Hit: 5 (2d4) piercing damage.
Fork. Melee Weapon Attack: +2 to hit, reach 5 ft.
Hit: 3 (1d6) piercing damage.
Tail Spine. Ranged Weapon Attack: +4 to hit, range
20/80 ft. Hit: 4 (1d4 + 2) piercing damage plus 3
(1d6) fire damage.
4
Raggadragga Attacks!
Wererat
Medium humanoid (human), lawful evil
Wereboar
Medium humanoid (human), neutral evil Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 30 ft.
Armor Class 10
Hit Points 78 (12d8 + 24)
Speed 30 ft. (40 ft. in boar form) STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (–1)
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (–1) Skills Perception +2, Stealth +4
Damage Immunities bludgeoning, piercing, and
slashing damage from nonmagical weapons
Skills Perception +2 that aren't silvered
Damage Immunities bludgeoning, piercing, and Senses darkvision 60 ft. (rat form only), passive
slashing damage from nonmagical weapons Perception 12
that aren't silvered Languages Common (can't speak in rat form)
Senses passive Perception 12 Challenge 2 (450 XP)
Languages Common (can't speak in boar form)
Challenge 4 (1100 XP)
Shapechanger. The wererat can use its action to
polymorph into a rat-humanoid hybrid or into a
Shapechanger. The wereboar can use its action to giant rat, or back into its true form, which is
polymorph into a boar-humanoid hybrid or into a humanoid. Its statistics, other than its size, are the
boar, or back into its true form, which is same in each form. Any equipment it is wearing or
humanoid. Its statistics, other than its AC, are the carrying isn't transformed. It reverts to its true
same in each form. Any equipment it is wearing or form if it dies.
carrying isn't transformed. It reverts to its true
form if it dies. Keen Smell. The wererat has advantage on Wisdom
(Perception) checks that rely on smell.
Charge (Boar or Hybrid Form Only). If the wereboar
moves at least 15 feet straight toward a target and Actions
then hits it with its tusks on the same turn, the
target takes an extra 7 (2d6) slashing damage. If Multiattack (Humanoid or Hybrid Form Only). The
the target is a creature, it must succeed on a DC wererat makes two attacks, only one of which can
13 Strength saving throw or be knocked prone. be a bite.
Relentless (Recharges after a Short or Long Rest). If Bite (Rat or Hybrid Form Only).. Melee Weapon
the wereboar takes 14 damage or less that would Attack: +4 to hit, reach 5 ft. Hit: 4 (1d4 + 2)
reduce it to 0 hit points, it is reduced to 1 hit piercing damage. If the target is a humanoid, it
point instead. must succeed on a DC 11 Constitution saving
throw or be cursed with wererat lycanthropy.
Actions Shortsword (Humanoid or Hybrid Form Only).
Multiattack (Humanoid or Hybrid Form Only). The Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 5
wereboar makes two attacks, only one of which (1d6 + 2) piercing damage.
can be with its tusks.
Hand Crossbow (Humanoid or Hybrid Form Only).
Maul (Humanoid or Hybrid Form Only). Melee Ranged Weapon Attack: +4 to hit, range 30/120
Weapon Attack: +5 to hit, reach 5 ft. Hit: 10 (2d6 ft. Hit: 5 (1d6 + 2) piercing damage.
+ 3) bludgeoning damage.
Tusks (Boar or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft. Hit: 10 (2d6 + 3)
slashing damage. If the target is a humanoid, it
must succeed on a DC 12 Constitution saving
throw or be cursed with wereboar lycanthropy.
5
Bitter Breath 1
Hobgoblin Warlord
Medium humanoid (goblinoid), lawful evil
Horned Devil
Large fiend (devil), lawful evil Armor Class 20 (plate, shield)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 20 ft., fly 60 ft. STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 15 (+2)
STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3) Saving Throws Int +5, Wis +3, Cha +5
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Saving Throws Str +10, Dex +7, Wis +7, Cha +7 Challenge 6 (2300 XP)
Damage Resistances cold, bludgeoning, piercing,
and slashing from nonmagical weapons that
aren't silvered Martial Advantage. Once per turn, the hobgoblin
Damage Immunities fire, poison can deal an extra 14 (4d6) damage to a creature it
Condition Immunities poisoned hits with a weapon attack if that creature is within
Senses darkvision 120 ft., passive Perception 13 5 ft. of an ally of the hobgoblin that isn’t
Languages Infernal, telepathy 120 ft. incapacitated.
Challenge 11 (7200 XP)
Actions
Devil's Sight. Magical darkness doesn't impede the Multiattack. The hobgoblin makes three melee
devil's darkvision. attacks. Alternatively, it can make two ranged
attacks with its javelins.
Magic Resistance. The devil has advantage on
saving throws against spells and other magical Longsword. Melee Weapon Attack: +6 to hit, reach
effects. 5 ft. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
+ 3) slashing damage if used with two hands.
Actions Shield Bash. Melee Weapon Attack: +6 to hit,
Multiattack. The devil makes three melee attacks: reach 5 ft. Hit: 5 (1d4 + 3) bludgeoning damage.
two with its fork and one with its tail. It can use If the target is Large or smaller, it must succeed
Hurl Flame in place of any melee attack. on a DC 14 Strength saving throw or be knocked
prone.
Fork. Melee Weapon Attack: +10 to hit, reach 10
ft. Hit: 15 (2d8 + 6) piercing damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 30/120 ft. Hit: 6 (1d6 + 3)
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft. piercing damage.
Hit: 10 (1d8 + 6) piercing damage. If the target is
a creature other than an undead or a construct, it Leadership (1/Rest). For 1 minute, the hobgoblin
must succeed on a DC 17 Constitution saving can utter a special command or warning whenever
throw or lose 10 (3d6) hit points at the start of a nonhostile creature that it can see within 30
each of its turns due to an infernal wound. Each feet of it makes an attack roll or a saving throw.
time the devil hits the wounded target with this The creature can add a d4 to its roll provided it
attack, the damage dealt by the wound increases can hear and understand the hobgoblin. A creature
by 10 (3d6). Any creature can take an action to can benefit from only one Leadership die at a
stanch the wound with a successful DC 12 time. This effect ends if the hobgoblin is
Wisdom (Medicine) check. The wound also closes incapacitated.
if the target receives magical healing.
Hurl Flame. Ranged Spell Attack: +7 to hit, range
Reactions
150 ft. Hit: 14 (4d6) fire damage. If the target is a Parry. The hobgoblin adds 3 to its AC against one
flammable object that isn't being worn or carried, melee attack that would hit it. To do so, the
it also catches fire. hobgoblin must see the attacker and be wielding a
melee weapon.
6
Bitter Breath 2 Hobgoblin Captain
Medium humanoid (goblinoid), lawful evil
7
Feonor 1
Mezzoloth
Medium fiend (yugoloth), neutral evil
Archmage
Medium humanoid (any race), any alignment Armor Class 18 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 40 ft.
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft. STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 7 (–2) 10 (+0) 11 (+0)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) Skills Perception +3
Damage Resistances cold, fire, lightning,
bludgeoning, piercing, and slashing from
Saving Throws Int +9, Wis +6 nonmagical attacks
Skills Arcana +13, History +13 Damage Immunities acid, poison
Damage Resistances damage from spells, non Condition Immunities poisoned
magical bludgeoning, piercing, and slashing Senses blindsight 60ft., darkvision 60ft., passive
(from stoneskin) Perception 13
Senses passive Perception 12 Languages Abyssal, Infernal, telepathy 60ft.
Languages any six languages Challenge 5 (1800 XP)
Challenge 12 (8400 XP)
Innate Spellcasting. The mezzoloth's innate
Magic Resistance. The archmage has advantage on spellcasting ability is Charisma (spell save DC 11,
saving throws against spells and other magical +3 to hit with spell attacks). It can innately cast
effects. the following spells, requiring no material
Spellcasting. The archmage is an 18th-level components: 2/day: darkness, dispel magic 1/day:
spellcaster. Its spellcasting ability is Intelligence cloudkill
(spell save DC 17, +9 to hit with spell attacks). Magic Resistance. The mezzoloth has advantage on
The archmage can cast disguise self and saving throws against spells and other magical
invisibility at will and has the following wizard effects.
spells prepared:
Magic Weapons. The mezzoloth's weapon attacks
Cantrips (at will): fire bolt, light, mage hand, are magical.
prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage Actions
armor*, magic missile Multiattack. The mezzoloth makes one claw attack
2nd level (3 slots): detect thoughts, mirror image, and one trident attack.
misty step
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.
3rd level (3 slots): counterspell, fly, lightning bolt Hit: 9 (2d4 + 4) slashing damage.
4th level (3 slots): banishment, fire shield, Trident. Melee or Ranged Weapon Attack: +7 to
stoneskin* hit, reach 5 ft. or range 20/60 ft. Hit: 7 (1d6 + 4)
piercing damage in melee, or 8 (1d8 + 4) piercing
5th level (3 slots): cone of cold, scrying, wall of
damage if used with two claws to make a melee
force
attack.
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
* The archmage casts these spells on itself before
combat.
Actions
Dagger. Melee or Ranged Weapon Attack: +6 to
hit, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2)
piercing damage.
8
Feonor 2
Ghast
Medium undead, chaotic evil
Ghoul
Medium undead, chaotic evil Armor Class 13
Hit Points 36 (8d8 + 0)
Speed 30 ft.
Armor Class 12
Hit Points 22 (5d8 + 0)
Speed 30 ft. STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (–1)
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (–2) 10 (+0) 6 (–2) Damage Immunities necrotic
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Condition Immunities poisoned Languages Common
Senses darkvision 60 ft., passive Perception 10 Challenge 2 (450 XP)
Languages Common
Challenge 1 (200 XP)
Stench. Any creature that starts its turn within 5 ft.
of the ghast must succeed on a DC 10
Actions Constitution saving throw or be poisoned until
the start of its next turn. On a successful saving
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. throw, the creature is immune to the ghast's
Hit: 9 (2d6 + 2) piercing damage. Stench for 24 hours.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft. Turn Defiance. The ghast and any ghouls within 30
Hit: 7 (2d4 + 2) slashing damage. If the target is a ft. of it have advantage on saving throws against
creature other than an elf or undead, it must effects that turn undead.
succeed on a DC 10 Constitution saving throw or
be paralyzed for 1 minute. The target can repeat
the saving throw at the end of each of its turns,
Actions
ending the effect on itself on a success. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.
Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 10 (2d6 + 3) slashing damage. If the target is
a creature other than an undead, it must succeed
on a DC 10 Constitution saving throw or be
Crawling Claw paralyzed for 1 minute. The target can repeat the
Tiny undead, neutral evil saving throw at the end of each of its turns,
ending the effect on itself on a success.
Armor Class 12
Hit Points 2 (1d4 + 0)
Speed 20 ft., climb 20 ft.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.
Hit: 3 (1d4 + 1) bludgeoning or slashing damage
(claw's choice).
9
Princeps Kovik 1
Bearded Devil
Medium fiend (devil), lawful evil
Chain Devil
Medium fiend (devil), lawful evil Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
Armor Class 16
Hit Points 85 (10d8 + 40)
Speed 30 ft. STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 9 (–1) 11 (+0) 11 (+0)
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2) Saving Throws Str +5, Con +4, Wis +2
Damage Resistances cold, bludgeoning, piercing,
and slashing from nonmagical weapons that
Damage Resistances cold, bludgeoning, piercing, aren't silvered
and slashing from nonmagical weapons that Damage Immunities fire, poison
aren't silvered Condition Immunities poisoned
Damage Immunities fire, poison Senses darkvision 120 ft., passive Perception 10
Condition Immunities poisoned Languages Infernal, telepathy 120 ft.
Senses darkvision 120 ft., passive Perception 11 Challenge 3 (700 XP)
Languages Infernal, telepathy 120 ft.
Challenge 8 (3900 XP)
Devil's Sight. Magical darkness doesn't impede the
devil's darkvision.
Devil's Sight. Magical darkness doesn't impede the
devil's darkvision. Magic Resistance. The devil has advantage on
saving throws against spells and other magical
Magic Resistance. The devil has advantage on effects.
saving throws against spells and other magical
effects. Steadfast. The devil can't be frightened while it can
see an allied creature within 30 feet of it.
Actions
Multiattack. The devil makes two attacks with its
Actions
chains. Multiattack. The devil makes two attacks: one with
its beard and one with its glaive.
Chain. Melee Weapon Attack: +8 to hit, reach 10
ft. Hit: 11 (2d6 + 4) slashing damage. The target Beard. Melee Weapon Attack: +5 to hit, reach 5 ft.
is grappled (escape DC 14) if the devil isn't Hit: 6 (1d8 + 2) piercing damage, and the target
already grappling a creature. Until this grapple must succeed on a DC 12 Constitution saving
ends, the target is restrained and takes 7 (2d6) throw or be poisoned for 1 minute. While
piercing damage at the start of each of its turns. poisoned in this way, the target can't regain hit
points. The target can repeat the saving throw at
Animate Chains (Recharges after a Short or Long the end of each of its turns, ending the effect on
Rest). Up to four chains the devil can see within itself on a success.
60 feet of it magically sprout razor-edged barbs
and animate under the devil's control, provided Glaive. Melee Weapon Attack: +5 to hit, reach 10
that the chains aren't being worn or carried. Each ft. Hit: 8 (1d10 + 3) slashing damage. If the target
animated chain is an object with AC 20, 20 hit is a creature other than an undead or a construct,
points, resistance to piercing damage, and it must succeed on a DC 12 Constitution saving
immunity to psychic and thunder damage. When throw or lose 5 (1d10) hit points at the start of
the devil uses Multiattack on its turn, it can use each of its turns due to an infernal wound. Each
each animated chain to make one additional chain time the devil hits the wounded target with this
attack. An animated chain can grapple one attack, the damage dealt by the wound increases
creature of its own but can't make attacks while by 5 (1d10). Any creature can take an action to
grappling. An animated chain reverts to its stanch the wound with a successful DC 12
inanimate state if reduced to 0 hit points or if the Wisdom (Medicine) check. The wound also closes
devil is incapacitated or dies. if the target receives magical healing.
Reactions
Unnerving Mask. When a creature the devil can see
starts its turn within 30 feet of the devil, the devil
can create the illusion that it looks like one of the
creature's departed loved ones or bitter enemies.
If the creature can see the devil, it must succeed
on a DC 14 Wisdom saving throw or be
frightened until the end of its turn.
10
Princeps Kovik 2
Barbed Devil
Medium fiend (devil), lawful evil
Actions
Multiattack. The devil makes three melee attacks:
one with its tail and two with its claws.
Alternatively, it can use Hurl Flame twice.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 6 (1d6 + 3) piercing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 10 (2d6 + 3) piercing damage.
Hurl Flame. Ranged Spell Attack: +5 to hit, range
150 ft. Hit: 10 (3d6) fire damage. If the target is a
flammable object that isn't being worn or carried,
it also catches fire.
11
Haruman's Hill
Nightmare
Narzugon Large fiend, neutral evil
Medium fiend (devil), lawful evil
Armor Class 13
Hit Points 68 (8d10 + 24)
Armor Class 20 (plate, shield) Speed 60 ft., fly 90 ft.
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
20 (+5) 10 (+0) 17 (+3) 16 (+3) 14 (+2) 19 (+4)
Damage Immunities fire
Senses passive Perception 11
Saving Throws Dex +5, Con +8, Cha +9 Languages understands Abyssal, Common, and
Skills Perception +7 Infernal but can't speak
Damage Resistances acid, cold; bludgeoning, Challenge 3 (700 XP)
piercing, and slashing from nonmagical attacks
that aren't silvered
Damage Immunities fire, poison Confer Fire Resistance. The nightmare can grant
Condition Immunities charmed, frightened, resistance to fire damage to anyone riding it.
poisoned Illumination. The nightmare sheds bright light in a
Senses darkvision 120 ft., passive Perception 17 10-foot radius and dim light for an additional 10
Languages Common, Infernal, telepathy 120 ft. feet.
Challenge 13 (10000 XP)
Actions
Diabolical Sense. The narzugon has advantage on
Wisdom (Perception) checks made to perceive Hooves. Melee Weapon Attack: +6 to hit, reach 5
good-aligned creatures. ft. Hit: 13 (2d8 + 4) bludgeoning damage plus 7
(2d6) fire damage.
Infernal Tack. The narzugon wears spurs that are
part of infernal tack, which allow it to summon its Ethereal Stride. The nightmare and up to three
nightmare companion. willing creatures within 5 feet of it magically enter
the Ethereal Plane from the Material Plane, or vice
Magic Resistance. The narzugon has advantage on versa.
saving throws against spells and other magical
effects.
Actions
Multiattack. The narzugon uses its Infernal
Command or Terrifying Command. It also makes Stirge
three hellfire lance attacks. Tiny beast, unaligned
Hellfire Lance. Melee Weapon Attack: +10 to hit,
reach 10 ft. Hit: 11 (1d12 + 5) piercing damage Armor Class 14 (natural armor)
plus 16 (3d10) fire damage. If this damage kills a Hit Points 2 (1d4 + 0)
creature, the creature's soul rises from the River Speed 10 ft., fly 40 ft.
Styx as a lemure in Avernus in 1d4 hours. If the
creature isn't revived before then, only a wish
spell or killing the lemure and casting true STR DEX CON INT WIS CHA
resurrection on the creature's original body can 4 (–3) 16 (+3) 11 (+0) 2 (–4) 8 (–1) 6 (–2)
restore it to life. Constructs and devils are
immune to this effect. Senses darkvision 60 ft., passive Perception 9
Infernal Command. Each ally of of the narzugon Challenge 1/8 (25 XP)
within 60 feet of it can't be charmed or frightened
until the end of the narzugon's next turn.
Actions
Terrifying Command. Each creature that isn't a
fiend within 60 feet of the narzugon that can hear Blood Drain. Melee Weapon Attack: +5 to hit,
it must succeed on a DC 17 Charisma saving reach 5 ft. Hit: 5 (1d4 + 3) piercing damage, and
throw or become frightened of it for 1 minute. A the stirge attaches to the target. While attached,
creature can repeat the saving throw at the end of the stirge doesn't attack. Instead, at the start of
each of its turns, ending the effect on itself on a each of the stirge's turns, the target loses 5 (1d4
success. A creature makes a successful saving + 3) hit points due to blood loss. The stirge can
throw is immune to this narzugon's Terrifying detach itself by spending 5 feet of its movement.
Command for 24 hours. It does so after it drains 10 hit points of blood
from the target or the target dies. A creature,
Healing (1/Day). The narzugon, or one creature it including the target, can use its action to detach
touches, regains up to 100 hit points. the stirge.
12
Hellwasp Nest
Hellwasp
Large fiend, lawful evil
Hellwasp Queen
Large fiend, lawful evil Armor Class 19 (natural armor)
Hit Points 52 (8d10 + 8)
Speed 10 ft., fly 60 ft. hover
Armor Class 19 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 10 ft., fly 40 ft. hover STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (–2)
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 14 (+2) 13 (+1) 14 (+2) 10 (+0) Saving Throws Wis +3, Dex +5
Damage Vulnerabilities cold
Damage Resistances fire
Saving Throws Dex +5, Con +5, Wis +5 Senses darkvision 60 ft., passive perception 10
Damage Vulnerabilities cold Languages Infernal, telepathy 300 ft. (with other
Damage Immunities fire hellwasps only)
Senses blindsight 30 ft., darkvision 60 ft., passive Challenge 5 (1800 XP)
perception 12
Languages Infernal, telepathy 300 ft. (with other
hellwasps only) Magic Weapons. The hellwasp's weapon attacks
Challenge 7 (5,000 XP) are magical.
13
Spawning Trees
Abyssal Chicken
Tiny fiend (demon), chaotic evil
Bearded Devil
Medium fiend (devil), lawful evil Armor Class 15 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 30 ft, fly 30 ft
Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft. STR DEX CON INT WIS CHA
6 (–2) 14 (+2) 13 (+1) 4 (–3) 9 (–1) 5 (–3)
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 9 (–1) 11 (+0) 11 (+0) Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned, blinded
Saving Throws Str +5, Con +4, Wis +2 Senses blindsight 30ft. (blind beyond this radius),
Damage Resistances cold, bludgeoning, piercing, passive perception 9
and slashing from nonmagical weapons that Languages Abyssal
aren't silvered Challenge 1/4 (50 XP)
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10 Bad Flier. The abyssal chicken falls at the end of a
Languages Infernal, telepathy 120 ft. turn if it's airborne and the only thing holding it
Challenge 3 (700 XP) aloft is its flying speed.
Actions
Multiattack. The devil makes two attacks: one with
its beard and one with its glaive.
Beard. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 6 (1d8 + 2) piercing damage, and the target
must succeed on a DC 12 Constitution saving
throw or be poisoned for 1 minute. While
poisoned in this way, the target can't regain hit
points. The target can repeat the saving throw at
the end of each of its turns, ending the effect on
itself on a success.
Glaive. Melee Weapon Attack: +5 to hit, reach 10
ft. Hit: 8 (1d10 + 3) slashing damage. If the target
is a creature other than an undead or a construct,
it must succeed on a DC 12 Constitution saving
throw or lose 5 (1d10) hit points at the start of
each of its turns due to an infernal wound. Each
time the devil hits the wounded target with this
attack, the damage dealt by the wound increases
by 5 (1d10). Any creature can take an action to
stanch the wound with a successful DC 12
Wisdom (Medicine) check. The wound also closes
if the target receives magical healing.
14
Tower of Urm 1
Mezzoloth
Medium fiend (yugoloth), neutral evil
Archmage
Medium humanoid (any race), any alignment Armor Class 18 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 40 ft.
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft. STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 7 (–2) 10 (+0) 11 (+0)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) Skills Perception +3
Damage Resistances cold, fire, lightning,
bludgeoning, piercing, and slashing from
Saving Throws Int +9, Wis +6 nonmagical attacks
Skills Arcana +13, History +13 Damage Immunities acid, poison
Damage Resistances damage from spells, non Condition Immunities poisoned
magical bludgeoning, piercing, and slashing Senses blindsight 60ft., darkvision 60ft., passive
(from stoneskin) Perception 13
Senses passive Perception 12 Languages Abyssal, Infernal, telepathy 60ft.
Languages any six languages Challenge 5 (1800 XP)
Challenge 12 (8400 XP)
Innate Spellcasting. The mezzoloth's innate
Magic Resistance. The archmage has advantage on spellcasting ability is Charisma (spell save DC 11,
saving throws against spells and other magical +3 to hit with spell attacks). It can innately cast
effects. the following spells, requiring no material
Spellcasting. The archmage is an 18th-level components: 2/day: darkness, dispel magic 1/day:
spellcaster. Its spellcasting ability is Intelligence cloudkill
(spell save DC 17, +9 to hit with spell attacks). Magic Resistance. The mezzoloth has advantage on
The archmage can cast disguise self and saving throws against spells and other magical
invisibility at will and has the following wizard effects.
spells prepared:
Magic Weapons. The mezzoloth's weapon attacks
Cantrips (at will): fire bolt, light, mage hand, are magical.
prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage Actions
armor*, magic missile Multiattack. The mezzoloth makes one claw attack
2nd level (3 slots): detect thoughts, mirror image, and one trident attack.
misty step
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.
3rd level (3 slots): counterspell, fly, lightning bolt Hit: 9 (2d4 + 4) slashing damage.
4th level (3 slots): banishment, fire shield, Trident. Melee or Ranged Weapon Attack: +7 to
stoneskin* hit, reach 5 ft. or range 20/60 ft. Hit: 7 (1d6 + 4)
piercing damage in melee, or 8 (1d8 + 4) piercing
5th level (3 slots): cone of cold, scrying, wall of
damage if used with two claws to make a melee
force
attack.
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
* The archmage casts these spells on itself before
combat.
Actions
Dagger. Melee or Ranged Weapon Attack: +6 to
hit, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2)
piercing damage.
15
Tower of Urm 2 Obelisk
Nycaloth Barlgura
Large fiend (yugoloth), neutral evil Large fiend (demon), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 19 (+4) 12 (+1) 10 (+0) 15 (+2) 18 (+4) 15 (+2) 16 (+3) 7 (–2) 14 (+2) 9 (–1)
16
Mirror of Mephistar 1
Imp
Tiny fiend (devil), lawful evil
Cambion
Medium fiend, any alignment Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.
Armor Class 19 (scale mail)
Hit Points 82 (11d8 + 33)
Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA
6 (–2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 16 (+3) Skills Deception +4, Insight +3, Persuasion +4,
Stealth +5
Damage Resistances cold, bludgeoning, piercing,
Saving Throws Str +7, Con +6, Int +5, Cha +6 and slashing from nonmagical/nonsilver
Skills Deception +6, Intimidation +6, Perception weapons
+4, Stealth +7 Damage Immunities fire, poison
Damage Resistances cold, fire, lightning, poison; Condition Immunities poisoned
bludgeoning, piercing, and slashing from Senses darkvision 120 ft., passive Perception 11
nonmagical weapons Languages Infernal, Common
Senses darkvision 60 ft., passive Perception 14 Challenge 1 (200 XP)
Languages Abyssal, Common, Infernal
Challenge 5 (1800 XP)
Shapechanger. The imp can use its action to
polymorph into a beast form that resembles a rat
Fiendish Blessing. The AC of the cambion includes (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a
its Charisma bonus. spider (20 ft., climb 20 ft.), or back into its true
Innate Spellcasting. The cambion's innate form. Its statistics are the same in each form,
spellcasting ability is Charisma (spell save DC 14, except for the speed changes noted. Any
+6 to hit with spell attacks). It can innately cast equipment it is wearing or carrying isn't
the following spells, requiring no material transformed. It reverts to its true form if it dies.
components: Devil's Sight. Magical darkness doesn't impede the
3/day: alter self, command, detect magic imp's darkvision.
1/day: plane shift (self only) Magic Resistance. The imp has advantage on
saving throws against spells and other magical
Actions effects.
Multiattack. The cambion makes two melee attacks
or uses its Fire Ray twice.
Actions
Sting (Bite in Beast Form). Melee Weapon Attack:
Spear. Melee or Ranged Weapon Attack: +7 to hit, +5 to hit, reach 5 ft. Hit: 5 (1d4 + 3) piercing
reach 5 ft. or range 20/60 ft. Hit: 7 (1d6 + 4) damage, and the target must make on a DC 11
piercing damage, or 8 (1d8 + 4) piercing damage Constitution saving throw, taking 10 (3d6) poison
if used with two hands to make a melee attack, damage on a failed save, or half as much damage
plus 3 (1d6) fire damage. on a successful one.
Fire Ray. Ranged Spell Attack: +7 to hit, range Invisibility. The imp magically turns invisible until it
120ft. Hit: 10 (3d6) fire damage. attacks, or until its concentration ends (as if
Fiendish Charm. One humanoid the cambion can concentrating on a spell). Any equipment the imp
see within 30 feet of it must succeed on a DC 14 wears or carries is invisible with it.
Wisdom saving throw or be magically charmed for
1 day. The charmed target obeys the cambion's
spoken commands. If the target suffers any harm
from the cambion or another creature or receives
a suicidal command from the cambion, the target
can repeat the saving throw, ending the effect on
itself on a success. If a target's saving throw is
successful, or if the effect ends for it, the creature
is immune to the cambion's Fiendish Charm for
the next 24 hours.
17
Mirror of Mephistar 2
Ice Devil Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.
Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6)
Large fiend (devil), lawful evil cold damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.
Armor Class 18 Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6)
Hit Points 180 (19d10 + 76) cold damage.
Speed 40 ft.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft.
Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6)
STR DEX CON INT WIS CHA cold damage.
21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4) Wall of Ice. The devil magically forms an opaque wall
of ice on a solid surface it can see within 60 feet of it.
Saving Throws Dex +7, Con +9, Wis +7, Cha +9 The wall is 1 foot thick and up to 30 feet long and 10
Damage Resistances bludgeoning, piercing, and feet high, or it's a hemispherical dome up to 20 feet
slashing from nonmagical, nonsilvered weapons in diameter. When the wall appears, each creature in
Damage Immunities fire, poison its space is pushed out of it by the shortest route.
Condition Immunities poisoned The creature chooses which side of the wall to end
Senses blindsight 60 ft., darkvision 120 ft., passive up on, unless the creature is incapacitated. The
Perception 12 creature then makes a DC 17 Dexterity saving throw,
Languages Infernal, telepathy 120 ft. taking 35 (10d6) cold damage on a failed save, or
Challenge 14 (11500 XP) half as much damage on a successful one. The wall
lasts for 1 minute or until the devil is incapacitated or
dies. The wall can be damaged and breached; each
Devil's Sight. Magical darkness doesn't impede the 10-foot section has AC 5, 30 hit points, vulnerability
devil's darkvision. to fire damage, and immunity to acid, cold, necrotic,
Magic Resistance. The devil has advantage on saving poison, and psychic damage. If a section is destroyed,
throws against spells and other magical effects. it leaves behind a sheet of frigid air in the space the
wall occupied. Whenever a creature finishes moving
Actions through the frigid air on a turn, willingly or otherwise,
the creature must make a DC 17 Constitution saving
Multiattack. The devil makes three attacks: one bite throw, taking 17 (5d6) cold damage on a failed save,
attack, one claw attack, and one tail attack. or half as much on a success. The frigid air dissipates
when the rest of the wall vanishes.
Pit of Shummrath
19
Crypt of the Hellriders 1
21
Crypt of the Hellriders 3 Death Knight
Medium undead, chaotic evil
Actions
Multiattack. The death knight makes three
longsword attacks.
Longsword. Melee Weapon Attack: +11 to hit,
reach 5 ft. Hit: 9 (1d8 + 5) slashing damage plus
18 (4d8) necrotic damage.
Hellfire Orb (1/Day). The death knight hurls a
magical ball of fire that explodes at a point it can
see within 120 feet of it. Each creature in a 20-
foot-radius sphere centered on that point must
make a DC 18 Dexterity saving throw. The sphere
spreads around corners. A creature takes 35
(10d6) fire damage and 35 (10d6) necrotic
damage on a failed save, or half as much damage
on a successful one.
Reactions
Parry. The death knight adds 6 to its AC against
one melee attack that would hit it. To do so, the
death knight must see the attacker and be
wielding a melee weapon.
22
Kostchtchie's Maw
Chain Devil
Medium fiend (devil), lawful evil
Hell Hound
Medium fiend, lawful evil Armor Class 16 (natural armor)
Hit Points 85 (10d8 + 40)
Speed 30 ft.
Armor Class 15
Hit Points 45 (7d8 + 14)
Speed 50 ft. STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (–2) 13 (+1) 6 (–2) Damage Resistances cold, bludgeoning, piercing,
and slashing from nonmagical weapons that
aren't silvered
Skills Perception +5 Damage Immunities fire, poison
Damage Immunities fire Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15 Senses darkvision 120 ft., passive Perception 11
Languages understands Infernal but can't speak it Languages Infernal, telepathy 120 ft.
Challenge 3 (700 XP) Challenge 8 (3900 XP)
Keen Hearing and Smell. The hound has advantage Devil's Sight. Magical darkness doesn't impede the
on Wisdom (Perception) checks that rely on devil's darkvision.
hearing or smell.
Magic Resistance. The devil has advantage on
Pack Tactics. The hound has advantage on an saving throws against spells and other magical
attack roll against a creature if at least one of the effects.
hound's allies is within 5 ft. of the creature and
the ally isn't incapacitated. Actions
Actions Multiattack. The devil makes two attacks with its
chains.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire Chain. Melee Weapon Attack: +8 to hit, reach 10
damage. ft. Hit: 11 (2d6 + 4) slashing damage. The target
is grappled (escape DC 14) if the devil isn't
Fire Breath (Recharge 5-6). The hound exhales fire already grappling a creature. Until this grapple
in a 15-foot cone. Each creature in that area must ends, the target is restrained and takes 7 (2d6)
make a DC 12 Dexterity saving throw, taking 21 piercing damage at the start of each of its turns.
(6d6) fire damage on a failed save, or half as much
damage on a successful one. Animate Chains (Recharges after a Short or Long
Rest). Up to four chains the devil can see within
60 feet of it magically sprout razor-edged barbs
and animate under the devil's control, provided
that the chains aren't being worn or carried. Each
animated chain is an object with AC 20, 20 hit
points, resistance to piercing damage, and
immunity to psychic and thunder damage. When
the devil uses Multiattack on its turn, it can use
each animated chain to make one additional chain
attack. An animated chain can grapple one
creature of its own but can't make attacks while
grappling. An animated chain reverts to its
inanimate state if reduced to 0 hit points or if the
devil is incapacitated or dies.
Reactions
Unnerving Mask. When a creature the devil can see
starts its turn within 30 feet of the devil, the devil
can create the illusion that it looks like one of the
creature's departed loved ones or bitter enemies.
If the creature can see the devil, it must succeed
on a DC 14 Wisdom saving throw or be
frightened until the end of its turn.
23
Demon Zapper
Actions
Armor Class 12
Hit Points 67 (9d10 + 18) Multiattack. The unicorn makes two attacks: one with
Speed 50 ft. its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft.
STR DEX CON INT WIS CHA Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit:
18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)
8 (1d8 + 4) piercing damage.
Damage Immunities poison Healing Touch (3/Day). The unicorn touches another
Condition Immunities charmed, paralyzed, poisoned creature with its horn. The target magically regains
Senses darkvision 60 ft., passive Perception 13 11 (2d8 + 2) hit points. In addition, the touch
Languages Celestial, Elvish, Sylvan, telepathy 60 ft. removes all diseases and neutralizes all poisons
Challenge 5 (1800 XP) afflicting the target.
Teleport (1/Day). The unicorn magically teleports itself
Charge. If the unicorn moves at least 20 ft. straight and up to three willing creatures it can see within 5
toward a target and then hits it with a horn attack on ft. of it, along with any equipment they are wearing or
the same turn, the target takes an extra 9 (2d8) carrying, to a location the unicorn is familiar with, up
piercing damage. If the target is a creature, it must to 1 mile away.
succeed on a DC 15 Strength saving throw or be
knocked prone. Legendary Actions
Innate Spellcasting. The unicorn's innate spellcasting Hooves. The unicorn makes one attack with its
ability is Charisma (spell save DC 14). The unicorn hooves.
can innately cast the following spells, requiring no Shimmering Shield (Costs 2 Actions). The unicorn
components: creates a shimmering, magical field around itself or
At will: detect evil and good, druidcraft, pass without another creature it can see within 60 ft. of it. The
trace target gains a +2 bonus to AC until the end of the
unicorn's next turn.
1/day each: calm emotions, dispel evil and good,
entangle Heal Self (Costs 3 Actions). The unicorn magically
regains 11 (2d8 + 2) hit points.
Magic Resistance. The unicorn has advantage on
saving throws against spells and other magical
effects.
24
Bone Brambles 1
Treant
Huge plant, chaotic good
Banshee
Medium undead, chaotic evil Armor Class 16
Hit Points 138 (12d12 + 60)
Speed 30 ft.
Armor Class 12
Hit Points 58 (13d8 + 0)
Speed fly 40 ft. (hover) STR DEX CON INT WIS CHA
23 (+6) 8 (–1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)
STR DEX CON INT WIS CHA
1 (–5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3) Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Senses passive Perception 13
Saving Throws Wis +2, Cha +5 Languages Common, Druidic, Elvish, Sylvan
Damage Resistances acid, fire, lightning, thunder; Challenge 9 (5000 XP)
bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities cold, necrotic, poison False Appearance. While the treant remains
Condition Immunities charmed, exhaustion, motionless, it is indistinguishable from a normal
frightened, grappled, paralyzed, petrified, tree.
poisoned, prone, restrained Siege Monster. The treant deals double damage to
Senses darkvision 60 ft., passive Perception 10 objects and structures.
Languages Common, Elvish
Challenge 4 (1100 XP) Actions
Multiattack. The treant makes two slam attacks.
Detect Life. The banshee can magically sense the
presence of living creatures up to 5 miles away Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.
that aren't undead or constructs. She knows the Hit: 16 (3d6 + 6) bludgeoning damage.
general direction they're in but not their exact
locations. Rock. Ranged Weapon Attack: +10 to hit, range
60/180 ft. Hit: 28 (4d10 + 6) bludgeoning
Incorporeal Movement. The banshee can move damage.
through other creatures and objects as if they
Animate Trees (1/Day). The treant magically
were difficult terrain. It takes 5 (1d10) force
animates one or two trees it can see within 60
damage if it ends its turn inside an object.
feet of it. These trees have the same statistics as a
Actions treant, except they have Intelligence and Charisma
scores of 1, they can't speak, and they have only
Corrupting Touch. Melee Spell Attack: +4 to hit, the Slam action option. An animated tree acts as
reach 5 ft. Hit: 12 (3d6 + 2) necrotic damage. an ally of the treant. The tree remains animate for
1 day or until it dies; until the treant dies or is
Horrifying Visage. Each non-undead creature within more than 120 feet from the tree; or until the
60 feet of the banshee that can see her must treant takes a bonus action to turn it back into an
succeed on a DC 13 Wisdom saving throw or be inanimate tree. The tree then takes root if
frightened for 1 minute. A frightened target can possible.
repeat the saving throw at the end of each of its
turns, with disadvantage if the banshee is within
line of sight, ending the effect on itself on a
success. If a target's saving throw is successful or
the effect ends for it, the target is immune to the
banshee's Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful
wail, provided that she isn't in sunlight. This wail
has no effect on constructs and undead. All other
creatures within 30 feet of her that can hear her
must make a DC 13 Constitution saving throw.
On a failure, a creature drops to 0 hit points. On a
success, a creature takes 10 (3d6) psychic
damage.
25
Bone Brambles 2
26
Uldrak's Grave Empyrean
Huge celestial (titan), neutral evil
Flyby. The spined devil doesn’t provoke At will: greater restoration, pass without trace,
opportunity attacks when it flies out of an water breathing, water walk
enemy’s reach. 1/day: commune, dispel evil and good,
Limited Spines. The devil has twelve tail spines. earthquake, fire storm, plane shift (self only)
Used spines regrow by the time the devil finishes Legendary Resistance (3/Day). When the empyrean
a long rest. fails a saving throw, it can choose to succeed
Magic Resistance. The spined devil has advantage instead.
on saving throws against spells and other magical Magic Resistance. The empyrean has advantage on
effects. saving throws against spells and other magical
effects.
Actions Magic Weapons. The empyrean's weapon attacks
Multiattack. The devil makes two attacks: one with are magical.
its bite and one with its fork or two with its tail
spines. Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Maul. Melee Weapon Attack: +17 to hit, reach 10
Hit: 5 (2d4) piercing damage. ft. Hit: 31 (6d6 + 10) bludgeoning damage. If the
target is a creature, it must succeed on a DC 15
Fork. Melee Weapon Attack: +2 to hit, reach 5 ft. Constitution saving throw or be stunned until the
Hit: 3 (1d6) piercing damage. end of the empyrean’s next turn.
Tail Spine. Ranged Weapon Attack: +4 to hit, range
20/80 ft. Hit: 4 (1d4 + 2) piercing damage plus 3 Bolt. Ranged Spell Attack: +15 to hit, range 600 ft.
(1d6) fire damage. Hit: 24 (7d6) damage of one of the following
types (empyrean’s choice): acid, cold, fire, force,
lightning, radiant, or thunder.
Legendary Actions
Attack. The empyrean makes one attack.
Bolster. The empyrean bolsters all nonhostile
creatures within 120 feet of it until the end of
its next turn. Bolstered creatures can’t be
charmed or frightened, and they gain advantage
on ability checks and saving throws until the
end of the empyrean’s next turn.
Trembling Strike (Costs 2 Actions). The empyrean
strikes the ground with its maul, triggering an
earth tremor. All other creatures on the ground
within 60 feet of the empyrean must succeed
on a DC 25 Strength saving throw or be
knocked prone.
27
Arkhan's Tower 1 Adult White Dragon
Huge dragon, chaotic evil
28
Arkhan's Tower 2
Krull 1st level (4 slots): cure wounds, detect evil and good,
false life, inflict wounds, ray of sickness
Medium humanoid (tortle), lawful evil
2nd level (3 slots): blindness/deafness, gentle repose,
hold person, ray of enfeeblement, spiritual weapon
Armor Class 17 (natural armor)
Hit Points 117 (18d8 + 36) 3rd level (3 slots): animate dead, magic circle, speak
Speed 30 ft. with dead, spirit guardians, vampiric touch
4th level (3 slots): banishment, blight, death ward,
divination, locate creature
STR DEX CON INT WIS CHA
5th level (2 slots): antilife shell, cloudkill, contagion,
20 (+5) 14 (+2) 15 (+2) 12 (+1) 20 (+5) 12 (+1) greater restoration
Saving Throws Wis +8, Cha +4 6th level (1 slots): create undead, true seeing
Skills Medicine +8, Nature +4, Arcana +4, Survival +8 7th level (1 slots): divine word, regenerate
Senses passive perception 15
Languages Common, Aquan, Draconic Actions
Challenge 6 (2300 XP)
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit: 7 (1d4 + 5) piercing damage.
Hold Breath (Crocodile). Krull can hold his breath for 1
hour. Maul. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit:
13 (2d6 + 6) bludgeoning damage plus 9 (2d8)
Inescapable Destruction. Necrotic damage dealt by necrotic damage.
Krull's spells ignores resistance to necrotic damage.
Shell Defence. Krull withdraws into his shell. Until he
Spellcasting. Krull is a 14th-level spellcaster. Krull's emerges as a bonus action, he has a +4 bonus to AC
spellcasting ability is Wisdom (spell save DC 16, +8 and has advantage on Strength and Constitution
to hit with spell attacks). Krull has the following cleric saving throws. While in his shell, Krull is prone, his
spells prepared: speed is 0 and can't increase, he has disadvantage on
Cantrip (at will): chill touch, mending, resistance, Dexterity saving throws, he can't take reactions, and
sacred flame, spare the dying, thaumaturgy the only action he can take is to emerge from his
shell.
Ghoul
Medium undead, chaotic evil
Armor Class 12
Hit Points 22 (5d8 + 0)
Speed 30 ft.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.
Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit: 7 (2d4 + 2) slashing damage. If the target is a
creature other than an elf or undead, it must
succeed on a DC 10 Constitution saving throw or
be paralyzed for 1 minute. The target can repeat
the saving throw at the end of each of its turns,
ending the effect on itself on a success.
29
Monument to Tiamat 1 Arkhan the Cruel
Medium humanoid (dragonborn), lawful evil
30
Monument to Tiamat 2 Chimera
Large monstrosity, chaotic evil
31
Bel's Forge 1 Bearded Devil
Medium fiend (devil), lawful evil
32
Bel's Forge 2
33
Bel's Forge 3 Bone Devil
Large fiend (devil), lawful evil
34
Sibriex
Sibriex Actions
Huge fiend (demon), chaotic evil Multiattack. The sibriex uses Squirt Bile once and
makes three attacks using its chain, bite, or both.
Armor Class 19 (natural armor)
Hit Points 150 (12d12 + 72) Chain. Melee Weapon Attack: +6 to hit, reach 15 ft.
Speed 0 ft. fly 20 ft. (hover) Hit: 13 (2d12) piercing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit:
9 (2d8) piercing damage plus 9 (2d8) acid damage.
STR DEX CON INT WIS CHA
Squirt Bil. The sibriex targets one creature it can see
10 (+0) 3 (–4) 23 (+6) 25 (+7) 24 (+7) 25 (+7) within 120 feet of it. The target must succeed on a
DC 20 Dexterity saving throw or take 35 (10d6) acid
Saving Throws Int +13, Cha +13 damage.
Skills History +13, Perception +13, Arcana +13 Warp Creature. The sibriex targets up to three
Damage Resistances cold, fire, lightning, bludgeoning, creatures it can see within 120 feet of it. Each target
piercing, and slashing from nonmagical attacks must make a DC 20 Constitution saving throw. On a
Damage Immunities poison successful save, a creature becomes immune to this
Condition Immunities poisoned sibriex's Warp Creature. On a failed save, the target is
Senses truesight 120 ft., passive perception 23 poisoned, which causes it to also gain 1 level of
Languages all, telepathy 120ft exhaustion. While poisoned in this way, the target
Challenge 18 (20000 XP) must repeat the saving throw at the start of each of
its turns. Three successful saves against the poison
Contamination. The sibriex emits an aura of end it, and ending the poison removes any levels of
corruption 30 feet in every direction. Plants that exhaustion caused by it. Each failed save causes the
aren't creatures wither in the aura, and the ground in target to suffer another level of exhaustion. Once the
it is difficult terrain for other creatures. Any creature target reaches 6 levels of exhaustion, it dies and
that starts its turn in the aura must succeed on a DC instantly transforms into a living abyssal wretch under
20 Constitution saving throw or take 14 (4d6) the sibriex's control. The transformation of the body
poison damage. A creature that succeeds on the save can be undone only by a wish spell.
is immune to this sibriex's Contamination for 24
hours. Legendary Actions
Innate Spellcasting. Sibriex's innate spellcasting ability Sibriex can take 3 legendary actions, choosing from
is Charisma (spell save DC 21, +13 to hit with spell the options below. Only one legendary action option
attacks). Sibriex can innately cast the following spells, can be used at a time and only at the end of another
requiring no material components: creature's turn. Sibriex regains spent legendary
actions at the start of its turn.
At will: charm person, command, dispel magic, hold
person Cast a Spell. The sibriex casts a spell.
3/day: feeblemind
Spray Bile. The sibriex uses Squirt Bile.
Legendary Resistance (3/Day). If Sibriex fails a saving
throw, it can choose to succeed instead. Warp (Costs 2 Actions). The sibriex uses Warp
Creature.
Magic Resistance. Sibriex has advantage on saving
throws against spells and other magical effects.
35
Sibriex 2
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 4 (1d8) piercing damage.
Vrock Actions
Large fiend (demon), chaotic evil Multiattack. The vrock makes two attacks: one with its
beak and one with its talons.
Armor Class 15
Hit Points 104 (11d10 + 44) Beak. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit:
Speed 40 ft., fly 60 ft. 10 (2d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 14 (2d10 + 3) slashing damage.
STR DEX CON INT WIS CHA
Spores (Recharge 6). A 15-foot-radius cloud of toxic
17 (+3) 15 (+2) 18 (+4) 8 (–1) 13 (+1) 8 (–1) spores extends out from the vrock. The spores
spread around corners. Each creature in that area
Saving Throws Dex +5, Wis +4, Cha +2 must succeed on a DC 14 Constitution saving throw
Damage Resistances cold, fire, lightning, bludgeoning, or become poisoned. While poisoned in this way, a
piercing, and slashing from nonmagical weapons target takes 5 (1d10) poison damage at the start of
Damage Immunities poison each of its turns. A target can repeat the saving throw
Condition Immunities poisoned at the end of each of its turns, ending the effect on
Senses darkvision 120 ft., passive Perception 11 itself on a success. Emptying a vial of holy water on
Languages Abyssal, telepathy 120 ft. the target also ends the effect on it.
Challenge 6 (2300 XP) Stunning Screech (1/Day). The vrock emits a horrific
screech. Each creature within 20 feet of it that can
Magic Resistance. The vrock has advantage on saving hear it and that isn't a demon must succeed on a DC
throws against spells and other magical effects. 14 Constitution saving throw or be stunned until the
end of the vrock's next turn .
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Wrecked Flying Fortress 2 Death Slaad
Medium aberration (shapechanger), chaotic evil
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Hollyphant Innate Spellcasting. The hollyphant’s innate
spellcasting ability is Wisdom (spell save DC 15). It
Small celestial, lawful good can innately cast the following spells, requiring no
material components:
Armor Class 18 (natural armor) At will: light
Hit Points 30 (4d10 + 8)
Speed 30 ft. 2/day each: bless, cure wounds, protection from evil
and good
1/day each: banishment, heal, raise dead,
STR DEX CON INT WIS CHA shapechange (into a golden-furred mammoth with
10 (+0) 11 (+0) 12 (+1) 16 (+3) 19 (+4) 16 (+3) feathered wings and a flying speed of 120 ft.),
teleport (with no chance of error)
Saving Throws Dex +3, Con +4, Cha +6 Magic Weapons. The hollyphant’s weapon attacks are
Damage Resistances Damage Resistances magical.
Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks Actions
Damage Immunities Poison
Tusks. Melee Weapon Attack: +3 to hit, reach 5 ft.
Condition Immunities Poisoned
Hit: 3 (1d6) piercing damage.
Senses Passive Perception 14
Languages Celestial, Telepathy 120 ft. Trumpet (3/Day). The hollyphant blows air through its
Challenge 5 (1,800 XP) trunk, creating a trumpet sound that can be heard out
to a range of 600 feet. The trumpet also creates a 30-
Aura of Invulnerability. An invisible aura forms a 10- foot cone of energy that has one of the following
foot-radius sphere around the hollyphant for as long effects, chosen by the hollyphant:
as it lives. Any spell of 5th level or lower cast from
outside the barrier can’t affect creatures or objects Trumpet of Blasting. Each creature in the cone must
within it, even if the spell is cast using a higher level make a DC 14 Constitution saving throw. On a failed
spell slot. Such a spell can target creatures and save, a creature takes 17 (5d6) thunder damage and
objects within the barrier, but the spell has no effect is deafened for 1 minute. On a successful save, a
on them. Similarly, the area within the barrier is creature takes half as much damage and isn’t
excluded from the areas affected by such spells. The deafened. Nonmagical objects in the cone that aren’t
hollyphant can use an action to suppress this trait being held or worn take 35 (10d6) thunder damage.
until its concentration ends (as if concentrating on a Trumpet of Sparkles. Creatures in the cone must make
spell). a DC 14 Constitution saving throw, taking 22 (4d8 +
4) radiant damage on a failed save, or half as much
damage on a successful one. Evil creatures have
disadvantage on the saving throw. Good creatures in
the cone take no damage.